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https://github.com/SFML/SFML.git
synced 2024-11-25 04:41:05 +08:00
Fixed wrong type for OpenGL indices (std::size_t could be 64 bits on 64 bits platforms -- now using sf::Uint32)
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1297 4e206d99-4929-0410-ac5d-dfc041789085
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cf9ffb0d27
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@ -292,7 +292,7 @@ public :
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/// \param index2 Index of the third vertex of the triangle
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///
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////////////////////////////////////////////////////////////
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void AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2);
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void AddTriangle(std::size_t index0, std::size_t index1, std::size_t index2);
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////////////////////////////////////////////////////////////
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/// \brief Render the content of the whole queue
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@ -330,7 +330,7 @@ private :
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////////////////////////////////////////////////////////////
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typedef std::vector<priv::Batch> BatchArray;
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typedef std::vector<float> VertexArray;
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typedef std::vector<std::size_t> IndexArray;
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typedef std::vector<Uint32> IndexArray;
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////////////////////////////////////////////////////////////
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// Member data
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@ -343,7 +343,7 @@ private :
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Blend::Mode myCurrentBlendMode; ///< Current blending mode
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IntRect myCurrentViewport; ///< Current target viewport
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Vector2f myCurrentViewportSize; ///< Size of the current viewport (for vertex calculations)
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std::size_t myBaseIndex; ///< Base vertex index for the current batch
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Uint32 myBaseIndex; ///< Base vertex index for the current batch
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priv::GeometryRenderer* myRenderer; ///< Optimized geometry renderer
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priv::Batch* myCurrentBatch; ///< Current geometry block
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BatchArray myBatches; ///< Blocks of geometry to render
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@ -62,14 +62,14 @@ bool Batch::Matches(const Image* texture, const Shader* shader, Blend::Mode blen
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////////////////////////////////////////////////////////////
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void Batch::Begin(std::size_t index)
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void Batch::Begin(Uint32 index)
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{
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myStart = index;
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}
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////////////////////////////////////////////////////////////
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void Batch::End(std::size_t index)
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void Batch::End(Uint32 index)
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{
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myCount = index - myStart;
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}
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@ -78,7 +78,7 @@ public :
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/// \param index Start index
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///
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////////////////////////////////////////////////////////////
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void Begin(std::size_t index);
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void Begin(Uint32 index);
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////////////////////////////////////////////////////////////
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/// \brief Setup the end index of the batch
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@ -86,7 +86,7 @@ public :
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/// \param index End index
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///
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////////////////////////////////////////////////////////////
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void End(std::size_t index);
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void End(Uint32 index);
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////////////////////////////////////////////////////////////
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/// \brief Render the contents of the batch
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@ -105,8 +105,8 @@ private :
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const Shader* myShader; ///< Pixel shader used by the batch
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Blend::Mode myBlendMode; ///< Blending mode used by the batch
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IntRect myViewport; ///< Target viewport for the batch
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std::size_t myStart; ///< Index of the first index to render with this batch
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std::size_t myCount; ///< Number of indices to render with this batch
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Uint32 myStart; ///< Index of the first index to render with this batch
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Uint32 myCount; ///< Number of indices to render with this batch
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};
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} // namespace priv
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@ -75,7 +75,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount) = 0;
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virtual void Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t indicesCount) = 0;
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -95,7 +95,7 @@ public :
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/// \param count Number of indices to be rendered
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///
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////////////////////////////////////////////////////////////
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virtual void RenderTriangles(std::size_t start, std::size_t count) = 0;
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virtual void RenderTriangles(Uint32 start, Uint32 count) = 0;
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};
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} // namespace priv
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@ -51,7 +51,7 @@ myIndices (NULL)
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////////////////////////////////////////////////////////////
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void GeometryRendererIM::Begin(const float* vertices, std::size_t, const std::size_t* indices, std::size_t)
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void GeometryRendererIM::Begin(const float* vertices, std::size_t, const Uint32* indices, std::size_t)
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{
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// Store the geometry informations for later rendering
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myVertices = vertices;
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@ -67,17 +67,17 @@ void GeometryRendererIM::End()
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////////////////////////////////////////////////////////////
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void GeometryRendererIM::RenderTriangles(std::size_t start, std::size_t count)
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void GeometryRendererIM::RenderTriangles(Uint32 start, Uint32 count)
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{
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// Caculate the bounds of the geometry range to render
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const std::size_t* begin = myIndices + start;
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const std::size_t* end = begin + count;
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const Uint32* begin = myIndices + start;
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const Uint32* end = begin + count;
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// Begin rendering
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glBegin(GL_TRIANGLES);
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// Send the vertices one by one
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for (const std::size_t* index = begin; index != end; index++)
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for (const Uint32* index = begin; index != end; index++)
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{
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const float* vertex = myVertices + *index * 8;
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@ -71,7 +71,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -91,13 +91,13 @@ public :
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/// \param count Number of indices to be rendered
