Changeset 1228 for trunk/test
- Timestamp:
- Apr 14, 2012, 11:33:08 PM (10 years ago)
- Location:
- trunk/test
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/test/debug/quad.cpp
r1040 r1228 34 34 /* Register some debug stuff */ 35 35 new DebugFps(5, 5); 36 new DebugQuad();36 //new DebugQuad(); 37 37 38 38 app.Run(); -
trunk/test/tutorial/tut01.cpp
r1227 r1228 127 127 #endif 128 128 129 m_vdecl->Unbind(); 129 130 #if defined _XBOX || defined USE_D3D9 130 131 /* FIXME: do we need to unset anything here? */ 131 132 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ 132 glDisableVertexAttribArray(m_attrib);133 glBindBuffer(GL_ARRAY_BUFFER, 0);133 //glDisableVertexAttribArray(m_attrib); 134 //glBindBuffer(GL_ARRAY_BUFFER, 0); 134 135 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ 135 136 /* Never used for now */ -
trunk/test/tutorial/tut02.cpp
r1227 r1228 192 192 g_d3ddevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, sizeof(m_indices) / sizeof(*m_indices)); 193 193 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined __APPLE__ 194 glEnableVertexAttribArray(m_coord);195 glBindBuffer(GL_ARRAY_BUFFER, m_vbo);196 glVertexAttribPointer(m_coord, 3, GL_FLOAT, GL_FALSE, 0, 0);197 198 glEnableVertexAttribArray(m_color);199 glBindBuffer(GL_ARRAY_BUFFER, m_cbo);200 glVertexAttribPointer(m_color, 3, GL_FLOAT, GL_FALSE, 0, 0);201 202 194 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo); 203 195 int size; … … 207 199 glDrawElements(GL_TRIANGLES, size / sizeof(uint16_t), GL_UNSIGNED_SHORT, 0); 208 200 209 glDisableVertexAttribArray(m_coord);210 glDisableVertexAttribArray(m_color);211 201 glBindBuffer(GL_ARRAY_BUFFER, 0); 212 202 #else -
trunk/test/tutorial/tut03.cpp
r1226 r1228 428 428 virtual void TickDraw(float deltams) 429 429 { 430 Log::Error("Tick Fractal\n"); 430 431 WorldEntity::TickDraw(deltams); 431 432 … … 667 668 #endif 668 669 ); 669 #if !defined _XBOX && !defined USE_D3D9 670 m_vertexattrib = m_shader->GetAttribLocation("a_Vertex"); 671 m_texattrib = m_shader->GetAttribLocation("a_TexCoord"); 672 #endif 670 m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0); 671 m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0); 673 672 m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); 674 673 m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); 675 674 m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); 676 m_ready = true;677 675 678 676 m_vdecl = 679 677 new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position), 680 678 VertexStream<vec2>(VertexUsage::TexCoord)); 681 #if !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined _XBOX && !defined USE_D3D9 682 /* Method 1: store vertex buffer on the GPU memory */ 683 glGenBuffers(1, &m_vbo); 684 glBindBuffer(GL_ARRAY_BUFFER, m_vbo); 685 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, 686 GL_STATIC_DRAW); 687 glGenBuffers(1, &m_tbo); 688 glBindBuffer(GL_ARRAY_BUFFER, m_tbo); 689 glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, 690 GL_STATIC_DRAW); 691 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ && !defined _XBOX && !defined USE_D3D9 692 /* Method 2: upload vertex information at each frame */ 693 #elif defined _XBOX || defined USE_D3D9 694 if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(vertices), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_vbo, NULL))) 695 exit(0); 696 vec2 *tmp1; 697 if (FAILED(m_vbo->Lock(0, 0, (void **)&tmp1, 0))) 698 exit(0); 699 memcpy(tmp1, vertices, sizeof(vertices)); 679 m_vbo = new VertexBuffer(sizeof(vertices)); 680 m_tbo = new VertexBuffer(sizeof(texcoords)); 681 682 void *tmp = m_vbo->Lock(0, 0); 683 memcpy(tmp, vertices, sizeof(vertices)); 700 684 m_vbo->Unlock(); 701 685 702 if (FAILED(g_d3ddevice->CreateVertexBuffer(sizeof(texcoords), D3DUSAGE_WRITEONLY, NULL, D3DPOOL_MANAGED, &m_tbo, NULL))) 703 exit(0); 704 vec2 *tmp2; 705 if (FAILED(m_tbo->Lock(0, 0, (void **)&tmp2, 0))) 706 exit(0); 707 memcpy(tmp2, texcoords, sizeof(texcoords)); 686 tmp = m_tbo->Lock(0, 0); 687 memcpy(tmp, texcoords, sizeof(texcoords)); 708 688 m_tbo->Unlock(); 709 #else710 #endif711 689 712 690 /* FIXME: this object never cleans up */ 691 m_ready = true; 713 692 } 714 693 … … 763 742 m_shader->SetUniform(m_zoomuni, m_zoom_settings); 764 743 m_vdecl->Bind(); 744 m_vdecl->SetStream(m_vbo, m_vertexattrib); 745 m_vdecl->SetStream(m_tbo, m_texattrib); 765 746 #if defined _XBOX || defined USE_D3D9 766 747 g_d3ddevice->SetTexture(0, m_tex); 767 748 //g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); 768 749 g_d3ddevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); 769 g_d3ddevice->SetStreamSource(0, m_vbo, 0, sizeof(*vertices));770 g_d3ddevice->SetStreamSource(1, m_tbo, 0, sizeof(*texcoords));771 750 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ 772 glBindBuffer(GL_ARRAY_BUFFER, m_vbo); 773 glEnableVertexAttribArray(m_vertexattrib); 774 glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); 775 776 glBindBuffer(GL_ARRAY_BUFFER, m_tbo); 777 glEnableVertexAttribArray(m_texattrib); 778 glVertexAttribPointer(m_texattrib, 2, GL_FLOAT, GL_FALSE, 0, 0); 779 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ 780 /* Never used for now */ 781 //glEnableVertexAttribArray(m_vertexattrib); 782 //glVertexAttribPointer(m_vertexattrib, 2, GL_FLOAT, GL_FALSE, 0, vertices); 783 #else 784 glEnableClientState(GL_VERTEX_ARRAY); 785 glVertexPointer(2, GL_FLOAT, 0, vertices); 786 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 787 glTexCoordPointer(2, GL_FLOAT, 0, texcoords); 751 #else 752 //glEnableClientState(GL_VERTEX_ARRAY); 753 //glVertexPointer(2, GL_FLOAT, 0, vertices); 754 //glEnableClientState(GL_TEXTURE_COORD_ARRAY); 755 //glTexCoordPointer(2, GL_FLOAT, 0, texcoords); 788 756 #endif 789 757 … … 797 765 #if defined _XBOX || defined USE_D3D9 798 766 767 m_vdecl->Unbind(); 799 768 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ 800 glDisableVertexAttribArray(m_vertexattrib);801 glDisableVertexAttribArray(m_texattrib);802 glBindBuffer(GL_ARRAY_BUFFER, 0);769 //glDisableVertexAttribArray(m_vertexattrib); 770 //glDisableVertexAttribArray(m_texattrib); 771 //glBindBuffer(GL_ARRAY_BUFFER, 0); 803 772 #elif !defined __CELLOS_LV2__ && !defined __ANDROID__ 804 773 /* Never used for now */ … … 806 775 //glDisableVertexAttribArray(m_texattrib); 807 776 #else 808 glDisableClientState(GL_VERTEX_ARRAY); 809 glDisableClientState(GL_TEXTURE_COORD_ARRAY); 810 #endif 777 //glDisableClientState(GL_VERTEX_ARRAY); 778 //glDisableClientState(GL_TEXTURE_COORD_ARRAY); 779 #endif 780 Log::Error("~Tick Fractal\n"); 811 781 } 812 782 … … 821 791 f64vec2 m_texel2world; 822 792 u8vec4 *m_pixels, *m_tmppixels, *m_palette; 793 823 794 Shader *m_shader; 795 ShaderAttrib m_vertexattrib, m_texattrib; 796 ShaderUniform m_texeluni, m_screenuni, m_zoomuni; 797 824 798 VertexDeclaration *m_vdecl; 799 VertexBuffer *m_vbo, *m_tbo; 825 800 #if defined USE_D3D9 826 801 IDirect3DTexture9 *m_tex; 827 IDirect3DVertexBuffer9 *m_vbo, *m_tbo;828 802 #elif defined _XBOX 829 803 D3DTexture *m_tex; 830 D3DVertexBuffer *m_vbo, *m_tbo;831 804 #else 832 805 GLuint m_texid; 833 # if !defined __CELLOS_LV2__ && !defined __ANDROID__ 834 GLuint m_vbo, m_tbo; 835 GLuint m_tco; 836 # endif 837 #endif 838 int m_vertexattrib, m_texattrib; 839 ShaderUniform m_texeluni, m_screenuni, m_zoomuni; 806 #endif 840 807 int m_frame, m_slices, m_dirty[4]; 841 808 bool m_ready, m_drag;
Note: See TracChangeset
for help on using the changeset viewer.