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@@ -148,67 +148,18 @@ void Scene::Render() // XXX: rename to Blit() |
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// XXX: end of debug stuff |
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#if LOL_EXPERIMENTAL |
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GLuint uni; |
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GLuint uni, attr_pos, attr_tex; |
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uni = stdshader->GetUniformLocation("model_matrix"); |
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glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]); |
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float *vertices = new float[18]; |
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vertices[0] = 0.0f; vertices[1] = 480.0f; vertices[2] = 0.0f; |
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vertices[3] = 640.0f; vertices[4] = 480.0f; vertices[5] = 0.0f; |
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vertices[6] = 0.0f; vertices[7] = 0.0f; vertices[8] = 0.0f; |
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vertices[9] = 640.0f; vertices[10] = 0.0f; vertices[11] = 0.0f; |
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vertices[12] = 0.0f; vertices[13] = 0.0f; vertices[14] = 0.0f; |
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vertices[15] = 640.0f; vertices[16] = 480.0f; vertices[17] = 0.0f; |
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const GLfloat colors[6][3] = { |
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{ 0.0, 0.0, 1.0 }, |
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{ 1.0, 0.0, 0.0 }, |
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{ 0.0, 1.0, 0.0 }, |
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{ 1.0, 1.0, 0.0 }, |
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{ 0.0, 1.0, 0.0 }, |
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{ 1.0, 0.0, 0.0 } }; |
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const GLfloat tex[6][2] = { |
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{ 0.0, 0.0 }, |
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{ 1.0, 0.0 }, |
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{ 0.0, 1.0 }, |
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{ 1.0, 1.0 }, |
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{ 0.0, 1.0 }, |
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{ 1.0, 0.0 } }; |
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GLuint vao, vbo[3], attr; |
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glGenVertexArrays(1, &vao); |
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glBindVertexArray(vao); |
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glGenBuffers(3, &vbo[0]); |
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attr = stdshader->GetAttribLocation("in_Position"); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); |
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glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), vertices, GL_STATIC_DRAW); |
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glVertexAttribPointer(attr, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(attr); |
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attr = stdshader->GetAttribLocation("in_Color"); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); |
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glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), colors, GL_STATIC_DRAW); |
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glVertexAttribPointer(attr, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(attr); |
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attr = stdshader->GetAttribLocation("in_TexCoord"); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[2]); |
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glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tex, GL_STATIC_DRAW); |
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glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(attr); |
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delete[] vertices; |
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stdshader->Bind(); |
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glBindVertexArray(vao); |
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Tiler::Bind(1 << 16); |
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glDrawArrays(GL_TRIANGLES, 0, 6); |
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glBindVertexArray(0); |
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attr_pos = stdshader->GetAttribLocation("in_Position"); |
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attr_tex = stdshader->GetAttribLocation("in_TexCoord"); |
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glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]); |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_LEQUAL); |
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glEnable(GL_ALPHA_TEST); |
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glAlphaFunc(GL_GEQUAL, 0.01f); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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#else |
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glEnable(GL_DEPTH_TEST); |
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glDepthFunc(GL_LEQUAL); |
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@@ -219,6 +170,7 @@ void Scene::Render() // XXX: rename to Blit() |
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glLoadIdentity(); |
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glMultMatrixf(&model_matrix[0][0]); |
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#endif |
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for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) |
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{ |
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@@ -246,6 +198,25 @@ void Scene::Render() // XXX: rename to Blit() |
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vertex + 18 * (j - i), texture + 12 * (j - i)); |
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} |
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#if LOL_EXPERIMENTAL |
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GLuint vao, vbo[2], attr; |
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glGenVertexArrays(1, &vao); |
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glBindVertexArray(vao); |
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glGenBuffers(2, &vbo[0]); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0]); |
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glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat), vertex, GL_STATIC_DRAW); |
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glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(attr_pos); |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1]); |
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glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat), texture, GL_STATIC_DRAW); |
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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glEnableVertexAttribArray(attr_tex); |
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stdshader->Bind(); |
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#else |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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@@ -258,17 +229,21 @@ void Scene::Render() // XXX: rename to Blit() |
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glBufferData(GL_ARRAY_BUFFER, 6 * 2 * (n - i) * sizeof(float), |
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texture, GL_DYNAMIC_DRAW); |
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glTexCoordPointer(2, GL_FLOAT, 0, NULL); |
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#endif |
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Tiler::Bind(data->tiles[i].code); |
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glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6); |
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#if LOL_EXPERIMENTAL |
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glBindVertexArray(0); |
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#else |
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glDisableClientState(GL_VERTEX_ARRAY); |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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#endif |
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free(vertex); |
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free(texture); |
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} |
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#endif |
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free(data->tiles); |
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data->tiles = 0; |
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