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No user left behind. Fix the OpenGL 1.1 build to work too.
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@ -393,6 +393,9 @@ static cc_bool BuildChunk(int x1, int y1, int z1, struct ChunkInfo* info) {
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#ifndef CC_BUILD_GL11
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/* add an extra element to fix crashing on some GPUs */
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Builder_Vertices = Gfx_CreateAndLockVb(VERTEX_FORMAT_P3FT2FC4B, totalVerts + 1, &info->Vb);
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#else
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/* NOTE: Relies on assumption vb is ignored by GL11 Gfx_LockVb implementation */
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Builder_Vertices = Gfx_LockVb(0, VERTEX_FORMAT_P3FT2FC4B, totalVerts + 1);
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#endif
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Builder_PostStretchTiles();
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@ -986,9 +986,9 @@ void Gfx_OnWindowResize(void) { Gfx_LoseContext(" (resizing window)"); }
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#endif
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#if defined CC_BUILD_GL11
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static GLuint gfx_activeList;
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static GLuint activeList;
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#define gl_DYNAMICLISTID 1234567891
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static void* gfx_dynamicListData;
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static void* dynamicListData;
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static cc_uint16 gl_indices[GFX_MAX_INDICES];
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#elif defined CC_BUILD_GLMODERN
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#define _glBindBuffer(t,b) glBindBuffer(t,b)
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@ -1250,14 +1250,12 @@ void Gfx_UnlockVb(GfxResourceID vb) {
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_glBufferData(GL_ARRAY_BUFFER, tmpSize, tmpData, GL_STATIC_DRAW);
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}
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#else
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GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count) {
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GLuint list = glGenLists(1);
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static void UpdateDisplayList(GLuint list, void* vertices, VertexFormat fmt, int count) {
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/* We need to restore client state afer building the list */
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int curFormat = gfx_batchFormat;
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void* dyn_data = gfx_dynamicListData;
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void* dyn_data = dynamicListData;
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Gfx_SetVertexFormat(fmt);
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gfx_dynamicListData = vertices;
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dynamicListData = vertices;
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glNewList(list, GL_COMPILE);
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gfx_setupVBFunc();
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@ -1265,17 +1263,37 @@ GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count) {
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glEndList();
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Gfx_SetVertexFormat(curFormat);
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gfx_dynamicListData = dyn_data;
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return list;
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dynamicListData = dyn_data;
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}
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void Gfx_BindVb(GfxResourceID vb) { gfx_activeList = (GLuint)vb; }
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GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count) { return glGenLists(1); }
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void Gfx_BindVb(GfxResourceID vb) { activeList = (GLuint)vb; }
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void Gfx_DeleteVb(GfxResourceID* vb) {
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GLuint id = (GLuint)(*vb);
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if (id) glDeleteLists(id, 1);
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*vb = 0;
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}
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/* NOTE! Building chunk in Builder.c relies on vb being ignored */
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/* If that changes, you must fix Builder.c to properly call Gfx_LockVb */
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static VertexFormat tmpFormat;
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static int tmpCount;
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void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count) {
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tmpFormat = fmt;
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tmpCount = count;
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return FastAllocTempMem(count * gfx_strideSizes[fmt]);
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}
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void Gfx_UnlockVb(GfxResourceID vb) {
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UpdateDisplayList((GLuint)vb, tmpData, tmpFormat, tmpCount);
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}
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GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count) {
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GLuint list = glGenLists(1);
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UpdateDisplayList(list, vertices, fmt, count);
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return list;
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}
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#endif
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@ -1314,8 +1332,8 @@ GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices) {
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}
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void Gfx_BindDynamicVb(GfxResourceID vb) {
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gfx_activeList = gl_DYNAMICLISTID;
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gfx_dynamicListData = (void*)vb;
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activeList = gl_DYNAMICLISTID;
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dynamicListData = (void*)vb;
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}
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void Gfx_DeleteDynamicVb(GfxResourceID* vb) {
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@ -1901,7 +1919,7 @@ cc_bool Gfx_WarnIfNecessary(void) {
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*#########################################################################################################################*/
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#ifdef CC_BUILD_GL11
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/* point to client side dynamic array */
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#define VB_PTR ((cc_uint8*)gfx_dynamicListData)
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#define VB_PTR ((cc_uint8*)dynamicListData)
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#define IB_PTR gl_indices
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#else
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/* no client side array, use vertex buffer object */
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@ -1956,7 +1974,7 @@ void Gfx_DrawVb_Lines(int verticesCount) {
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void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
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#ifdef CC_BUILD_GL11
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if (gfx_activeList != gl_DYNAMICLISTID) { glCallList(gfx_activeList); return; }
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if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; }
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#endif
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gfx_setupVBRangeFunc(startVertex);
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glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR);
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@ -1964,7 +1982,7 @@ void Gfx_DrawVb_IndexedTris_Range(int verticesCount, int startVertex) {
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void Gfx_DrawVb_IndexedTris(int verticesCount) {
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#ifdef CC_BUILD_GL11
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if (gfx_activeList != gl_DYNAMICLISTID) { glCallList(gfx_activeList); return; }
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if (activeList != gl_DYNAMICLISTID) { glCallList(activeList); return; }
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#endif
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gfx_setupVBFunc();
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glDrawElements(GL_TRIANGLES, ICOUNT(verticesCount), GL_UNSIGNED_SHORT, IB_PTR);
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@ -106,8 +106,6 @@ CC_API void Gfx_BindIb(GfxResourceID ib);
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/* Deletes the given index buffer, then sets it to 0. */
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CC_API void Gfx_DeleteIb(GfxResourceID* ib);
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/* Creates a new vertex buffer and fills out its contents. */
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CC_API GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count);
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/* Creates a new vertex buffer. */
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CC_API GfxResourceID Gfx_CreateVb(VertexFormat fmt, int count);
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/* Sets the currently active vertex buffer. */
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@ -118,10 +116,12 @@ CC_API void Gfx_DeleteVb(GfxResourceID* vb);
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CC_API void* Gfx_LockVb(GfxResourceID vb, VertexFormat fmt, int count);
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/* Submits the changed contents of a vertex buffer. */
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CC_API void Gfx_UnlockVb(GfxResourceID vb);
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/* TODO: Reuse memory for OpenGL, don't allocate mem all the time! */
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/* TODO: How to make LockDynamicVb work with OpenGL 1.1 Builder stupidity.. */
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/* TODO: Cleanup the D3D9 Init and remove the if (i == count) stuff. */
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/* TODO: Maybe need a Gfx_CreateAndLockVb for common usage? */
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#ifdef CC_BUILD_GL11
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/* Special case of Gfx_Create/LockVb for building chunks in Builder.c */
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GfxResourceID Gfx_CreateVb2(void* vertices, VertexFormat fmt, int count);
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#endif
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/* Creates a new dynamic vertex buffer, whose contents can be updated later. */
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CC_API GfxResourceID Gfx_CreateDynamicVb(VertexFormat fmt, int maxVertices);
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