mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [OpenGL] Use a vertex array object to store the vertex state for the video buffer.
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@ -41,6 +41,10 @@ static PFNGLBUFFERDATAPROC _glBufferData;
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static PFNGLMAPBUFFERPROC _glMapBuffer;
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static PFNGLUNMAPBUFFERPROC _glUnmapBuffer;
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static PFNGLGENVERTEXARRAYSPROC _glGenVertexArrays;
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static PFNGLDELETEVERTEXARRAYSPROC _glDeleteVertexArrays;
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static PFNGLBINDVERTEXARRAYPROC _glBindVertexArray;
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/** A simple 2D vertex with just position and texture. */
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struct Simple2DVertex {
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float x, y;
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@ -148,6 +152,25 @@ static bool BindVBOExtension()
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return _glGenBuffers != nullptr && _glDeleteBuffers != nullptr && _glBindBuffer != nullptr && _glBufferData != nullptr && _glMapBuffer != nullptr && _glUnmapBuffer != nullptr;
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}
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/** Bind vertex array object extension functions. */
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static bool BindVBAExtension()
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{
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/* The APPLE and ARB variants have different semantics (that don't matter for us).
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* Successfully getting pointers to one variant doesn't mean it is supported for
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* the current context. Always check the extension strings as well. */
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if (IsOpenGLVersionAtLeast(3, 0) || IsOpenGLExtensionSupported("GL_ARB_vertex_array_object")) {
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_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)GetOGLProcAddress("glGenVertexArrays");
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_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)GetOGLProcAddress("glDeleteVertexArrays");
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_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)GetOGLProcAddress("glBindVertexArray");
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} else if (IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object")) {
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_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)GetOGLProcAddress("glGenVertexArraysAPPLE");
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_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)GetOGLProcAddress("glDeleteVertexArraysAPPLE");
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_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)GetOGLProcAddress("glBindVertexArrayAPPLE");
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}
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return _glGenVertexArrays != nullptr && _glDeleteVertexArrays != nullptr && _glBindVertexArray != nullptr;
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}
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/** Callback to receive OpenGL debug messages. */
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void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
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{
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@ -238,6 +261,7 @@ OpenGLBackend::OpenGLBackend()
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*/
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OpenGLBackend::~OpenGLBackend()
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{
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if (_glDeleteVertexArrays != nullptr) _glDeleteVertexArrays(1, &this->vao_quad);
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if (_glDeleteBuffers != nullptr) {
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_glDeleteBuffers(1, &this->vbo_quad);
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}
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@ -273,6 +297,9 @@ const char *OpenGLBackend::Init()
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/* Check for vertex buffer objects. */
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if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
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if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
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/* Check for vertex array objects. */
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if (!IsOpenGLVersionAtLeast(3, 0) && (!IsOpenGLExtensionSupported("GL_ARB_vertex_array_object") || !IsOpenGLExtensionSupported("GL_APPLE_vertex_array_object"))) return "Vertex array objects not supported";
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if (!BindVBAExtension()) return "Failed to bind VBA extension functions";
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/* Setup video buffer texture. */
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glGenTextures(1, &this->vid_texture);
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@ -285,7 +312,8 @@ const char *OpenGLBackend::Init()
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
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/* Prime vertex buffer with a full-screen quad. */
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/* Prime vertex buffer with a full-screen quad and store
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* the corresponding state in a vertex array object. */
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static const Simple2DVertex vert_array[] = {
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// x y u v
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{ 1.f, -1.f, 1.f, 1.f },
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@ -294,13 +322,21 @@ const char *OpenGLBackend::Init()
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{ -1.f, 1.f, 0.f, 0.f },
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};
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/* Create VAO. */
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_glGenVertexArrays(1, &this->vao_quad);
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_glBindVertexArray(this->vao_quad);
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/* Create and fill VBO. */
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_glGenBuffers(1, &this->vbo_quad);
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_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
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_glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
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if (glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
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/* Set vertex state. */
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
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glTexCoordPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
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_glBindVertexArray(0);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glDisable(GL_DEPTH_TEST);
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@ -358,9 +394,7 @@ void OpenGLBackend::Paint(Rect update_rect)
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}
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/* Blit video buffer to screen. */
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_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
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glVertexPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
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glTexCoordPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
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_glBindVertexArray(this->vao_quad);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -27,6 +27,7 @@ private:
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void *vid_buffer; ///< Pointer to the memory used for the video driver to draw to.
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GLuint vid_texture; ///< Texture handle for the video buffer texture.
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GLuint vao_quad; ///< Vertex array object storing the rendering state for the fullscreen quad.
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GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
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OpenGLBackend();
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