Attempt to fix sky dome

This commit is contained in:
Jaime Passos 2019-11-04 14:36:12 -03:00
parent d45ed97e50
commit 55c6c4f5fe
1 changed files with 30 additions and 17 deletions

View File

@ -1418,9 +1418,12 @@ typedef struct
vbo_vertex_t *data;
} GLSkyVBO;
#define sky_vbo_x (&vbo->data[0].x)
#define sky_vbo_u (&vbo->data[0].u)
#define sky_vbo_r (&vbo->data[0].r)
static const boolean gl_ext_arb_vertex_buffer_object = true;
#define NULL_VBO_VERTEX ((vbo_vertex_t*)NULL)
#define sky_vbo_x (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->x : &vbo->data[0].x)
#define sky_vbo_u (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->u : &vbo->data[0].u)
#define sky_vbo_r (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->r : &vbo->data[0].r)
// The texture offset to be applied to the texture coordinates in SkyVertex().
static int rows, columns;
@ -1431,7 +1434,6 @@ static float delta = 0.0f;
static int gl_sky_detail = 16;
static boolean vbo_init = false;
static INT32 lasttex = -1;
#define MAP_COEFF 128.0f
@ -1564,30 +1566,40 @@ static void RenderDome(INT32 skytexture)
rows = 4;
columns = 4 * gl_sky_detail;
vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
// generate a new VBO and get the associated ID
if (!vbo_init)
{
pglGenBuffers(1, &vbo->id);
vbo_init = true;
}
vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
// Build the sky dome! Yes!
if (lasttex != skytexture)
{
// delete VBO when already exists
if (gl_ext_arb_vertex_buffer_object)
{
if (vbo->id)
pglDeleteBuffers(1, &vbo->id);
}
lasttex = skytexture;
gld_BuildSky(rows, columns);
// bind VBO in order to use
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
if (gl_ext_arb_vertex_buffer_object)
{
// generate a new VBO and get the associated ID
pglGenBuffers(1, &vbo->id);
// upload data to VBO
pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
// bind VBO in order to use
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// upload data to VBO
pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
}
}
// bind VBO in order to use
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
// activate and specify pointers to arrays
pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
pglVertexPointer(3, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_x);
pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_u);
pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vbo->data[0]), sky_vbo_r);
@ -1616,7 +1628,8 @@ static void RenderDome(INT32 skytexture)
pglColor4ubv(white);
// bind with 0, so, switch back to normal pointer operation
pglBindBuffer(GL_ARRAY_BUFFER, 0);
if (gl_ext_arb_vertex_buffer_object)
pglBindBuffer(GL_ARRAY_BUFFER, 0);
// deactivate color array
pglDisableClientState(GL_COLOR_ARRAY);