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https://gitlab.com/shinovon/re3-symbian.git
synced 2026-05-23 01:57:21 +03:00
Symbian^3 port
This commit is contained in:
parent
77cdaaf97e
commit
3eb71f2cc5
106 changed files with 2098 additions and 745 deletions
177
vendor/librw/src/gl/gl3immed.cpp
vendored
177
vendor/librw/src/gl/gl3immed.cpp
vendored
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@ -19,17 +19,11 @@ namespace rw {
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namespace gl3 {
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uint32 im2DVbo, im2DIbo;
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#ifdef RW_GL_USE_VAOS
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uint32 im2DVao;
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#endif
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Shader *im2dOverrideShader;
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static int32 u_xform;
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#define STARTINDICES 10000
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#define STARTVERTICES 10000
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static Shader *im2dShader;
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static AttribDesc im2dattribDesc[3] = {
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{ ATTRIB_POS, GL_FLOAT, GL_FALSE, 4,
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@ -62,30 +56,11 @@ openIm2D(void)
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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im2dShader = Shader::create(vs, fs);
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assert(im2dShader);
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glGenBuffers(1, &im2DIbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
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glGenBuffers(1, &im2DVbo);
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glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
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#ifdef RW_GL_USE_VAOS
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glGenVertexArrays(1, &im2DVao);
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glBindVertexArray(im2DVao);
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setAttribPointers(im2dattribDesc, 3);
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#endif
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}
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void
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closeIm2D(void)
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{
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glDeleteBuffers(1, &im2DIbo);
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glDeleteBuffers(1, &im2DVbo);
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#ifdef RW_GL_USE_VAOS
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glDeleteVertexArrays(1, &im2DVao);
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#endif
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im2dShader->destroy();
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im2dShader = nil;
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}
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@ -128,29 +103,30 @@ im2DSetXform(void)
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void
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im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
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{
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(im2DVao);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
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if(im2dOverrideShader)
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im2dOverrideShader->use();
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else
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im2dShader->use();
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im2dattribDesc, 3);
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#endif
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im2DSetXform();
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flushCache();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(ATTRIB_POS);
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glVertexAttribPointer(ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + 0);
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glEnableVertexAttribArray(ATTRIB_COLOR);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Im2DVertex), (uint8*)vertices + offsetof(Im2DVertex, r));
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + offsetof(Im2DVertex, u));
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glDrawArrays(primTypeMap[primType], 0, numVertices);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(im2dattribDesc, 3);
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#endif
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glDisableVertexAttribArray(ATTRIB_POS);
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glDisableVertexAttribArray(ATTRIB_COLOR);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS0);
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}
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void
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@ -158,34 +134,31 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
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void *vertices, int32 numVertices,
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void *indices, int32 numIndices)
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{
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(im2DVao);
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#endif
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
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glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
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if(im2dOverrideShader)
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im2dOverrideShader->use();
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else
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im2dShader->use();
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im2dattribDesc, 3);
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#endif
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im2DSetXform();
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flushCache();
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glDrawElements(primTypeMap[primType], numIndices,
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GL_UNSIGNED_SHORT, nil);
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(im2dattribDesc, 3);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(ATTRIB_POS);
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glVertexAttribPointer(ATTRIB_POS, 4, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + 0);
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glEnableVertexAttribArray(ATTRIB_COLOR);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Im2DVertex), (uint8*)vertices + offsetof(Im2DVertex, r));
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im2DVertex), (uint8*)vertices + offsetof(Im2DVertex, u));
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glDrawElements(primTypeMap[primType], numIndices, GL_UNSIGNED_SHORT, indices);
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glDisableVertexAttribArray(ATTRIB_POS);
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glDisableVertexAttribArray(ATTRIB_COLOR);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS0);
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}
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@ -202,10 +175,8 @@ static AttribDesc im3dattribDesc[3] = {
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sizeof(Im3DVertex), offsetof(Im3DVertex, u) },
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};
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static uint32 im3DVbo, im3DIbo;
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#ifdef RW_GL_USE_VAOS
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static uint32 im3DVao;
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#endif
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static int32 num3DVertices; // not actually needed here
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static void* currentIm3dVertices;
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void
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openIm3D(void)
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@ -216,30 +187,12 @@ openIm3D(void)
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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im3dShader = Shader::create(vs, fs);
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assert(im3dShader);
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glGenBuffers(1, &im3DIbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
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glGenBuffers(1, &im3DVbo);
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glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
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#ifdef RW_GL_USE_VAOS
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glGenVertexArrays(1, &im3DVao);
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glBindVertexArray(im3DVao);
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setAttribPointers(im3dattribDesc, 3);
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#endif
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currentIm3dVertices = nil;
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}
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void
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closeIm3D(void)
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{
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glDeleteBuffers(1, &im3DIbo);
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glDeleteBuffers(1, &im3DVbo);
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#ifdef RW_GL_USE_VAOS
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glDeleteVertexArrays(1, &im3DVao);
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#endif
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im3dShader->destroy();
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im3dShader = nil;
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}
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@ -258,46 +211,60 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
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if((flags & im3d::VERTEXUV) == 0)
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SetRenderStatePtr(TEXTURERASTER, nil);
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#ifdef RW_GL_USE_VAOS
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glBindVertexArray(im2DVao);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
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glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices);
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#ifndef RW_GL_USE_VAOS
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setAttribPointers(im3dattribDesc, 3);
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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currentIm3dVertices = vertices;
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num3DVertices = numVertices;
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}
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void
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im3DRenderPrimitive(PrimitiveType primType)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
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flushCache();
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(ATTRIB_POS);
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glVertexAttribPointer(ATTRIB_POS, 3, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + 0);
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glEnableVertexAttribArray(ATTRIB_COLOR);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + offsetof(Im3DVertex, r));
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + offsetof(Im3DVertex, u));
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glDrawArrays(primTypeMap[primType], 0, num3DVertices);
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glDisableVertexAttribArray(ATTRIB_POS);
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glDisableVertexAttribArray(ATTRIB_COLOR);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS0);
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}
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void
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im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices)
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{
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
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flushCache();
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glDrawElements(primTypeMap[primType], numIndices,
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GL_UNSIGNED_SHORT, nil);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glEnableVertexAttribArray(ATTRIB_POS);
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glVertexAttribPointer(ATTRIB_POS, 3, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + 0);
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glEnableVertexAttribArray(ATTRIB_COLOR);
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + offsetof(Im3DVertex, r));
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glEnableVertexAttribArray(ATTRIB_TEXCOORDS0);
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glVertexAttribPointer(ATTRIB_TEXCOORDS0, 2, GL_FLOAT, GL_FALSE, sizeof(Im3DVertex), (uint8*)currentIm3dVertices + offsetof(Im3DVertex, u));
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glDrawElements(primTypeMap[primType], numIndices, GL_UNSIGNED_SHORT, indices);
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glDisableVertexAttribArray(ATTRIB_POS);
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glDisableVertexAttribArray(ATTRIB_COLOR);
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glDisableVertexAttribArray(ATTRIB_TEXCOORDS0);
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}
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void
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im3DEnd(void)
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{
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#ifndef RW_GL_USE_VAOS
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disableAttribPointers(im3dattribDesc, 3);
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#endif
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}
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}
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