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Experimental GL mode works!

legacy
Sam Hocevar sam преди 13 години
родител
ревизия
7ed3b998fd
променени са 2 файла, в които са добавени 38 реда и са изтрити 62 реда
  1. +35
    -60
      src/scene.cpp
  2. +3
    -2
      src/video.cpp

+ 35
- 60
src/scene.cpp Целия файл

@@ -148,67 +148,18 @@ void Scene::Render() // XXX: rename to Blit()
// XXX: end of debug stuff

#if LOL_EXPERIMENTAL
GLuint uni;
GLuint uni, attr_pos, attr_tex;
uni = stdshader->GetUniformLocation("model_matrix");
glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]);

float *vertices = new float[18];
vertices[0] = 0.0f; vertices[1] = 480.0f; vertices[2] = 0.0f;
vertices[3] = 640.0f; vertices[4] = 480.0f; vertices[5] = 0.0f;
vertices[6] = 0.0f; vertices[7] = 0.0f; vertices[8] = 0.0f;

vertices[9] = 640.0f; vertices[10] = 0.0f; vertices[11] = 0.0f;
vertices[12] = 0.0f; vertices[13] = 0.0f; vertices[14] = 0.0f;
vertices[15] = 640.0f; vertices[16] = 480.0f; vertices[17] = 0.0f;

const GLfloat colors[6][3] = {
{ 0.0, 0.0, 1.0 },
{ 1.0, 0.0, 0.0 },
{ 0.0, 1.0, 0.0 },
{ 1.0, 1.0, 0.0 },
{ 0.0, 1.0, 0.0 },
{ 1.0, 0.0, 0.0 } };

const GLfloat tex[6][2] = {
{ 0.0, 0.0 },
{ 1.0, 0.0 },
{ 0.0, 1.0 },
{ 1.0, 1.0 },
{ 0.0, 1.0 },
{ 1.0, 0.0 } };

GLuint vao, vbo[3], attr;

glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(3, &vbo[0]);

attr = stdshader->GetAttribLocation("in_Position");
glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(attr, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(attr);

attr = stdshader->GetAttribLocation("in_Color");
glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), colors, GL_STATIC_DRAW);
glVertexAttribPointer(attr, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(attr);

attr = stdshader->GetAttribLocation("in_TexCoord");
glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tex, GL_STATIC_DRAW);
glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(attr);

delete[] vertices;

stdshader->Bind();
glBindVertexArray(vao);
Tiler::Bind(1 << 16);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
attr_pos = stdshader->GetAttribLocation("in_Position");
attr_tex = stdshader->GetAttribLocation("in_TexCoord");

glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.01f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#else
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
@@ -219,6 +170,7 @@ void Scene::Render() // XXX: rename to Blit()

glLoadIdentity();
glMultMatrixf(&model_matrix[0][0]);
#endif

for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
{
@@ -246,6 +198,25 @@ void Scene::Render() // XXX: rename to Blit()
vertex + 18 * (j - i), texture + 12 * (j - i));
}

#if LOL_EXPERIMENTAL
GLuint vao, vbo[2], attr;

glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(2, &vbo[0]);

glBindBuffer(GL_ARRAY_BUFFER, vbo[0]);
glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat), vertex, GL_STATIC_DRAW);
glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(attr_pos);

glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat), texture, GL_STATIC_DRAW);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(attr_tex);

stdshader->Bind();
#else
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

@@ -258,17 +229,21 @@ void Scene::Render() // XXX: rename to Blit()
glBufferData(GL_ARRAY_BUFFER, 6 * 2 * (n - i) * sizeof(float),
texture, GL_DYNAMIC_DRAW);
glTexCoordPointer(2, GL_FLOAT, 0, NULL);
#endif

Tiler::Bind(data->tiles[i].code);
glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6);

#if LOL_EXPERIMENTAL
glBindVertexArray(0);
#else
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif

free(vertex);
free(texture);
}
#endif

free(data->tiles);
data->tiles = 0;


+ 3
- 2
src/video.cpp Целия файл

@@ -62,8 +62,9 @@ static char const *fragmentshader =
"\n"
"void main()\n"
"{\n"
" gl_FragColor = 0.5 * (texture2D(in_Texture, vec2(gl_TexCoord[0]))\n"
" + vec4(pass_Color, 1.0));\n"
//" gl_FragColor = 0.5 * (texture2D(in_Texture, vec2(gl_TexCoord[0]))\n"
//" + vec4(pass_Color, 1.0));\n"
" gl_FragColor = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n"
"}\n";
#endif



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