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authordec05eba <dec05eba@protonmail.com>2021-10-29 14:29:24 +0200
committerdec05eba <dec05eba@protonmail.com>2021-10-29 14:29:24 +0200
commit275e851e8a2b11c2efe7c39787bf331dd3b75272 (patch)
tree940b5144cadd293b5684057f1f5ab0548262d9be /src
parent5476dd7d21875d68a4d957f441d34eee2a9e2b37 (diff)
Use gl*Pointer and glDrawArrays to render vertices (in mgl_vertices_draw) instead of loop with glBegin/glEnd
Diffstat (limited to 'src')
-rw-r--r--src/graphics/vertex.c15
-rw-r--r--src/graphics/vertex_buffer.c2
2 files changed, 7 insertions, 10 deletions
diff --git a/src/graphics/vertex.c b/src/graphics/vertex.c
index 629b421..dff9661 100644
--- a/src/graphics/vertex.c
+++ b/src/graphics/vertex.c
@@ -2,12 +2,11 @@
#include "../../include/mgl/mgl.h"
void mgl_vertices_draw(mgl_context *context, const mgl_vertex *vertices, size_t vertex_count, mgl_primitive_type primitive_type) {
- context->gl.glBegin(mgl_primitive_type_to_gl_mode(primitive_type));
- for(size_t i = 0; i < vertex_count; ++i) {
- const mgl_vertex *vertex = &vertices[i];
- context->gl.glColor4ub(vertex->color.r, vertex->color.g, vertex->color.b, vertex->color.a);
- context->gl.glTexCoord2f(vertex->texcoords.x, vertex->texcoords.y);
- context->gl.glVertex3f(vertex->position.x, vertex->position.y, 0.0f);
- }
- context->gl.glEnd();
+ if(vertex_count == 0)
+ return;
+
+ context->gl.glVertexPointer(2, GL_FLOAT, sizeof(mgl_vertex), (void*)&vertices[0].position);
+ context->gl.glTexCoordPointer(2, GL_FLOAT, sizeof(mgl_vertex), (void*)&vertices[0].texcoords);
+ context->gl.glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(mgl_vertex), (void*)&vertices[0].color);
+ context->gl.glDrawArrays(mgl_primitive_type_to_gl_mode(primitive_type), 0, vertex_count);
}
diff --git a/src/graphics/vertex_buffer.c b/src/graphics/vertex_buffer.c
index 9203d63..325665c 100644
--- a/src/graphics/vertex_buffer.c
+++ b/src/graphics/vertex_buffer.c
@@ -58,7 +58,6 @@ static int mgl_vertex_buffer_resize(mgl_vertex_buffer *self, const mgl_vertex *v
context->gl.glBindBuffer(GL_ARRAY_BUFFER, self->id);
/* TODO: Optimize by calling with NULL data first? or do that in |mgl_vertex_buffer_update| */
context->gl.glBufferData(GL_ARRAY_BUFFER, sizeof(mgl_vertex) * vertex_count, vertices, mgl_vertex_buffer_usage_to_gl_usage(self->usage));
- mgl_vertex_buffer_set_gl_buffer_pointers(context);
context->gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
self->vertex_count = vertex_count;
return 0;
@@ -88,7 +87,6 @@ int mgl_vertex_buffer_update(mgl_vertex_buffer *self, const mgl_vertex *vertices
context->gl.glBindBuffer(GL_ARRAY_BUFFER, self->id);
context->gl.glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(mgl_vertex) * vertex_count, vertices);
- mgl_vertex_buffer_set_gl_buffer_pointers(context);
context->gl.glBindBuffer(GL_ARRAY_BUFFER, 0);
return 0;
}