port Tao.OpenGl to OpenTK.Graphics.OpenGL and avoid Arb

closes #4540
This commit is contained in:
Matthias Mailänder
2014-05-04 09:57:25 +02:00
parent 4c8ce8afc0
commit dc2d1287a7
15 changed files with 166 additions and 193 deletions

View File

@@ -1,6 +1,6 @@
#region Copyright & License Information
/*
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
@@ -11,7 +11,7 @@
using System;
using System.Runtime.InteropServices;
using OpenRA.Graphics;
using Tao.OpenGl;
using OpenTK.Graphics.OpenGL;
namespace OpenRA.Renderer.Sdl2
{
@@ -23,20 +23,21 @@ namespace OpenRA.Renderer.Sdl2
public VertexBuffer(int size)
{
Gl.glGenBuffersARB(1, out buffer);
GL.GenBuffers(1, out buffer);
ErrorHandler.CheckGlError();
Bind();
Gl.glBufferDataARB(Gl.GL_ARRAY_BUFFER_ARB,
GL.BufferData(BufferTarget.ArrayBuffer,
new IntPtr(VertexSize * size),
new T[size],
Gl.GL_DYNAMIC_DRAW_ARB);
BufferUsageHint.DynamicDraw
);
ErrorHandler.CheckGlError();
}
public void SetData(T[] data, int length)
{
Bind();
Gl.glBufferSubDataARB(Gl.GL_ARRAY_BUFFER_ARB,
GL.BufferSubData(BufferTarget.ArrayBuffer,
IntPtr.Zero,
new IntPtr(VertexSize * length),
data);
@@ -45,15 +46,15 @@ namespace OpenRA.Renderer.Sdl2
public void Bind()
{
Gl.glBindBufferARB(Gl.GL_ARRAY_BUFFER_ARB, buffer);
GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
ErrorHandler.CheckGlError();
Gl.glVertexPointer(3, Gl.GL_FLOAT, VertexSize, IntPtr.Zero);
GL.VertexPointer(3, VertexPointerType.Float, VertexSize, IntPtr.Zero);
ErrorHandler.CheckGlError();
Gl.glTexCoordPointer(4, Gl.GL_FLOAT, VertexSize, new IntPtr(12));
GL.TexCoordPointer(4, TexCoordPointerType.Float, VertexSize, new IntPtr(12));
ErrorHandler.CheckGlError();
}
void FinalizeInner() { Gl.glDeleteBuffersARB(1, ref buffer); }
void FinalizeInner() { GL.DeleteBuffers(1, ref buffer); }
~VertexBuffer() { Game.RunAfterTick(FinalizeInner); }
}
}