OpenGL vertex buffer object emulation code. (#53)

* * Make more GL vertex buffer related functions use the xgl prefix.

This allows me to later overload them in case I want to try to emulate vertex buffers in software.

* * Add (incomplete) GL VBO emulation. Works well enough but it's very slow.

* * Define USE_HARDWARE_GL_BUFFERS again.
This commit is contained in:
iProgramInCpp
2023-08-13 16:03:51 +03:00
committed by GitHub
parent eb64faa89f
commit f4855d38b6
6 changed files with 359 additions and 42 deletions

View File

@@ -303,28 +303,28 @@ void sleepMs(int ms)
void drawArrayVT(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glEnableClientState(GL_VERTEX_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglEnableClientState(GL_VERTEX_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void drawArrayVTC(GLuint buffer, int count, int stride)
{
xglBindBuffer(GL_ARRAY_BUFFER, buffer);
glVertexPointer(3, GL_FLOAT, stride, nullptr);
glTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
glColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
xglVertexPointer(3, GL_FLOAT, stride, nullptr);
xglTexCoordPointer(2, GL_FLOAT, stride, (void*)12);
xglColorPointer(4, GL_UNSIGNED_BYTE, stride, (void*)20);
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglDrawArrays(GL_TRIANGLES, 0, count);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglDisableClientState(GL_COLOR_ARRAY);
}
float Max(float a, float b)