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

@@ -108,9 +108,9 @@ void RenderList::render()
void RenderList::renderChunks()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
xglEnableClientState(GL_VERTEX_ARRAY);
xglEnableClientState(GL_COLOR_ARRAY);
xglEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (field_1C > 0)
{
@@ -121,16 +121,16 @@ void RenderList::renderChunks()
glTranslatef(chk.field_C, chk.field_10, chk.field_14);
xglBindBuffer(GL_ARRAY_BUFFER, chk.field_0);
glVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
glTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
glColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
glDrawArrays(GL_TRIANGLES, 0, chk.field_4);
xglVertexPointer (3, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_x));
xglTexCoordPointer(2, GL_FLOAT, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_u));
xglColorPointer (4, GL_UNSIGNED_BYTE, sizeof(Tesselator::Vertex), (void*)offsetof(Tesselator::Vertex, m_color));
xglDrawArrays(GL_TRIANGLES, 0, chk.field_4);
glPopMatrix();
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
xglDisableClientState(GL_VERTEX_ARRAY);
xglDisableClientState(GL_COLOR_ARRAY);
xglDisableClientState(GL_TEXTURE_COORD_ARRAY);
}