project64/Source/Glitch64/OGLESgeometry.cpp

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/*
* Glide64 - Glide video plugin for Nintendo 64 emulators.
* Copyright (c) 2002 Dave2001
* Copyright (c) 2003-2009 Sergey 'Gonetz' Lipski
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include <stdio.h>
#include <string.h>
#ifdef _WIN32
#include <windows.h>
#endif // _WIN32
#include "glide.h"
#include "glitchmain.h"
#include "../Glide64/winlnxdefs.h"
#include "../Glide64/rdp.h"
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#include <Glide64/trace.h>
#define Z_MAX (65536.0f)
#define VERTEX_SIZE sizeof(VERTEX) //Size of vertex struct
static int xy_off;
static int xy_en;
static int z_en;
static int z_off;
static int q_off;
static int q_en;
static int pargb_off;
static int pargb_en;
static int st0_off;
static int st0_en;
static int st1_off;
static int st1_en;
static int fog_ext_off;
static int fog_ext_en;
int w_buffer_mode;
int inverted_culling;
int culling_mode;
#define VERTEX_BUFFER_SIZE 1500 //Max amount of vertices to buffer, this seems large enough.
static VERTEX vertex_buffer[VERTEX_BUFFER_SIZE];
static int vertex_buffer_count = 0;
static GLenum vertex_draw_mode;
static bool vertex_buffer_enabled = false;
void vbo_init()
{
}
void vbo_draw()
{
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if (vertex_buffer_count)
{
WriteTrace(TraceGlide64, TraceDebug, "vertex_draw_mode: %d vertex_buffer_count: %d", vertex_draw_mode, vertex_buffer_count);
glDrawArrays(vertex_draw_mode, 0, vertex_buffer_count);
vertex_buffer_count = 0;
WriteTrace(TraceGlide64, TraceDebug, "done (glGetError() = %X)", glGetError());
}
}
//Buffer vertices instead of glDrawArrays(...)
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void vbo_buffer(GLenum mode, GLint first, GLsizei count, void* pointers)
{
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if ((count != 3 && mode != GL_TRIANGLES) || vertex_buffer_count + count > VERTEX_BUFFER_SIZE)
{
vbo_draw();
}
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memcpy(&vertex_buffer[vertex_buffer_count], pointers, count * VERTEX_SIZE);
vertex_buffer_count += count;
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if (count == 3 || mode == GL_TRIANGLES)
{
vertex_draw_mode = GL_TRIANGLES;
}
else
{
vertex_draw_mode = mode;
vbo_draw(); //Triangle fans and strips can't be joined as easily, just draw them straight away.
}
}
void vbo_enable()
{
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if (vertex_buffer_enabled)
return;
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vertex_buffer_enabled = true;
glEnableVertexAttribArray(POSITION_ATTR);
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glVertexAttribPointer(POSITION_ATTR, 4, GL_FLOAT, GL_FALSE, VERTEX_SIZE, &vertex_buffer[0].x); //Position
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glEnableVertexAttribArray(COLOUR_ATTR);
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glVertexAttribPointer(COLOUR_ATTR, 4, GL_UNSIGNED_BYTE, GL_TRUE, VERTEX_SIZE, &vertex_buffer[0].b); //Colour
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glEnableVertexAttribArray(TEXCOORD_0_ATTR);
glVertexAttribPointer(TEXCOORD_0_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[2]); //Tex0
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glEnableVertexAttribArray(TEXCOORD_1_ATTR);
glVertexAttribPointer(TEXCOORD_1_ATTR, 2, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].coord[0]); //Tex1
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glEnableVertexAttribArray(FOG_ATTR);
glVertexAttribPointer(FOG_ATTR, 1, GL_FLOAT, false, VERTEX_SIZE, &vertex_buffer[0].f); //Fog
}
void vbo_disable()
{
