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gpu: implement vertex buffer streams for Direct3D. OpenGL is missing for now.

legacy
Sam Hocevar sam 12 jaren geleden
bovenliggende
commit
f7e202a7c8
7 gewijzigde bestanden met toevoegingen van 291 en 178 verwijderingen
  1. +1
    -1
      src/core.h
  2. +8
    -6
      src/gpu/shader.cpp
  3. +14
    -1
      src/gpu/shader.h
  4. +204
    -82
      src/gpu/vertexbuffer.cpp
  5. +31
    -4
      src/gpu/vertexbuffer.h
  6. +10
    -46
      test/tutorial/tut01.cpp
  7. +23
    -38
      test/tutorial/tut02.cpp

+ 1
- 1
src/core.h Bestand weergeven

@@ -98,8 +98,8 @@ static inline int isnan(float f)
#include "map.h"
#include "layer.h"
#include "gpu/shader.h"
#include "gpu/vbo.h"
#include "gpu/vertexbuffer.h"
#include "gpu/vbo.h"
#include "image/image.h"
#include "application/application.h"



+ 8
- 6
src/gpu/shader.cpp Bestand weergeven

@@ -231,17 +231,19 @@ Shader::Shader(char const *vert, char const *frag)
#endif
}

int Shader::GetAttribLocation(char const *attr) const
ShaderAttrib Shader::GetAttribLocation(char const *attr,
VertexUsage usage, int index) const
{
ShaderAttrib ret;
#if defined USE_D3D9 || defined _XBOX
/* FIXME: do we have attribs on these platforms? */
return 0;
ret.m_flags = (uint32_t)index << 16;
ret.m_flags |= (uint32_t)usage;
#elif !defined __CELLOS_LV2__
return glGetAttribLocation(data->prog_id, attr);
ret.m_flags = glGetAttribLocation(data->prog_id, attr);
#else
/* FIXME: need to differentiate between vertex and fragment program */
return 0;
/* FIXME: can we do this at all? */
#endif
return ret;
}

ShaderUniform Shader::GetUniformLocation(char const *uni) const


+ 14
- 1
src/gpu/shader.h Bestand weergeven

@@ -34,6 +34,18 @@ private:
uint32_t flags;
};

struct ShaderAttrib
{
friend class Shader;
friend class VertexDeclaration;

public:
ShaderAttrib(int flags = 0xffffffff) : m_flags(flags) {}

private:
uint32_t m_flags;
};

class ShaderData;

class Shader
@@ -42,7 +54,8 @@ public:
static Shader *Create(char const *vert, char const *frag);
static void Destroy(Shader *shader);

int GetAttribLocation(char const *attr) const;
ShaderAttrib GetAttribLocation(char const *attr, struct VertexUsage usage,
int index) const;

ShaderUniform GetUniformLocation(char const *uni) const;
void SetUniform(ShaderUniform const &uni, int i);


+ 204
- 82
src/gpu/vertexbuffer.cpp Bestand weergeven

@@ -32,14 +32,145 @@ extern D3DDevice *g_d3ddevice;
namespace lol
{

//
// The VertexBufferData class
// --------------------------
//

class VertexBufferData
{
friend class VertexBuffer;
friend class VertexDeclaration;

#if defined USE_D3D9
IDirect3DVertexBuffer9 *m_vbo;
#elif defined _XBOX
D3DVertexBuffer *m_vbo;
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
GLuint m_vbo;
uint8_t *m_memory;
size_t m_size;
#endif
};

//
// The VertexDeclaration class
// ---------------------------
//

VertexStreamBase const VertexStreamBase::Empty;

VertexDeclaration::VertexDeclaration(VertexStreamBase const &s1,
VertexStreamBase const &s2,
VertexStreamBase const &s3,
VertexStreamBase const &s4,
VertexStreamBase const &s5,
VertexStreamBase const &s6,
VertexStreamBase const &s7,
VertexStreamBase const &s8,
VertexStreamBase const &s9,
VertexStreamBase const &s10,
VertexStreamBase const &s11,
VertexStreamBase const &s12) : m_count(0)
{
if (&s1 != &VertexStreamBase::Empty) AddStream(s1);
if (&s2 != &VertexStreamBase::Empty) AddStream(s2);
if (&s3 != &VertexStreamBase::Empty) AddStream(s3);
if (&s4 != &VertexStreamBase::Empty) AddStream(s4);
if (&s5 != &VertexStreamBase::Empty) AddStream(s5);
if (&s6 != &VertexStreamBase::Empty) AddStream(s6);
if (&s7 != &VertexStreamBase::Empty) AddStream(s7);
if (&s8 != &VertexStreamBase::Empty) AddStream(s8);
if (&s9 != &VertexStreamBase::Empty) AddStream(s9);
if (&s10 != &VertexStreamBase::Empty) AddStream(s10);
if (&s11 != &VertexStreamBase::Empty) AddStream(s11);
if (&s12 != &VertexStreamBase::Empty) AddStream(s12);
Initialize();
}

