Introduced new State::drawQuads(..) convinience method to help out with mapping GL 1.x style calls to GLES2.0 compatible calls.

This commit is contained in:
Robert Osfield 2009-11-12 12:18:33 +00:00
parent 20a5820843
commit 4374ca23f9
2 changed files with 48 additions and 0 deletions

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@ -477,6 +477,10 @@ class OSG_EXPORT State : public Referenced, public Observer
_currentPBO = 0;
}
typedef std::vector<GLushort> Indices;
Indices _quadIndices[6];
void drawQuads(GLint first, GLsizei count, GLsizei primCount=1);
inline void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{

View File

@ -1343,3 +1343,47 @@ void State::updateModelViewAndProjectionMatrixUniforms()
_normalMatrixUniform->set(normalMatrix);
}
}
void State::drawQuads(GLint first, GLsizei count, GLsizei primCount)
{
// osg::notify(osg::NOTICE)<<"State::drawQuads("<<first<<", "<<count<<")"<<std::endl;
unsigned int array = first % 4;
unsigned int offsetFirst = ((first-array) / 4) * 6;
unsigned int numQuads = (count/4);
unsigned int numIndices = numQuads * 6;
unsigned int endOfIndices = offsetFirst+numIndices;
Indices& indices = _quadIndices[array];
if (endOfIndices>65536)
{
osg::notify(osg::NOTICE)<<"Warning: State::drawQuads("<<first<<", "<<count<<") too large handle in remapping to ushort glDrawElements."<<std::endl;
endOfIndices = 65536;
}
if (endOfIndices >= indices.size())
{
// we need to expand the _indexArray to be big enough to cope with all the quads required.
unsigned int numExistingQuads = indices.size()/6;
unsigned int numRequiredQuads = endOfIndices/6;
indices.reserve(endOfIndices);
for(unsigned int i=numExistingQuads; i<numRequiredQuads; ++i)
{
unsigned int base = i*4 + array;
indices.push_back(base);
indices.push_back(base+1);
indices.push_back(base+3);
indices.push_back(base+1);
indices.push_back(base+2);
indices.push_back(base+3);
// osg::notify(osg::NOTICE)<<" adding quad indices ("<<base<<")"<<std::endl;
}
}
// if (array!=0) return;
// osg::notify(osg::NOTICE)<<" glDrawElements(GL_TRIANGLES, "<<numIndices<<", GL_UNSIGNED_SHORT, "<<&(indices[base])<<")"<<std::endl;
glDrawElementsInstanced(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, &(indices[offsetFirst]), primCount);
}