in the end, also Renderer::Swap in vbo

two last draw-calls are missing:
VertexManager::Draw (see Graphic_Update branch)
RasterFont::printString (perhaps reimplement with an texture)

Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
This commit is contained in:
degasus 2012-12-08 02:01:35 +01:00 committed by Ryan Houdek
parent b41c06a9ac
commit bbcb442983
1 changed files with 26 additions and 21 deletions

View File

@ -108,6 +108,7 @@ namespace OGL
// ----------------------------
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_Swap_VBO = 0;
static RasterFont* s_pfont = NULL;
@ -251,6 +252,7 @@ Renderer::Renderer()
s_fps=0;
s_ShowEFBCopyRegions_VBO = 0;
s_Swap_VBO = 0;
s_blendMode = 0;
InitFPSCounter();
@ -456,6 +458,7 @@ Renderer::Renderer()
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenBuffers(1, &s_Swap_VBO);
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
@ -495,6 +498,7 @@ Renderer::~Renderer()
UpdateActiveConfig();
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteBuffers(1, &s_Swap_VBO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
@ -1217,29 +1221,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
GLfloat vtx1[] = {
-1, -1, 1,
-1, 1, 1,
1, 1, 1,
1, -1, 1
};
GLfloat top = (GLfloat)targetRc.top;
GLfloat right = (GLfloat)targetRc.right;
GLfloat bottom = (GLfloat)targetRc.bottom;
GLfloat left = (GLfloat)targetRc.left;
GLfloat tex1[] = { // For TEXTURE0
left, bottom,
left, top,
right, top,
right, bottom
};
GLfloat tex2[] = { // For TEXTURE1
GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
0.0f, 0.0f,
-1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
0.0f, 1.0f,
1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
1.0f, 0.0f
};
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// disable all pointer, TODO: use VAO
glEnableClientState(GL_VERTEX_ARRAY);
@ -1259,14 +1260,18 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
if (applyShader)
{
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 0, tex2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glVertexPointer(3, GL_FLOAT, 0, vtx1);
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, tex1);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: also remove this
glBindBuffer(GL_ARRAY_BUFFER, 0);
if(applyShader)
PixelShaderCache::DisableShader();