VertexDeclaration::~VertexDeclaration()
{
#if defined _XBOX || defined USE_D3D9
# if defined USE_D3D9
IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
# elif defined _XBOX
D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
# endif

vdecl->Release();
#else

#endif
}

void VertexDeclaration::Bind()
{
#if defined _XBOX || defined USE_D3D9
# if defined USE_D3D9
IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
# elif defined _XBOX
D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
# endif

g_d3ddevice->SetVertexDeclaration(vdecl);
#else

#endif
}

void VertexDeclaration::SetStream(VertexBuffer *vb, ShaderAttrib attr1,
ShaderAttrib attr2,
ShaderAttrib attr3,
ShaderAttrib attr4,
ShaderAttrib attr5,
ShaderAttrib attr6,
ShaderAttrib attr7,
ShaderAttrib attr8,
ShaderAttrib attr9,
ShaderAttrib attr10,
ShaderAttrib attr11,
ShaderAttrib attr12)
{
#if defined _XBOX || defined USE_D3D9
/* Only the first item is required to know which stream this
* is about; the rest of the information is stored in the
* vertex declaration already. */
uint32_t usage = attr1.m_flags >> 16;
uint32_t index = attr1.m_flags & 0xffff;
int usage_index = 0, stream = -1, stride = 0;
for (int i = 0; i < m_count; i++)
{
if (m_streams[i].usage == usage)
if (usage_index++ == index)
stream = m_streams[i].index;
if (stream == m_streams[i].index)
stride += m_streams[i].size;
}

/* Now we know the stream index and the element stride */
/* FIXME: precompute most of the crap above! */
if (stream >= 0)
g_d3ddevice->SetStreamSource(stream, vb->m_data->m_vbo, 0, stride);
#else
glBindBuffer(GL_ARRAY_BUFFER, vb);
ShaderAttrib l[12] = { attr1, attr2, attr3, attr4, attr5, attr6,
attr7, attr8, attr9, attr10, attr11, attr12 };
for (int i = 0; i < 12 && l[i].m_flags != 0xffffffff; i++)
{
uint32_t usage = l[i].m_flags >> 16;
uint32_t index = l[i].m_flags & 0xffff;
glEnableVertexAttribArray((GLint)attr.flags);
/* FIXME: Hardcoded!! Where to get that from? */
glVertexAttribPointer((GLint)attr.flags, 3, GL_FLOAT, GL_FALSE, 0, 0);
#endif
}

void VertexDeclaration::Initialize()
{
#if defined _XBOX || defined USE_D3D9
static D3DVERTEXELEMENT9 const end_element[] = { D3DDECL_END() };
static D3DECLTYPE const X = D3DDECLTYPE_UNUSED;
static D3DECLTYPE const tlut[] =
static D3DDECLTYPE const X = D3DDECLTYPE_UNUSED;
static D3DDECLTYPE const tlut[] =
{
D3DDECLTYPE_UNUSED,
X, D3DDECLTYPE_FLOAT16_2, X, D3DDECLTYPE_FLOAT16_4, /* half */
@@ -72,37 +203,34 @@ void VertexDeclaration::Initialize()
};

D3DVERTEXELEMENT9 elements[12 + 1];
int nstreams = 0;
while (m_streams[nstreams].size)
for (int n = 0; n < m_count; n++)
{
elements[nstreams].Stream = m_streams[nstreams].index;
elements[nstreams].Offset = 0;
for (int i = 0; i < nstreams; i++)
elements[nstreams].Offset += m_streams[nstreams].size;
if (m_streams[nstreams].type >= 0
&& m_streams[nstreams].type < sizeof(tlut) / sizeof(*tlut))
elements[nstreams].Type = tlut[m_streams[nstreams].type];
elements[n].Stream = m_streams[n].index;
elements[n].Offset = 0;
for (int i = 0; i < n; i++)
elements[n].Offset += m_streams[n].size;
if (m_streams[n].stream_type >= 0
&& m_streams[n].stream_type < sizeof(tlut) / sizeof(*tlut))
elements[n].Type = tlut[m_streams[n].stream_type];
else
elements[nstreams].Type = D3DDECLTYPE_UNUSED;
elements[n].Type = D3DDECLTYPE_UNUSED;

