Optimized DrawPrimitives() in CGLDevice
parent
3008e18fc6
commit
f2a295348c
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@ -248,6 +248,10 @@ bool CGLDevice::Create()
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GetLogger()->Info("Multisampling not supported\n");
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}
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// check for glMultiDrawArrays()
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if (glVersion >= 14)
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m_multiDrawArrays = true;
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GetLogger()->Info("Auto-detecting VBO support\n");
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// detecting VBO ARB extension
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@ -1276,34 +1280,112 @@ void CGLDevice::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int
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void CGLDevice::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
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int first[], int count[], int drawCount, Color color)
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{
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// TODO: use glMultiDrawArrays() for OpenGL 1.4+
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Vertex* vs = const_cast<Vertex*>(vertices);
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for (int i = 0; i < drawCount; i++)
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].coord));
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].normal));
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if (m_multitextureAvailable)
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
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glColor4fv(color.Array());
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GLenum t = TranslateGfxPrimitive(type);
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if (m_multiDrawArrays)
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{
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DrawPrimitive(type, vertices + first[i], count[i], color);
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glMultiDrawArrays(t, first, count, drawCount);
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}
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else
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{
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for (int i = 0; i < drawCount; i++)
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glDrawArrays(t, first[i], count[i]);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE0
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}
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void CGLDevice::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
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int first[], int count[], int drawCount, Color color)
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{
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// TODO: use glMultiDrawArrays() for OpenGL 1.4+
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VertexTex2* vs = const_cast<VertexTex2*>(vertices);
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for (int i = 0; i < drawCount; i++)
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].coord));
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].normal));
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if (m_multitextureAvailable)
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glClientActiveTexture(GL_TEXTURE0);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord));
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if (m_multitextureAvailable)
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{
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DrawPrimitive(type, vertices + first[i], count[i], color);
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glClientActiveTexture(GL_TEXTURE1);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(VertexTex2), reinterpret_cast<GLfloat*>(&vs[0].texCoord2));
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}
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glColor4fv(color.Array());
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GLenum t = TranslateGfxPrimitive(type);
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if (m_multiDrawArrays)
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{
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glMultiDrawArrays(t, first, count, drawCount);
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}
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else
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{
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for (int i = 0; i < drawCount; i++)
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glDrawArrays(t, first[i], count[i]);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY); // GL_TEXTURE1
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if (m_multitextureAvailable)
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{
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glClientActiveTexture(GL_TEXTURE0);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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}
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void CGLDevice::DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
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int first[], int count[], int drawCount)
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{
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// TODO: use glMultiDrawArrays() for OpenGL 1.4+
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VertexCol* vs = const_cast<VertexCol*>(vertices);
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for (int i = 0; i < drawCount; i++)
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].coord));
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_FLOAT, sizeof(VertexCol), reinterpret_cast<GLfloat*>(&vs[0].color));
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GLenum t = TranslateGfxPrimitive(type);
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if (m_multiDrawArrays)
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{
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DrawPrimitive(type, vertices + first[i], count[i]);
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glMultiDrawArrays(t, first, count, drawCount);
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}
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else
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{
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for (int i = 0; i < drawCount; i++)
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glDrawArrays(t, first[i], count[i]);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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}
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unsigned int CGLDevice::CreateStaticBuffer(PrimitiveType primitiveType, const Vertex* vertices, int vertexCount)
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@ -268,6 +268,8 @@ private:
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int m_maxAnisotropy = 1;
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//! Maximum samples
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int m_maxSamples = 1;
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//! glMultiDrawArrays() available
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bool m_multiDrawArrays = false;
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//! Framebuffer support
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FramebufferSupport m_framebufferSupport = FBS_NONE;
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//! Which vertex buffer type to use
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