mkxp/src/quadarray.h

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/*
** quadarray.h
**
** This file is part of mkxp.
**
** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
**
** mkxp 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 2 of the License, or
** (at your option) any later version.
**
** mkxp 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 mkxp. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef QUADARRAY_H
#define QUADARRAY_H
#include "gl-util.h"
#include "sharedstate.h"
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#include "global-ibo.h"
#include "shader.h"
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#include <vector>
#include <stdint.h>
/* A small hack to get mutable QuadArray constructors */
inline void initBufferBindings(Vertex *)
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{
gl.EnableVertexAttribArray(Shader::Color);
gl.EnableVertexAttribArray(Shader::Position);
gl.EnableVertexAttribArray(Shader::TexCoord);
gl.VertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset());
gl.VertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset());
gl.VertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::texPosOffset());
}
inline void initBufferBindings(SVertex *)
{
gl.EnableVertexAttribArray(Shader::Position);
gl.EnableVertexAttribArray(Shader::TexCoord);
gl.VertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::posOffset());
gl.VertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::texPosOffset());
}
template<class VertexType>
struct QuadArray
{
std::vector<VertexType> vertices;
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VBO::ID vbo;
VAO::ID vao;
int quadCount;
GLsizeiptr vboSize;
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QuadArray()
: quadCount(0),
vboSize(-1)
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{
vbo = VBO::gen();
vao = VAO::gen();
VAO::bind(vao);
VBO::bind(vbo);
shState->bindQuadIBO();
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/* Call correct implementation here via overloading */
VertexType *dummy = 0;
initBufferBindings(dummy);
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VAO::unbind();
IBO::unbind();
VBO::unbind();
}
~QuadArray()
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{
VBO::del(vbo);
VAO::del(vao);
}
void resize(int size)
{
vertices.resize(size * 4);
quadCount = size;
}
void clear()
{
vertices.clear();
quadCount = 0;
}
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/* This needs to be called after the final 'append()' call
* and previous to the first 'draw()' call. */
void commit()
{
VBO::bind(vbo);
GLsizeiptr size = vertices.size() * sizeof(VertexType);
if (size > vboSize)
{
/* New data exceeds already allocated size.
* Reallocate VBO. */
VBO::uploadData(size, &vertices[0], GL_DYNAMIC_DRAW);
vboSize = size;
shState->ensureQuadIBO(quadCount);
}
else
{
/* New data fits in allocated size */
VBO::uploadSubData(0, size, &vertices[0]);
}
VBO::unbind();
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}
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void draw(size_t offset, size_t count)
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{
VAO::bind(vao);
const char *_offset = (const char*) 0 + offset * 6 * sizeof(index_t);
gl.DrawElements(GL_TRIANGLES, count * 6, _GL_INDEX_TYPE, _offset);
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VAO::unbind();
}
void draw()
{
draw(0, quadCount);
}
int count() const
{
return quadCount;
}
};
typedef QuadArray<Vertex> ColorQuadArray;
typedef QuadArray<SVertex> SimpleQuadArray;
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#endif // QUADARRAY_H