elements[nstreams].Method = D3DDECLMETHOD_DEFAULT;
elements[n].Method = D3DDECLMETHOD_DEFAULT;

if (m_streams[nstreams].usage >= 0
&& m_streams[nstreams].usage < sizeof(ulut) / sizeof(*ulut))
elements[nstreams].Type = ulut[m_streams[nstreams].usage];
if (m_streams[n].usage >= 0
&& m_streams[n].usage < sizeof(ulut) / sizeof(*ulut))
elements[n].Usage = ulut[m_streams[n].usage];
else
elements[nstreams].Type = D3DDECLUSAGE_POSITION;
elements[n].Usage = D3DDECLUSAGE_POSITION;

elements[nstreams].UsageIndex = 0;
for (int i = 0; i < nstreams; i++)
if (elements[i].Stream == elements[nstreams].Stream
&& elements[i].Usage == elements[nstreams].Usage)
elements[nstreams].UsageIndex++;

nstreams++;
elements[n].UsageIndex = 0;
for (int i = 0; i < n; i++)
if (elements[i].Stream == elements[n].Stream
&& elements[i].Usage == elements[n].Usage)
elements[n].UsageIndex++;
}
elements[nstreams] = end_element[0];
elements[m_count] = end_element[0];

# if defined USE_D3D9
IDirect3DVertexDeclaration9 *vdecl;
@@ -118,76 +246,70 @@ void VertexDeclaration::Initialize()
#endif
}

VertexDeclaration::~VertexDeclaration()
void VertexDeclaration::AddStream(VertexStreamBase const &s)
{
#if defined _XBOX || defined USE_D3D9
# if defined USE_D3D9
IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
# elif defined _XBOX
D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
# endif
int index = m_count ? m_streams[m_count - 1].index + 1 : 0;

vdecl->Release();
#else
for (int i = 0; s.m_streams[i].size; i++)
{
m_streams[m_count].stream_type = s.m_streams[i].stream_type;
m_streams[m_count].usage = s.m_streams[i].usage;
m_streams[m_count].size = s.m_streams[i].size;
m_streams[m_count].index = index;
m_count++;
}
}

//
// The VertexBuffer class
// ----------------------
//

VertexBuffer::VertexBuffer(size_t size)
: m_data(new VertexBufferData)
{
#if defined USE_D3D9 || defined _XBOX
g_d3ddevice->CreateVertexBuffer(size, D3DUSAGE_WRITEONLY, NULL,
D3DPOOL_MANAGED, &m_data->m_vbo, NULL);
new uint8_t[size];
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
glGenBuffers(1, &m_data->m_vbo);
m_data->m_memory = new uint8_t[size];
m_data->m_size = size;
#endif
}

void VertexDeclaration::Bind()
VertexBuffer::~VertexBuffer()
{
#if defined _XBOX || defined USE_D3D9
# if defined USE_D3D9
IDirect3DVertexDeclaration9 *vdecl = (IDirect3DVertexDeclaration9 *)m_data;
# elif defined _XBOX
D3DVertexDeclaration *vdecl = (D3DVertexDeclaration *)m_data;
# endif

g_d3ddevice->SetVertexDeclaration(vdecl);
#else

#if defined USE_D3D9 || defined _XBOX
m_data->m_vbo->Release();
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
glDeleteBuffers(1, &m_data->m_vbo);
delete[] m_data->m_memory;
#endif
}

VertexDeclaration::VertexDeclaration(VertexStreamBase const &s1,
VertexStreamBase const &s2,
VertexStreamBase const &s3,
VertexStreamBase const &s4,
VertexStreamBase const &s5,
VertexStreamBase const &s6,
VertexStreamBase const &s7,
VertexStreamBase const &s8,
VertexStreamBase const &s9,
VertexStreamBase const &s10,
VertexStreamBase const &s11,
VertexStreamBase const &s12) : m_count(0)
void *VertexBuffer::Lock(size_t offset, size_t size)
{
if (&s1 != &VertexStreamBase::Empty) AddStream(s1);
if (&s2 != &VertexStreamBase::Empty) AddStream(s2);
if (&s3 != &VertexStreamBase::Empty) AddStream(s3);
if (&s4 != &VertexStreamBase::Empty) AddStream(s4);
if (&s5 != &VertexStreamBase::Empty) AddStream(s5);
if (&s6 != &VertexStreamBase::Empty) AddStream(s6);
if (&s7 != &VertexStreamBase::Empty) AddStream(s7);
if (&s8 != &VertexStreamBase::Empty) AddStream(s8);
if (&s9 != &VertexStreamBase::Empty) AddStream(s9);
if (&s10 != &VertexStreamBase::Empty) AddStream(s10);
if (&s11 != &VertexStreamBase::Empty) AddStream(s11);
if (&s12 != &VertexStreamBase::Empty) AddStream(s12);
Initialize();
#if defined USE_D3D9 || defined _XBOX
void *ret;
if (FAILED(m_data->m_vbo->Lock(offset, size, (void **)&ret, 0)))
exit(0);
return ret;
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
return m_data->m_memory + offset;
#endif
}

