File: VertexArrayRange.cpp

package info (click to toggle)
spring 103.0%2Bdfsg2-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 43,720 kB
  • ctags: 63,685
  • sloc: cpp: 368,283; ansic: 33,988; python: 12,417; java: 12,203; awk: 5,879; sh: 1,846; xml: 655; perl: 405; php: 211; objc: 194; makefile: 77; sed: 2
file content (105 lines) | stat: -rw-r--r-- 3,460 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
/* 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;
}