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Codechange: [OpenGL] Use a vertex buffer object to store the vertex data for the video buffer.
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@ -34,6 +34,19 @@
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static PFNGLDEBUGMESSAGECONTROLPROC _glDebugMessageControl;
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static PFNGLDEBUGMESSAGECALLBACKPROC _glDebugMessageCallback;
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static PFNGLGENBUFFERSPROC _glGenBuffers;
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static PFNGLDELETEBUFFERSPROC _glDeleteBuffers;
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static PFNGLBINDBUFFERPROC _glBindBuffer;
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static PFNGLBUFFERDATAPROC _glBufferData;
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static PFNGLMAPBUFFERPROC _glMapBuffer;
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static PFNGLUNMAPBUFFERPROC _glUnmapBuffer;
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/** A simple 2D vertex with just position and texture. */
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struct Simple2DVertex {
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float x, y;
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float u, v;
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};
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/* static */ OpenGLBackend *OpenGLBackend::instance = nullptr;
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GetOGLProcAddressProc GetOGLProcAddress;
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@ -113,6 +126,28 @@ bool IsOpenGLVersionAtLeast(byte major, byte minor)
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return (_gl_major_ver > major) || (_gl_major_ver == major && _gl_minor_ver >= minor);
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}
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/** Bind vertex buffer object extension functions. */
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static bool BindVBOExtension()
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{
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if (IsOpenGLVersionAtLeast(1, 5)) {
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_glGenBuffers = (PFNGLGENBUFFERSPROC)GetOGLProcAddress("glGenBuffers");
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_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffers");
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_glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBuffer");
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_glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferData");
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_glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBuffer");
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_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBuffer");
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} else {
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_glGenBuffers = (PFNGLGENBUFFERSPROC)GetOGLProcAddress("glGenBuffersARB");
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_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)GetOGLProcAddress("glDeleteBuffersARB");
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_glBindBuffer = (PFNGLBINDBUFFERPROC)GetOGLProcAddress("glBindBufferARB");
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_glBufferData = (PFNGLBUFFERDATAPROC)GetOGLProcAddress("glBufferDataARB");
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_glMapBuffer = (PFNGLMAPBUFFERPROC)GetOGLProcAddress("glMapBufferARB");
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_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)GetOGLProcAddress("glUnmapBufferARB");
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}
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return _glGenBuffers != nullptr && _glDeleteBuffers != nullptr && _glBindBuffer != nullptr && _glBufferData != nullptr && _glMapBuffer != nullptr && _glUnmapBuffer != nullptr;
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}
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/** Callback to receive OpenGL debug messages. */
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void APIENTRY DebugOutputCallback(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
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{
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@ -203,6 +238,9 @@ OpenGLBackend::OpenGLBackend()
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*/
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OpenGLBackend::~OpenGLBackend()
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{
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if (_glDeleteBuffers != nullptr) {
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_glDeleteBuffers(1, &this->vbo_quad);
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}
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glDeleteTextures(1, &this->vid_texture);
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free(this->vid_buffer);
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}
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@ -232,6 +270,9 @@ const char *OpenGLBackend::Init()
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if (!IsOpenGLVersionAtLeast(1, 3)) return "OpenGL version >= 1.3 required";
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/* Check for non-power-of-two texture support. */
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if (!IsOpenGLVersionAtLeast(2, 0) && !IsOpenGLExtensionSupported("GL_ARB_texture_non_power_of_two")) return "Non-power-of-two textures not supported";
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/* Check for vertex buffer objects. */
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if (!IsOpenGLVersionAtLeast(1, 5) && !IsOpenGLExtensionSupported("ARB_vertex_buffer_object")) return "Vertex buffer objects not supported";
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if (!BindVBOExtension()) return "Failed to bind VBO extension functions";
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/* Setup video buffer texture. */
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glGenTextures(1, &this->vid_texture);
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@ -244,12 +285,20 @@ const char *OpenGLBackend::Init()
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glBindTexture(GL_TEXTURE_2D, 0);
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if (glGetError() != GL_NO_ERROR) return "Can't generate video buffer texture";
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/* Prime vertex array with a full-screen quad. */
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static const float vert_array[] = { 1.f, -1.f, 1.f, 1.f, -1.f, -1.f, -1.f, 1.f };
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static const float tex_array[] = { 1.f, 1.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f };
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/* Prime vertex buffer with a full-screen quad. */
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static const Simple2DVertex vert_array[] = {
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// x y u v
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{ 1.f, -1.f, 1.f, 1.f },
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{ 1.f, 1.f, 1.f, 0.f },
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{ -1.f, -1.f, 0.f, 1.f },
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{ -1.f, 1.f, 0.f, 0.f },
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};
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_glGenBuffers(1, &this->vbo_quad);
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_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
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_glBufferData(GL_ARRAY_BUFFER, sizeof(vert_array), vert_array, GL_STATIC_DRAW);
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if (glGetError() != GL_NO_ERROR) return "Can't generate VBO for fullscreen quad";
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glVertexPointer(2, GL_FLOAT, 0, vert_array);
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glTexCoordPointer(2, GL_FLOAT, 0, tex_array);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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@ -309,6 +358,9 @@ void OpenGLBackend::Paint(Rect update_rect)
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}
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/* Blit video buffer to screen. */
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_glBindBuffer(GL_ARRAY_BUFFER, this->vbo_quad);
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glVertexPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, x));
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glTexCoordPointer(2, GL_FLOAT, sizeof(Simple2DVertex), (GLvoid *)offsetof(Simple2DVertex, u));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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@ -27,6 +27,7 @@ private:
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void *vid_buffer; ///< Pointer to the memory used for the video driver to draw to.
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GLuint vid_texture; ///< Texture handle for the video buffer texture.
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GLuint vbo_quad; ///< Vertex buffer with a fullscreen quad.
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OpenGLBackend();
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~OpenGLBackend();
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