Better opengl resource allocation. Fixes going fullscreen and back.

This commit is contained in:
Ian Curtis 2022-12-17 23:46:02 +00:00
parent 153c510009
commit 57ead6037d

View file

@ -36,6 +36,44 @@ CNew3D::CNew3D(const Util::Config::Node &config, const std::string& gameName) :
m_numPolyVerts = 4;
m_primType = GL_LINES_ADJACENCY;
}
m_r3dShader.LoadShader();
glUseProgram(0);
// setup our texture memory
glGenTextures(1, &m_textureBuffer);
glBindTexture(GL_TEXTURE_2D, m_textureBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 2048, 2048, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, nullptr); // allocate storage
// setup up our vertex buffer memory
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(FVertex) * (MAX_RAM_VERTS + MAX_ROM_VERTS));
m_vbo.Bind(true);
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inVertex"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inNormal"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inTexCoord"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inColour"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inFaceNormal"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inFixedShade"));
// before draw, specify vertex and index arrays with their offsets, offsetof is maybe evil ..
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inVertex"), 4, GL_FLOAT, GL_FALSE, sizeof(FVertex), 0);
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, normal));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, texcoords));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FVertex), (void*)offsetof(FVertex, faceColour));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFaceNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, faceNormal));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, fixedShade));
glBindVertexArray(0);
m_vbo.Bind(false);
}
CNew3D::~CNew3D()
@ -93,46 +131,9 @@ bool CNew3D::Init(unsigned xOffset, unsigned yOffset, unsigned xRes, unsigned yR
m_totalXRes = totalXResParam;
m_totalYRes = totalYResParam;
m_r3dShader.LoadShader();
glUseProgram(0);
m_r3dFrameBuffers.DestroyFBO(); // remove any old ones if created
m_r3dFrameBuffers.CreateFBO(totalXResParam, totalYResParam);
// setup our texture memory
glGenTextures(1, &m_textureBuffer);
glBindTexture(GL_TEXTURE_2D, m_textureBuffer);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, 2048, 2048, 0, GL_RED_INTEGER, GL_UNSIGNED_SHORT, nullptr); // allocate storage
// setup up our vertex buffer memory
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
m_vbo.Create(GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, sizeof(FVertex) * (MAX_RAM_VERTS + MAX_ROM_VERTS));
m_vbo.Bind(true);
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inVertex"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inNormal"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inTexCoord"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inColour"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inFaceNormal"));
glEnableVertexAttribArray(m_r3dShader.GetVertexAttribPos("inFixedShade"));
// before draw, specify vertex and index arrays with their offsets, offsetof is maybe evil ..
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inVertex"), 4, GL_FLOAT, GL_FALSE, sizeof(FVertex), 0);
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, normal));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, texcoords));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(FVertex), (void*)offsetof(FVertex, faceColour));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFaceNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, faceNormal));
glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_FLOAT, GL_FALSE, sizeof(FVertex), (void*)offsetof(FVertex, fixedShade));
glBindVertexArray(0);
m_vbo.Bind(false);
return OKAY;
}