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vbo_draw();
vertex_buffer_enabled = false;
}
inline float ZCALC(const float & z, const float & q) {
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float res = z_en ? ((z) / Z_MAX) / (q) : 1.0f;
return res;
}
/*
#define zclamp (1.0f-1.0f/zscale)
static inline void zclamp_glVertex4f(float a, float b, float c, float d)
{
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if (c<zclamp) c = zclamp;
glVertex4f(a,b,c,d);
}
#define glVertex4f(a,b,c,d) zclamp_glVertex4f(a,b,c,d)
*/
static inline float ytex(int tmu, float y) {
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if (invtex[tmu])
return invtex[tmu] - y;
else
return y;
}
void init_geometry()
{
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xy_en = q_en = pargb_en = st0_en = st1_en = z_en = 0;
w_buffer_mode = 0;
inverted_culling = 0;
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glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
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vbo_init();
}
FX_ENTRY void FX_CALL
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grCoordinateSpace(GrCoordinateSpaceMode_t mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
switch (mode)
{
case GR_WINDOW_COORDS:
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknwown coordinate space : %x", mode);
}
}
FX_ENTRY void FX_CALL
grVertexLayout(FxU32 param, FxI32 offset, FxU32 mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "param: %d offset: %d mode: %d", param, offset, mode);
switch (param)
{
case GR_PARAM_XY:
xy_en = mode;
xy_off = offset;
break;
case GR_PARAM_Z:
z_en = mode;
z_off = offset;
break;
case GR_PARAM_Q:
q_en = mode;
q_off = offset;
break;
case GR_PARAM_FOG_EXT:
fog_ext_en = mode;
fog_ext_off = offset;
break;
case GR_PARAM_PARGB:
pargb_en = mode;
pargb_off = offset;
break;
case GR_PARAM_ST0:
st0_en = mode;
st0_off = offset;
break;
case GR_PARAM_ST1:
st1_en = mode;
st1_off = offset;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown grVertexLayout parameter : %x", param);
}
}
FX_ENTRY void FX_CALL
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grCullMode(GrCullMode_t mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
static int oldmode = -1, oldinv = -1;
culling_mode = mode;
if (inverted_culling == oldinv && oldmode == mode)
return;
oldmode = mode;
oldinv = inverted_culling;
switch (mode)
{
case GR_CULL_DISABLE:
glDisable(GL_CULL_FACE);
break;
case GR_CULL_NEGATIVE:
if (!inverted_culling)
glCullFace(GL_FRONT);
else
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
break;
case GR_CULL_POSITIVE:
if (!inverted_culling)
glCullFace(GL_BACK);
else
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown cull mode : %x", mode);
}
}
// Depth buffer
FX_ENTRY void FX_CALL
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grDepthBufferMode(GrDepthBufferMode_t mode)
{
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WriteTrace(TraceGlitch, TraceDebug, "mode: %d", mode);
switch (mode)
{
case GR_DEPTHBUFFER_DISABLE:
glDisable(GL_DEPTH_TEST);
w_buffer_mode = 0;
return;
case GR_DEPTHBUFFER_WBUFFER:
case GR_DEPTHBUFFER_WBUFFER_COMPARE_TO_BIAS:
glEnable(GL_DEPTH_TEST);
w_buffer_mode = 1;
break;
case GR_DEPTHBUFFER_ZBUFFER:
case GR_DEPTHBUFFER_ZBUFFER_COMPARE_TO_BIAS:
glEnable(GL_DEPTH_TEST);
w_buffer_mode = 0;
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer mode : %x", mode);
}
}
FX_ENTRY void FX_CALL
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grDepthBufferFunction(GrCmpFnc_t function)
{
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WriteTrace(TraceGlitch, TraceDebug, "function: %d", function);
switch (function)
{
case GR_CMP_GEQUAL:
if (w_buffer_mode)