void VertexDeclaration::AddStream(VertexStreamBase const &s)
void VertexBuffer::Unlock()
{
int index = m_count ? m_streams[m_count - 1].index + 1 : 0;

for (int i = 0; s.m_streams[i].size; i++)
{
m_streams[m_count].stream_type = s.m_streams[i].stream_type;
m_streams[m_count].usage = s.m_streams[i].usage;
m_streams[m_count].size = s.m_streams[i].size;
m_streams[m_count].index = index;
m_count++;
}
#if defined USE_D3D9 || defined _XBOX
m_data->m_vbo->Unlock();
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, m_data->m_size, m_data->m_memory,
GL_STATIC_DRAW);
#endif
}

} /* namespace lol */


+ 31
- 4
src/gpu/vertexbuffer.h Bestand weergeven

@@ -9,8 +9,8 @@
//

//
// The VertexBuffer class
// ----------------------
// The VertexBuffer and VertexDeclaration classes
// ----------------------------------------------
//

#if !defined __LOL_VERTEXBUFFER_H__
@@ -21,6 +21,21 @@
namespace lol
{

class VertexBuffer
{
friend class VertexDeclaration;

public:
VertexBuffer(size_t size);
~VertexBuffer();

void *Lock(size_t offset, size_t size);
void Unlock();

private:
class VertexBufferData *m_data;
};

struct VertexUsage
{
enum Value
@@ -80,7 +95,7 @@ protected:
LOL_TYPE(int32_t) LOL_TYPE(ivec2) LOL_TYPE(ivec3) LOL_TYPE(ivec4)
#undef LOL_TYPE

template<typename T> inline void AddStream(int n, int usage)
template<typename T> inline void AddStream(int n, VertexUsage usage)
{
m_streams[n].stream_type = GetType((T *)NULL);
m_streams[n].usage = usage;
@@ -96,7 +111,7 @@ private:
};

template<>
inline void VertexStreamBase::AddStream<void>(int n, int usage)
inline void VertexStreamBase::AddStream<void>(int n, VertexUsage usage)
{
(void)usage;
m_streams[n].size = 0;
@@ -149,6 +164,18 @@ public:
~VertexDeclaration();

void Bind();
void SetStream(VertexBuffer *vb, ShaderAttrib attr1,
ShaderAttrib attr2 = ShaderAttrib(),
ShaderAttrib attr3 = ShaderAttrib(),
ShaderAttrib attr4 = ShaderAttrib(),
ShaderAttrib attr5 = ShaderAttrib(),
ShaderAttrib attr6 = ShaderAttrib(),
ShaderAttrib attr7 = ShaderAttrib(),
ShaderAttrib attr8 = ShaderAttrib(),
ShaderAttrib attr9 = ShaderAttrib(),
ShaderAttrib attr10 = ShaderAttrib(),
ShaderAttrib attr11 = ShaderAttrib(),
ShaderAttrib attr12 = ShaderAttrib());

private:
void Initialize();


+ 10
- 46
test/tutorial/tut01.cpp Bestand weergeven

@@ -99,53 +99,25 @@ public:
"}"
#endif
);
#if !defined _XBOX && !defined USE_D3D9
m_attrib = m_shader->GetAttribLocation("in_Position");
#endif
m_ready = true;
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX && !defined USE_D3D9
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
GL_STATIC_DRAW);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX && !defined USE_D3D9
/* Method 2: upload vertex information at each frame */
#elif defined _XBOX || defined USE_D3D9
m_vdecl =
new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));

if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL)))
exit(0);

vec2 *vertices;
if (FAILED(m_vbo->Lock(0, 0, (void **)&vertices, 0)))
exit(0);
m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));

m_vbo = new VertexBuffer(sizeof(m_vertices));
void *vertices = m_vbo->Lock(0, 0);
memcpy(vertices, m_vertices, sizeof(m_vertices));
m_vbo->Unlock();
#else
#endif

m_ready = true;

