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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "VertexArrayRange.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CVertexArrayRange::CVertexArrayRange(float* mem,int size) {
delete[] drawArray;
drawArray=mem;
drawArraySize=mem+size;
glGenFencesNV(1, &fence);
glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
CVertexArrayRange::~CVertexArrayRange() {
glDeleteFencesNV(1,&fence);
}
void CVertexArrayRange::Initialize() {
CVertexArray::Initialize();
glFinishFenceNV(fence);
}
bool CVertexArrayRange::IsReady() const {
return !!glTestFenceNV(fence);
}
void CVertexArrayRange::DrawArrayT(int drawType,int stride) {
CheckEndStrip();
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
DrawArrays(drawType, stride);
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void CVertexArrayRange::DrawArrayT2(int drawType,int stride) {
CheckEndStrip();
glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
DrawArrays(drawType, stride);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::DrawArrayTN(int drawType, int stride) {
CheckEndStrip();
// glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glNormalPointer(GL_FLOAT,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
DrawArrays(drawType, stride);
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::DrawArrayTC(int drawType, int stride) {
CheckEndStrip();
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glColorPointer(4,GL_UNSIGNED_BYTE,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
DrawArrays(drawType, stride);
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::EnlargeDrawArray() {
drawArrayPos-=40;
}
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