using of vao, warning: ARB_vertex_array_object is needed

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus
2012-12-09 22:49:58 +01:00
committed by Ryan Houdek
parent 5c8800968a
commit c207422987
6 changed files with 141 additions and 157 deletions

View File

@ -29,6 +29,7 @@ namespace OGL
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
static GLuint s_VBO = 0;
static GLuint s_VAO = 0;
static MathUtil::Rectangle<float> s_cached_sourcerc;
static MathUtil::Rectangle<float> s_cached_drawrc;
@ -184,7 +185,22 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
// Generate VBO & VAO - and initialize the VAO for "Draw"
glGenBuffers(1, &s_VBO);
glGenVertexArrays(1, &s_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBindVertexArray(s_VAO);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
@ -198,6 +214,7 @@ FramebufferManager::~FramebufferManager()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteBuffers(1, &s_VBO);
glDeleteVertexArrays(1, &s_VAO);
GLuint glObj[3];
@ -339,42 +356,13 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
};
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
s_cached_sourcerc = sourcerc;
s_cached_drawrc = drawrc;
}
else
{
// TODO: remove on VAO
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
}
// disable all pointer, TODO: use VAO
glEnableClientState(GL_VERTEX_ARRAY);
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableVertexAttribArray(SHADER_NORM1_ATTRIB);
glDisableVertexAttribArray(SHADER_NORM2_ATTRIB);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for(int i=2; i<8; i++) {
glClientActiveTexture(GL_TEXTURE0 + i);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
glBindVertexArray(s_VAO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this need to be removed in future
glBindBuffer(GL_ARRAY_BUFFER, 0);
GL_REPORT_ERRORD();
}