158 lines
3.4 KiB
C++
158 lines
3.4 KiB
C++
/*
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** quadarray.h
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef QUADARRAY_H
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#define QUADARRAY_H
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#include "gl-util.h"
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#include "sharedstate.h"
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#include "global-ibo.h"
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#include "shader.h"
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#include <vector>
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#include <stdint.h>
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typedef uint32_t index_t;
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#define _GL_INDEX_TYPE GL_UNSIGNED_INT
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/* A small hack to get mutable QuadArray constructors */
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inline void initBufferBindings(Vertex *)
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{
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glEnableVertexAttribArray(Shader::Color);
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glEnableVertexAttribArray(Shader::Position);
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glEnableVertexAttribArray(Shader::TexCoord);
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glVertexAttribPointer(Shader::Color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::colorOffset());
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glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::posOffset());
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glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), Vertex::texPosOffset());
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}
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inline void initBufferBindings(SVertex *)
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{
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glEnableVertexAttribArray(Shader::Position);
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glEnableVertexAttribArray(Shader::TexCoord);
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glVertexAttribPointer(Shader::Position, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::posOffset());
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glVertexAttribPointer(Shader::TexCoord, 2, GL_FLOAT, GL_FALSE, sizeof(SVertex), SVertex::texPosOffset());
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}
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template<class VertexType>
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struct QuadArray
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{
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std::vector<VertexType> vertices;
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VBO::ID vbo;
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VAO::ID vao;
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int quadCount;
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GLsizeiptr vboSize;
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QuadArray()
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: quadCount(0),
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vboSize(-1)
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{
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vbo = VBO::gen();
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vao = VAO::gen();
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VAO::bind(vao);
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VBO::bind(vbo);
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shState->bindQuadIBO();
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/* Call correct implementation here via overloading */
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VertexType *dummy = 0;
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initBufferBindings(dummy);
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VAO::unbind();
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IBO::unbind();
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VBO::unbind();
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}
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~QuadArray()
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{
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VBO::del(vbo);
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VAO::del(vao);
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}
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void resize(int size)
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{
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vertices.resize(size * 4);
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quadCount = size;
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}
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void clear()
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{
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vertices.clear();
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quadCount = 0;
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}
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/* This needs to be called after the final 'append()' call
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* and previous to the first 'draw()' call. */
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void commit()
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{
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VBO::bind(vbo);
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GLsizeiptr size = vertices.size() * sizeof(VertexType);
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if (size > vboSize)
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{
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/* New data exceeds already allocated size.
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* Reallocate VBO. */
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VBO::uploadData(size, &vertices[0], GL_DYNAMIC_DRAW);
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vboSize = size;
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shState->ensureQuadIBO(quadCount);
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}
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else
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{
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/* New data fits in allocated size */
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VBO::uploadSubData(0, size, &vertices[0]);
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}
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VBO::unbind();
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}
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void draw(size_t offset, size_t count)
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{
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VAO::bind(vao);
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const char *_offset = (const char*) 0 + offset * 6 * sizeof(index_t);
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glDrawElements(GL_TRIANGLES, count * 6, _GL_INDEX_TYPE, _offset);
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VAO::unbind();
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}
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void draw()
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{
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draw(0, quadCount);
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}
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int count() const
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{
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return quadCount;
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}
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};
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typedef QuadArray<Vertex> ColorQuadArray;
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typedef QuadArray<SVertex> SimpleQuadArray;
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#endif // QUADARRAY_H
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