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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-06-07 20:45:14 +0900
committerTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-06-08 17:12:28 +0900
commitce72e34b359c323ef7ff96a70500810a9cd8703a (patch)
tree7436ef509b6670c4331d2e2f0c552728e13ea1f8 /vcl/inc/opengl/program.hxx
parent4bdbfdd6426460c562746c67c29a3b5e2bef8563 (diff)
opengl: batch drawing of polylines
To get polylines to draw in a batch it was necessary to refactor the polyline code to work with GL_TRIANGLES instead of the previous used GL_TRIANGLE_STRIP. For this and to make the code easier to handle a new class was introduced: LineBuilder, which purpose is to assemble vertices for a polyline (line ends, line joints). In addition we need to know the line width, anti-aliasing (AA) per vertex basis (in addition to color, normal and extrusion) so we can draw many polylines with one draw call. This info is now stored in Vertex struct which is used when drawing lines or triangles (fills). Uploading of vertices has also been changed, previously we uploaded the vertices with the drawcall. a convention in Modern OpenGL is however to use VBO (Vertex Buffer Object) for this. With this we can upload the to the GPU vertices independently and not upload them if this is not needed (which is currently not used yet). A vector of Vertex structs is now uploaded to the GPU using a VBO which is handeled with a new VertexBufferObject class. In addition to reduce the ammount of duplicated vertices, we use a index vector (handled by IndexBufferObject class) where we only define the indices of the vertex buffer which should be drawn. Change-Id: I49dc9c6260b459f4f4ce3a5e4fa4c8ad05a7b878
Diffstat (limited to 'vcl/inc/opengl/program.hxx')
-rw-r--r--vcl/inc/opengl/program.hxx14
1 files changed, 9 insertions, 5 deletions
diff --git a/vcl/inc/opengl/program.hxx b/vcl/inc/opengl/program.hxx
index c737c1250aaa..b32aa05f250e 100644
--- a/vcl/inc/opengl/program.hxx
+++ b/vcl/inc/opengl/program.hxx
@@ -22,7 +22,6 @@
#include <tools/color.hxx>
#include <opengl/texture.hxx>
-#include <glm/glm.hpp>
#include <unordered_map>
typedef std::unordered_map< OString, GLuint, OStringHash > UniformCache;
@@ -82,7 +81,7 @@ public:
void SetAlphaCoord( const GLvoid* pData );
void SetMaskCoord(const GLvoid* pData);
void SetExtrusionVectors(const GLvoid* pData);
- void SetVertexColors(std::vector<glm::vec4>& rColorVector);
+ void SetVertexColors(std::vector<GLubyte>& rColorVector);
void SetUniform1f( const OString& rName, GLfloat v1 );
void SetUniform2f( const OString& rName, GLfloat v1, GLfloat v2 );
@@ -107,11 +106,16 @@ public:
bool DrawTexture( const OpenGLTexture& rTexture );
- void DrawArrays(GLenum GLenum, std::vector<GLfloat>& aVertices);
+ void DrawArrays(GLenum aMode, std::vector<GLfloat>& aVertices);
+ void DrawElements(GLenum aMode, GLuint nNumberOfVertices);
-protected:
bool EnableVertexAttrib(GLuint& rAttrib, const OString& rName);
- void SetVertexAttrib( GLuint& rAttrib, const OString& rName, const GLvoid* pData, GLint nSize = 2 );
+
+ void SetVertexAttrib(GLuint& rAttrib, const OString& rName, GLint nSize,
+ GLenum eType, GLboolean bNormalized, GLsizei aStride,
+ const GLvoid* pPointer);
+
+protected:
GLuint GetUniformLocation( const OString& rName );
};