// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "GLUtil.h" #include "x64Emitter.h" #include "x64ABI.h" #include "MemoryUtil.h" #include "ProgramShaderCache.h" #include "VertexShaderGen.h" #include "CPMemory.h" #include "NativeVertexFormat.h" #include "VertexManager.h" // Here's some global state. We only use this to keep track of what we've sent to the OpenGL state // machine. namespace OGL { NativeVertexFormat* VertexManager::CreateNativeVertexFormat() { return new GLVertexFormat(); } GLVertexFormat::GLVertexFormat() { } GLVertexFormat::~GLVertexFormat() { glDeleteVertexArrays(1, &VAO); } inline GLuint VarToGL(VarType t) { static const GLuint lookup[5] = { GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT }; return lookup[t]; } void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl) { this->vtx_decl = _vtx_decl; vertex_stride = vtx_decl.stride; // We will not allow vertex components causing uneven strides. if (vertex_stride & 3) PanicAlert("Uneven vertex stride: %i", vertex_stride); VertexManager *vm = (OGL::VertexManager*)g_vertex_manager; glGenVertexArrays(1, &VAO); glBindVertexArray(VAO); // the element buffer is bound directly to the vao, so we must it set for every vao glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers); glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL); for (int i = 0; i < 3; i++) { if (vtx_decl.num_normals > i) { glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i); glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]); } } for (int i = 0; i < 2; i++) { if (vtx_decl.color_offset[i] != -1) { glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i); glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]); } } for (int i = 0; i < 8; i++) { if (vtx_decl.texcoord_offset[i] != -1) { glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i); glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]), GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]); } } if (vtx_decl.posmtx_offset != -1) { glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB); glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset); } vm->m_last_vao = VAO; } void GLVertexFormat::SetupVertexPointers() { } }