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///
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////////////////////////////////////////////////////////////
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virtual void RenderTriangles(std::size_t start, std::size_t count);
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virtual void RenderTriangles(Uint32 start, Uint32 count);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const float* myVertices; ///< Pointer to the vertices to render
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const std::size_t* myIndices; ///< Pointer to the indices to render
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const float* myVertices; ///< Pointer to the vertices to render
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const Uint32* myIndices; ///< Pointer to the indices to render
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};
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} // namespace priv
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@ -51,7 +51,7 @@ myIndices(NULL)
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////////////////////////////////////////////////////////////
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void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t)
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void GeometryRendererVA::Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t)
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{
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static const GLsizei stride = 8 * sizeof(float);
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@ -87,7 +87,7 @@ void GeometryRendererVA::End()
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////////////////////////////////////////////////////////////
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void GeometryRendererVA::RenderTriangles(std::size_t start, std::size_t count)
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void GeometryRendererVA::RenderTriangles(Uint32 start, Uint32 count)
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{
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GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, myIndices + start));
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}
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@ -71,7 +71,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -91,12 +91,12 @@ public :
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/// \param count Number of indices to be rendered
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///
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////////////////////////////////////////////////////////////
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virtual void RenderTriangles(std::size_t start, std::size_t count);
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virtual void RenderTriangles(Uint32 start, Uint32 count);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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const std::size_t* myIndices; ///< Pointer to the indices to render
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const Uint32* myIndices; ///< Pointer to the indices to render
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};
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} // namespace priv
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@ -64,7 +64,7 @@ GeometryRendererVBO::~GeometryRendererVBO()
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////////////////////////////////////////////////////////////
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void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount)
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void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t indicesCount)
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{
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// Update the vertex buffer data (make it grow if it is not large enough)
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GLCheck(glBindBufferARB(GL_ARRAY_BUFFER_ARB, myVertexBuffer));
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@ -82,12 +82,12 @@ void GeometryRendererVBO::Begin(const float* vertices, std::size_t verticesCount
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GLCheck(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myIndexBuffer));
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if (indicesCount > myIndexBufferSize)
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{
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GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(std::size_t), indices, GL_DYNAMIC_DRAW_ARB));
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GLCheck(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, indicesCount * sizeof(Uint32), indices, GL_DYNAMIC_DRAW_ARB));
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myIndexBufferSize = indicesCount;
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}
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else
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{
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GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(std::size_t), indices));
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GLCheck(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0, indicesCount * sizeof(Uint32), indices));
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}
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static const GLsizei stride = 8 * sizeof(float);
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@ -116,7 +116,7 @@ void GeometryRendererVBO::End()
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////////////////////////////////////////////////////////////
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void GeometryRendererVBO::RenderTriangles(std::size_t start, std::size_t count)
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void GeometryRendererVBO::RenderTriangles(Uint32 start, Uint32 count)
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{
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static const std::size_t* pointer = NULL;
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GLCheck(glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(count), GL_UNSIGNED_INT, pointer + start));
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@ -78,7 +78,7 @@ public :
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/// \param indicesCount Number of indices to render
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///
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////////////////////////////////////////////////////////////
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virtual void Begin(const float* vertices, std::size_t verticesCount, const std::size_t* indices, std::size_t indicesCount);
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virtual void Begin(const float* vertices, std::size_t verticesCount, const Uint32* indices, std::size_t indicesCount);
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////////////////////////////////////////////////////////////
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/// \brief Stop rendering geometry
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@ -98,15 +98,15 @@ public :
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/// \param count Number of indices to be rendered
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///
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////////////////////////////////////////////////////////////
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virtual void RenderTriangles(std::size_t start, std::size_t count);
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virtual void RenderTriangles(Uint32 start, Uint32 count);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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GLuint myVertexBuffer;
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GLuint myIndexBuffer;
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std::size_t myVertexBufferSize;
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std::size_t myIndexBufferSize;
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GLuint myVertexBuffer; ///< Identifier of the vertex buffer
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GLuint myIndexBuffer; ///< Identifier of the index buffer
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Uint32 myVertexBufferSize; ///< Size of the vertex buffer
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Uint32 myIndexBufferSize; ///< Size of the index buffer
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};
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} // namespace priv
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@ -270,9 +270,9 @@ void RenderQueue::AddTriangle(std::size_t index0, std::size_t index1, std::size_
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myIndices.resize(size + size / 2);
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// Copy the index data
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myIndices[myCurrentIndexCount + 0] = index0 + myBaseIndex;
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myIndices[myCurrentIndexCount + 1] = index1 + myBaseIndex;
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myIndices[myCurrentIndexCount + 2] = index2 + myBaseIndex;
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myIndices[myCurrentIndexCount + 0] = static_cast<Uint32>(index0 + myBaseIndex);
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myIndices[myCurrentIndexCount + 1] = static_cast<Uint32>(index1 + myBaseIndex);
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myIndices[myCurrentIndexCount + 2] = static_cast<Uint32>(index2 + myBaseIndex);
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// Increase the index count
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myCurrentIndexCount += 3;
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