glDepthFunc(GL_LEQUAL);
else
glDepthFunc(GL_GEQUAL);
break;
case GR_CMP_LEQUAL:
if (w_buffer_mode)
glDepthFunc(GL_GEQUAL);
else
glDepthFunc(GL_LEQUAL);
break;
case GR_CMP_LESS:
if (w_buffer_mode)
glDepthFunc(GL_GREATER);
else
glDepthFunc(GL_LESS);
break;
case GR_CMP_ALWAYS:
glDepthFunc(GL_ALWAYS);
break;
case GR_CMP_EQUAL:
glDepthFunc(GL_EQUAL);
break;
case GR_CMP_GREATER:
if (w_buffer_mode)
glDepthFunc(GL_LESS);
else
glDepthFunc(GL_GREATER);
break;
case GR_CMP_NEVER:
glDepthFunc(GL_NEVER);
break;
case GR_CMP_NOTEQUAL:
glDepthFunc(GL_NOTEQUAL);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "unknown depth buffer function : %x", function);
}
}
FX_ENTRY void FX_CALL
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grDepthMask(FxBool mask)
{
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WriteTrace(TraceGlitch, TraceDebug, "mask: %d", mask);
glDepthMask(mask);
}
float biasFactor = 0;
#if 0
void FindBestDepthBias()
{
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float f, bestz = 0.25f;
int x;
if (biasFactor) return;
biasFactor = 64.0f; // default value
glPushAttrib(GL_ALL_ATTRIB_BITS);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
glEnable(GL_POLYGON_OFFSET_FILL);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glColor4ub(255, 255, 255, 255);
glDepthMask(GL_TRUE);
for (x = 0, f = 1.0f; f <= 65536.0f; x += 4, f *= 2.0f) {
float z;
glPolygonOffset(0, f);
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(float(x + 4 - widtho) / (width / 2), float(0 - heighto) / (height / 2), 0.5);
glVertex3f(float(x - widtho) / (width / 2), float(0 - heighto) / (height / 2), 0.5);
glVertex3f(float(x + 4 - widtho) / (width / 2), float(4 - heighto) / (height / 2), 0.5);
glVertex3f(float(x - widtho) / (width / 2), float(4 - heighto) / (height / 2), 0.5);
glEnd();
glReadPixels(x + 2, 2 + viewport_offset, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z);
z -= 0.75f + 8e-6f;
if (z < 0.0f) z = -z;
if (z > 0.01f) continue;
if (z < bestz) {
bestz = z;
biasFactor = f;
}
//printf("f %g z %g\n", f, z);
}
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//printf(" --> bias factor %g\n", biasFactor);
glPopAttrib();
}
#endif
FX_ENTRY void FX_CALL
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grDepthBiasLevel(FxI32 level)
{
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WriteTrace(TraceGlitch, TraceDebug, "level: %d", level);
if (level)
{
if (w_buffer_mode)
{
glPolygonOffset(1.0f, -(float)level*zscale / 255.0f);
}
else
{
glPolygonOffset(0, (float)level*biasFactor);
}
glEnable(GL_POLYGON_OFFSET_FILL);
}
else
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{
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
// draw
FX_ENTRY void FX_CALL
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grDrawTriangle(const void *a, const void *b, const void *c)
{
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WriteTrace(TraceGlitch, TraceDebug, "start");
vbo_enable();
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if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
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reloadTexture();
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if (need_to_compile) compile_shader();
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if (vertex_buffer_count + 3 > VERTEX_BUFFER_SIZE)
{
vbo_draw();
}
vertex_draw_mode = GL_TRIANGLES;
memcpy(&vertex_buffer[vertex_buffer_count], a, VERTEX_SIZE);
memcpy(&vertex_buffer[vertex_buffer_count + 1], b, VERTEX_SIZE);
memcpy(&vertex_buffer[vertex_buffer_count + 2], c, VERTEX_SIZE);
vertex_buffer_count += 3;
WriteTrace(TraceGlitch, TraceDebug, "Done");
}
FX_ENTRY void FX_CALL
