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/************************************************************************************
AstroMenace (Hardcore 3D space shooter with spaceship upgrade possibilities)
Copyright © 2006-2013 Michael Kurinnoy, Viewizard
AstroMenace is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
AstroMenace is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with AstroMenace. If not, see <http://www.gnu.org/licenses/>.
Web Site: http://www.viewizard.com/
Project: http://sourceforge.net/projects/openastromenace/
E-mail: viewizard@viewizard.com
*************************************************************************************/
#include "RendererInterface.h"
// VAO Extension Function Pointers
PFNGLGENVERTEXARRAYSPROC glGenVertexArraysARB = NULL; // VAO Name Generation Procedure
PFNGLBINDVERTEXARRAYPROC glBindVertexArrayARB = NULL; // VAO Bind Procedure
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArraysARB = NULL; // VAO Deletion Procedure
PFNGLISVERTEXARRAYPROC glIsVertexArrayARB = NULL;
void vw_SendVertices_DisableStatesAndPointers(int DataFormat, unsigned int *VBO, unsigned int *VAO);
GLuint *vw_SendVertices_EnableStatesAndPointers(int NumVertices, int DataFormat, void *Data, int Stride, unsigned int *VBO, unsigned int RangeStart, unsigned int *DataIndex, unsigned int *DataIndexVBO);
//------------------------------------------------------------------------------------
// Инициализация работы с VAO
//------------------------------------------------------------------------------------
bool vw_Internal_InitializationVAO()
{
// Get Pointers To The GL Functions
glGenVertexArraysARB = (PFNGLGENVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glGenVertexArrays");
glBindVertexArrayARB = (PFNGLBINDVERTEXARRAYPROC) SDL_GL_GetProcAddress("glBindVertexArray");
glDeleteVertexArraysARB = (PFNGLDELETEVERTEXARRAYSPROC) SDL_GL_GetProcAddress("glDeleteVertexArrays");
glIsVertexArrayARB = (PFNGLISVERTEXARRAYPROC) SDL_GL_GetProcAddress("glIsVertexArray");
if (glGenVertexArraysARB == NULL || glBindVertexArrayARB == NULL ||
glDeleteVertexArraysARB == NULL || glIsVertexArrayARB == NULL)
{
glGenVertexArraysARB = NULL;
glBindVertexArrayARB = NULL;
glDeleteVertexArraysARB = NULL;
glIsVertexArrayARB = NULL;
return false;
}
return true;
}
//------------------------------------------------------------------------------------
// Процедура генерации буферов
//------------------------------------------------------------------------------------
bool vw_BuildVAO(unsigned int *VAO, int NumVertices, int DataFormat, void *Data, int Stride, unsigned int *VBO,
unsigned int RangeStart, unsigned int *DataIndex, unsigned int *DataIndexVBO)
{
if (VAO == 0) return false;
if (glGenVertexArraysARB == NULL) return false;
if (glIsVertexArrayARB == NULL) return false;
glGenVertexArraysARB(1, VAO);
vw_BindVAO(*VAO);
vw_SendVertices_EnableStatesAndPointers(NumVertices, DataFormat, Data, Stride, VBO,
RangeStart, DataIndex, DataIndexVBO);
vw_BindVAO(0);
vw_SendVertices_DisableStatesAndPointers(DataFormat, VBO, 0);
if (!glIsVertexArrayARB(*VAO)) return false;
return true;
}
//------------------------------------------------------------------------------------
// Установка текущего буфера
//------------------------------------------------------------------------------------
void vw_BindVAO(unsigned int VAO)
{
if (glBindVertexArrayARB == NULL) return;
glBindVertexArrayARB(VAO);
}
//------------------------------------------------------------------------------------
// Процедура удаления буфера
//------------------------------------------------------------------------------------
void vw_DeleteVAO(unsigned int VAO)
{
if (glIsVertexArrayARB == NULL) return;
if (glDeleteVertexArraysARB == NULL) return;
if (glIsVertexArrayARB(VAO)) glDeleteVertexArraysARB(1, &VAO);
}
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