vertexarrayrange.cpp
来自「这是整套横扫千军3D版游戏的源码」· C++ 代码 · 共 142 行
CPP
142 行
// VertexArrayRange.cpp: implementation of the CVertexArrayRange class.
//
//////////////////////////////////////////////////////////////////////
#include "StdAfx.h"
#include "VertexArrayRange.h"
#include "mmgr.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CVertexArrayRange::CVertexArrayRange(float* mem,int size)
{
delete[] drawArray;
drawArray=mem;
drawArraySize=size;
glGenFencesNV(1, &fence);
glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
CVertexArrayRange::~CVertexArrayRange()
{
glDeleteFencesNV(1,&fence);
}
void CVertexArrayRange::Initialize()
{
stripIndex=0;
drawIndex=0;
glFinishFenceNV(fence);
}
bool CVertexArrayRange::IsReady()
{
return !!glTestFenceNV(fence);
}
void CVertexArrayRange::DrawArrayT(int drawType,int stride)
{
if(stripIndex==0 || stripArray[stripIndex-1]!=drawIndex)
EndStrip();
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
int oldIndex=0;
for(int a=0;a<stripIndex;a++){
glDrawArrays(drawType,oldIndex*4/stride,stripArray[a]*4/stride-oldIndex*4/stride);
oldIndex=stripArray[a];
}
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
void CVertexArrayRange::DrawArrayT2(int drawType,int stride)
{
if(stripIndex==0 || stripArray[stripIndex-1]!=drawIndex)
EndStrip();
glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
int oldIndex=0;
for(int a=0;a<stripIndex;a++){
glDrawArrays(drawType,oldIndex*4/stride,stripArray[a]*4/stride-oldIndex*4/stride);
oldIndex=stripArray[a];
}
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::DrawArrayTN(int drawType, int stride)
{
if(stripIndex==0 || stripArray[stripIndex-1]!=drawIndex)
EndStrip();
// glEnableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glNormalPointer(GL_FLOAT,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
int oldIndex=0;
for(int a=0;a<stripIndex;a++){
glDrawArrays(drawType,oldIndex*4/stride,stripArray[a]*4/stride-oldIndex*4/stride);
oldIndex=stripArray[a];
}
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::DrawArrayTC(int drawType, int stride)
{
if(stripIndex==0 || stripArray[stripIndex-1]!=drawIndex)
EndStrip();
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
glVertexPointer(3,GL_FLOAT,stride,&drawArray[0]);
glTexCoordPointer(2,GL_FLOAT,stride,&drawArray[3]);
glColorPointer(4,GL_UNSIGNED_BYTE,stride,&drawArray[5]);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
int oldIndex=0;
for(int a=0;a<stripIndex;a++){
glDrawArrays(drawType,oldIndex*4/stride,stripArray[a]*4/stride-oldIndex*4/stride);
oldIndex=stripArray[a];
}
glSetFenceNV(fence, GL_ALL_COMPLETED_NV);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
// glDisableClientState(GL_VERTEX_ARRAY_RANGE_NV);
}
void CVertexArrayRange::EnlargeDrawArray()
{
drawIndex-=40;
}
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