ContextManager->activateContext(ExposedData, false);\r
GL.LoadAllProcedures(ContextManager);\r
GL.DebugMessageCallback(debugCb, this);\r
+ initQuadsIndices();\r
}\r
\r
COpenGL3Driver::~COpenGL3Driver()\r
}\r
}\r
\r
+ void COpenGL3Driver::initQuadsIndices(int max_vertex_count)\r
+ {\r
+ int max_quad_count = max_vertex_count / 4;\r
+ QuadsIndices.reserve(6 * max_quad_count);\r
+ for (int k = 0; k < max_quad_count; k++) {\r
+ QuadsIndices.push_back(4 * k + 0);\r
+ QuadsIndices.push_back(4 * k + 1);\r
+ QuadsIndices.push_back(4 * k + 2);\r
+ QuadsIndices.push_back(4 * k + 0);\r
+ QuadsIndices.push_back(4 * k + 2);\r
+ QuadsIndices.push_back(4 * k + 3);\r
+ }\r
+ }\r
+\r
bool COpenGL3Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)\r
{\r
Name = glGetString(GL_VERSION);\r
f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
\r
- u16 indices[] = { 0, 1, 2, 3 };\r
S3DVertex vertices[4];\r
vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glEnableVertexAttribArray(EVA_TCOORD0);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
- glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
- glDisableVertexAttribArray(EVA_TCOORD0);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawQuad(vertices, true);\r
\r
if (clipRect)\r
glDisable(GL_SCISSOR_TEST);\r
\r
setRenderStates2DMode(false, true, true);\r
\r
- u16 quad2DIndices[] = { 0, 1, 2, 3 };\r
S3DVertex quad2DVertices[4];\r
\r
quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);\r
quad2DVertices[2].Color = SColor(0xFFFFFFFF);\r
quad2DVertices[3].Color = SColor(0xFFFFFFFF);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glEnableVertexAttribArray(EVA_TCOORD0);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Color);\r
- glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].TCoords);\r
- glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, quad2DIndices);\r
- glDisableVertexAttribArray(EVA_TCOORD0);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawQuad(quad2DVertices, true);\r
}\r
\r
-\r
void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,\r
const core::array<core::position2d<s32> >& positions,\r
const core::array<core::rect<s32> >& sourceRects,\r
const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
\r
core::array<S3DVertex> vtx(drawCount * 4);\r
- core::array<u16> indices(drawCount * 6);\r
\r
for (u32 i = 0; i < drawCount; i++)\r
{\r
vtx.push_back(S3DVertex(left, down, 0.0f,\r
0.0f, 0.0f, 0.0f, color,\r
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
-\r
- const u32 curPos = vtx.size() - 4;\r
- indices.push_back(0 + curPos);\r
- indices.push_back(1 + curPos);\r
- indices.push_back(2 + curPos);\r
-\r
- indices.push_back(0 + curPos);\r
- indices.push_back(2 + curPos);\r
- indices.push_back(3 + curPos);\r
}\r
\r
- if (vtx.size())\r
- {\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glEnableVertexAttribArray(EVA_TCOORD0);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vtx[0].Color);\r
- glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].TCoords);\r
- glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, indices.pointer());\r
- glDisableVertexAttribArray(EVA_TCOORD0);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
- }\r
+ drawQuads(vtx.const_pointer(), drawCount, true);\r
+\r
+ if (clipRect)\r
+ glDisable(GL_SCISSOR_TEST);\r
}\r
\r
\r
f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
\r
- u16 indices[] = {0, 1, 2, 3};\r
S3DVertex vertices[4];\r
vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);\r
vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);\r
vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);\r
vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawQuad(vertices, false);\r
}\r
\r
\r
f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
\r
- u16 indices[] = {0, 1, 2, 3};\r
S3DVertex vertices[4];\r
vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);\r
vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);\r
vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);\r
vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawQuad(vertices, false);\r
}\r
\r
\r
f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
\r
- u16 indices[] = {0, 1};\r
S3DVertex vertices[2];\r
vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);\r
vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawArrays(GL_LINES, vertices, 2, false);\r
}\r
}\r
\r
S3DVertex vertices[1];\r
vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);\r
\r
+ drawArrays(GL_POINTS, vertices, 1, false);\r
+ }\r
+\r
+ void COpenGL3Driver::drawQuads(const S3DVertex *vertices, int quad_count, bool textured)\r
+ {\r
+ assert(6 * std::size_t(quad_count) <= QuadsIndices.size());\r
glEnableVertexAttribArray(EVA_POSITION);\r
glEnableVertexAttribArray(EVA_COLOR);\r
+ if (textured)\r
+ glEnableVertexAttribArray(EVA_TCOORD0);\r
glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glDrawArrays(GL_POINTS, 0, 1);\r
+ glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
+ glDrawElements(GL_TRIANGLES, 6 * quad_count, GL_UNSIGNED_SHORT, QuadsIndices.data());\r
+ glDisableVertexAttribArray(EVA_TCOORD0);\r
glDisableVertexAttribArray(EVA_COLOR);\r
glDisableVertexAttribArray(EVA_POSITION);\r
}\r
\r
+ void COpenGL3Driver::drawArrays(GLenum type, const S3DVertex *vertices, int vertex_count, bool textured)\r
+ {\r
+ glEnableVertexAttribArray(EVA_POSITION);\r
+ glEnableVertexAttribArray(EVA_COLOR);\r
+ if (textured)\r
+ glEnableVertexAttribArray(EVA_TCOORD0);\r
+ glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+ glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+ glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
+ glDrawArrays(type, 0, vertex_count);\r
+ glDisableVertexAttribArray(EVA_TCOORD0);\r
+ glDisableVertexAttribArray(EVA_COLOR);\r
+ glDisableVertexAttribArray(EVA_POSITION);\r
+ }\r
+\r
+ void COpenGL3Driver::drawQuad(const S3DVertex (&vertices)[4], bool textured)\r
+ {\r
+ drawQuads(vertices, 1, textured);\r
+ }\r
+\r
ITexture* COpenGL3Driver::createDeviceDependentTexture(const io::path& name, IImage* image)\r
{\r
core::array<IImage*> imageArray(1);\r
{\r
setRenderStates3DMode();\r
\r
- u16 indices[] = {0, 1};\r
S3DVertex vertices[2];\r
vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);\r
vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);\r
\r
- glEnableVertexAttribArray(EVA_POSITION);\r
- glEnableVertexAttribArray(EVA_COLOR);\r
- glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
- glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
- glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);\r
- glDisableVertexAttribArray(EVA_COLOR);\r
- glDisableVertexAttribArray(EVA_POSITION);\r
+ drawArrays(GL_LINES, vertices, 2, false);\r
}\r
\r
\r