From 34692ab826abc8f8faa61bdb2280b742424528f1 Mon Sep 17 00:00:00 2001 From: "Jasper St. Pierre" Date: Sat, 7 Dec 2013 15:14:29 -0500 Subject: Remove unnecessary Src/ folders --- .../Core/VideoBackends/OGL/NativeVertexFormat.cpp | 99 ++++++++++++++++++++++ 1 file changed, 99 insertions(+) create mode 100644 Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp (limited to 'Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp') 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() { +} + +} -- cgit v1.2.3