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grDrawPoint(const void *pt)
{
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/*
float *x = (float*)pt + xy_off/sizeof(float);
float *y = (float*)pt + xy_off/sizeof(float) + 1;
float *z = (float*)pt + z_off/sizeof(float);
float *q = (float*)pt + q_off/sizeof(float);
unsigned char *pargb = (unsigned char*)pt + pargb_off;
float *s0 = (float*)pt + st0_off/sizeof(float);
float *t0 = (float*)pt + st0_off/sizeof(float) + 1;
float *s1 = (float*)pt + st1_off/sizeof(float);
float *t1 = (float*)pt + st1_off/sizeof(float) + 1;
float *fog = (float*)pt + fog_ext_off/sizeof(float);
WriteTrace(TraceGlitch, TraceDebug,"grDrawPoint()\r\n");
if(nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if(need_to_compile) compile_shader();
glBegin(GL_POINTS);
if (nbTextureUnits > 2)
{
if (st0_en)
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *s0 / *q / (float)tex1_width,
ytex(0, *t0 / *q / (float)tex1_height));
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if (st1_en)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *s1 / *q / (float)tex0_width,
ytex(1, *t1 / *q / (float)tex0_height));
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}
else
{
if (st0_en)
glTexCoord2f(*s0 / *q / (float)tex0_width,
ytex(0, *t0 / *q / (float)tex0_height));
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}
if (pargb_en)
glColor4f(pargb[2]/255.0f, pargb[1]/255.0f, pargb[0]/255.0f, pargb[3]/255.0f);
if (fog_enabled && fog_coord_support)
{
if(!fog_ext_en || fog_enabled != 2)
glSecondaryColor3f((1.0f / *q) / 255.0f, 0.0f, 0.0f);
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else
glSecondaryColor3f((1.0f / *fog) / 255.0f, 0.0f, 0.0f);
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}
glVertex4f((*x - (float)widtho) / (float)(width/2) / *q,
-(*y - (float)heighto) / (float)(height/2) / *q, ZCALC(*z ,*q), 1.0f / *q);
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glEnd();
*/
}
FX_ENTRY void FX_CALL
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grDrawLine(const void *a, const void *b)
{
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/*
float *a_x = (float*)a + xy_off/sizeof(float);
float *a_y = (float*)a + xy_off/sizeof(float) + 1;
float *a_z = (float*)a + z_off/sizeof(float);
float *a_q = (float*)a + q_off/sizeof(float);
unsigned char *a_pargb = (unsigned char*)a + pargb_off;
float *a_s0 = (float*)a + st0_off/sizeof(float);
float *a_t0 = (float*)a + st0_off/sizeof(float) + 1;
float *a_s1 = (float*)a + st1_off/sizeof(float);
float *a_t1 = (float*)a + st1_off/sizeof(float) + 1;
float *a_fog = (float*)a + fog_ext_off/sizeof(float);
float *b_x = (float*)b + xy_off/sizeof(float);
float *b_y = (float*)b + xy_off/sizeof(float) + 1;
float *b_z = (float*)b + z_off/sizeof(float);
float *b_q = (float*)b + q_off/sizeof(float);
unsigned char *b_pargb = (unsigned char*)b + pargb_off;
float *b_s0 = (float*)b + st0_off/sizeof(float);
float *b_t0 = (float*)b + st0_off/sizeof(float) + 1;
float *b_s1 = (float*)b + st1_off/sizeof(float);
float *b_t1 = (float*)b + st1_off/sizeof(float) + 1;
float *b_fog = (float*)b + fog_ext_off/sizeof(float);
WriteTrace(TraceGlitch, TraceDebug,"grDrawLine()\r\n");
if(nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
reloadTexture();
if(need_to_compile) compile_shader();
glBegin(GL_LINES);
if (nbTextureUnits > 2)
{
if (st0_en)
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *a_s0 / *a_q / (float)tex1_width, ytex(0, *a_t0 / *a_q / (float)tex1_height));
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if (st1_en)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *a_s1 / *a_q / (float)tex0_width, ytex(1, *a_t1 / *a_q / (float)tex0_height));
