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authorJasper St. Pierre <jstpierre@mecheye.net>2013-12-07 15:14:29 -0500
committerJasper St. Pierre <jstpierre@mecheye.net>2013-12-31 14:03:19 -0500
commit34692ab826abc8f8faa61bdb2280b742424528f1 (patch)
treeb0eedc645badbea316ff59c125eaf808b28777ec /Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
parent43e618682e8093602fc83dfa902ee7ae3fd3a4f6 (diff)
Remove unnecessary Src/ folders
Diffstat (limited to 'Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
new file mode 100644
index 0000000000..c0112c4e9e
--- /dev/null
+++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
@@ -0,0 +1,99 @@
+// 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() {
+}
+
+}