/* FIXME: this object never cleans up */
}

m_shader->Bind();
m_vdecl->Bind();
m_vdecl->SetStream(m_vbo, m_coord);
#if defined _XBOX || defined USE_D3D9
g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices));
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(m_attrib);
glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
/* Never used for now */
glEnableVertexAttribArray(m_attrib);
glVertexAttribPointer(m_attrib, 2, GL_FLOAT, GL_FALSE, 0, m_vertices);
#else
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, m_vertices);
#endif

#if defined _XBOX || defined USE_D3D9
@@ -171,16 +143,8 @@ private:
vec2 m_vertices[3];
Shader *m_shader;
VertexDeclaration *m_vdecl;
#if defined USE_D3D9
IDirect3DVertexBuffer9 *m_vbo;
#elif defined _XBOX
D3DVertexBuffer *m_vbo;
#else
int m_attrib;
# if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
GLuint m_vbo;
# endif
#endif
VertexBuffer *m_vbo;
ShaderAttrib m_coord;
bool m_ready;
};



+ 23
- 38
test/tutorial/tut02.cpp Bestand weergeven

@@ -138,49 +138,33 @@ public:
"}"
#endif
);
#if !defined _XBOX && !defined USE_D3D9
m_coord = m_shader->GetAttribLocation("in_Vertex");
m_color = m_shader->GetAttribLocation("in_Color");
#endif
m_mvp = m_shader->GetUniformLocation("in_Matrix");
m_ready = true;
m_coord = m_shader->GetAttribLocation("in_Vertex",
VertexUsage::Position, 0);
m_color = m_shader->GetAttribLocation("in_Color",
VertexUsage::Color, 0);

m_vdecl =
new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
VertexStream<vec3>(VertexUsage::Color));
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX && !defined USE_D3D9
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_vertices), m_vertices,
GL_STATIC_DRAW);
glGenBuffers(1, &m_cbo);
glBindBuffer(GL_ARRAY_BUFFER, m_cbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(m_colors), m_colors,
GL_STATIC_DRAW);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
GL_STATIC_DRAW);
#elif defined _XBOX || defined USE_D3D9
if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL)))
exit(0);

vec3 *vertices;
if (FAILED(m_vbo->Lock(0, 0, (void **)&vertices, 0)))
exit(0);
m_vbo = new VertexBuffer(sizeof(m_vertices));
void *vertices = m_vbo->Lock(0, 0);
memcpy(vertices, m_vertices, sizeof(m_vertices));
m_vbo->Unlock();

if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(m_colors), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_cbo, NULL)))
exit(0);

vec3 *colors;
if (FAILED(m_cbo->Lock(0, 0, (void **)&colors, 0)))
exit(0);
m_cbo = new VertexBuffer(sizeof(m_colors));
void *colors = m_cbo->Lock(0, 0);
memcpy(colors, m_colors, sizeof(m_colors));
m_cbo->Unlock();

#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ && !defined _XBOX && !defined USE_D3D9
/* Method 1: store vertex buffer on the GPU memory */
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_indices), m_indices,
GL_STATIC_DRAW);
#elif defined _XBOX || defined USE_D3D9
int16_t *indices;
if (FAILED(g_d3ddevice->CreateIndexBuffer(sizeof(m_indices), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_ibo, NULL)))
exit(0);
@@ -193,15 +177,17 @@ public:
#endif

/* FIXME: this object never cleans up */
m_ready = true;
}

m_shader->Bind();
m_shader->SetUniform(m_mvp, m_matrix);
m_vdecl->Bind();
m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->SetStream(m_cbo, m_color);

#if defined _XBOX || defined USE_D3D9
g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*m_vertices));
g_d3ddevice->SetStreamSource(1, m_cbo, 0, sizeof(*m_colors));
g_d3ddevice->SetIndices(m_ibo);
g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, sizeof(m_indices) / sizeof(*m_indices));
#elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
@@ -237,20 +223,19 @@ private:
vec3 m_colors[8];
i16vec3 m_indices[12];
Shader *m_shader;
ShaderAttrib m_coord, m_color;
ShaderUniform m_mvp;
VertexDeclaration *m_vdecl;
VertexBuffer *m_vbo, *m_cbo;
#if defined USE_D3D9
IDirect3DVertexBuffer9 *m_vbo, *m_cbo;
IDirect3DIndexBuffer9 *m_ibo;
#elif defined _XBOX
D3DVertexBuffer *m_vbo, *m_cbo;
D3DIndexBuffer *m_ibo;
#else
int m_coord, m_color;
#if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__
GLuint m_vbo, m_cbo, m_ibo;
GLuint m_ibo;
#endif
#endif
ShaderUniform m_mvp;
bool m_ready;
};



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