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}
else
{
if (st0_en)
glTexCoord2f(*a_s0 / *a_q / (float)tex0_width, ytex(0, *a_t0 / *a_q / (float)tex0_height));
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}
if (pargb_en)
glColor4f(a_pargb[2]/255.0f, a_pargb[1]/255.0f, a_pargb[0]/255.0f, a_pargb[3]/255.0f);
if (fog_enabled && fog_coord_support)
{
if(!fog_ext_en || fog_enabled != 2)
glSecondaryColor3f((1.0f / *a_q) / 255.0f, 0.0f, 0.0f);
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else
glSecondaryColor3f((1.0f / *a_fog) / 255.0f, 0.0f, 0.0f);
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}
glVertex4f((*a_x - (float)widtho) / (float)(width/2) / *a_q,
-(*a_y - (float)heighto) / (float)(height/2) / *a_q, ZCALC(*a_z, *a_q), 1.0f / *a_q);
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if (nbTextureUnits > 2)
{
if (st0_en)
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, *b_s0 / *b_q / (float)tex1_width,
ytex(0, *b_t0 / *b_q / (float)tex1_height));
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if (st1_en)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, *b_s1 / *b_q / (float)tex0_width,
ytex(1, *b_t1 / *b_q / (float)tex0_height));
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}
else
{
if (st0_en)
glTexCoord2f(*b_s0 / *b_q / (float)tex0_width,
ytex(0, *b_t0 / *b_q / (float)tex0_height));
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}
if (pargb_en)
glColor4f(b_pargb[2]/255.0f, b_pargb[1]/255.0f, b_pargb[0]/255.0f, b_pargb[3]/255.0f);
if (fog_enabled && fog_coord_support)
{
if(!fog_ext_en || fog_enabled != 2)
glSecondaryColor3f((1.0f / *b_q) / 255.0f, 0.0f, 0.0f);
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else
glSecondaryColor3f((1.0f / *b_fog) / 255.0f, 0.0f, 0.0f);
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}
glVertex4f((*b_x - (float)widtho) / (float)(width/2) / *b_q,
-(*b_y - (float)heighto) / (float)(height/2) / *b_q, ZCALC(*b_z, *b_q), 1.0f / *b_q);
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glEnd();
*/
}
FX_ENTRY void FX_CALL
grDrawVertexArray(FxU32 mode, FxU32 Count, void *pointers2)
{
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void **pointers = (void**)pointers2;
WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArray(%d,%d)\r\n", mode, Count);
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if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
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reloadTexture();
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if (need_to_compile) compile_shader();
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if (mode != GR_TRIANGLE_FAN)
{
WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArray : unknown mode : %x", mode);
}
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vbo_enable();
vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers[0]);
}
FX_ENTRY void FX_CALL
grDrawVertexArrayContiguous(FxU32 mode, FxU32 Count, void *pointers, FxU32 stride)
{
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WriteTrace(TraceGlitch, TraceDebug, "grDrawVertexArrayContiguous(%d,%d,%d)\r\n", mode, Count, stride);
if (nvidia_viewport_hack && !render_to_texture)
{
glViewport(0, viewport_offset, viewport_width, viewport_height);
nvidia_viewport_hack = 0;
}
if (stride != 156)
{
//LOGINFO("Incompatible stride\n");
}
reloadTexture();
if (need_to_compile) compile_shader();
vbo_enable();
switch (mode)
{
case GR_TRIANGLE_STRIP:
vbo_buffer(GL_TRIANGLE_STRIP, 0, Count, pointers);
break;
case GR_TRIANGLE_FAN:
vbo_buffer(GL_TRIANGLE_FAN, 0, Count, pointers);
break;
default:
WriteTrace(TraceGlitch, TraceWarning, "grDrawVertexArrayContiguous : unknown mode : %x", mode);
}
}