Replace glVertexPointer_p() call with glVertexPointer_c(). (#3677)

Delete VBO buffers after they've been drawn. Both ways work on OpenGL.pm 0.7

Credit to @bubnikv from prusa3d fork, drawn from commit c0b3de6248f6e6d50624b3d2132c823fb65af95e on that repository.
This commit is contained in:
Joseph Lenox 2017-02-07 16:49:36 -06:00 committed by GitHub
parent c557a00516
commit 5fa45989af

View File

@ -50,7 +50,6 @@ use constant PI => 3.1415927;
# Constant to determine if Vertex Buffer objects are used to draw # Constant to determine if Vertex Buffer objects are used to draw
# bed grid and the cut plane for object separation. # bed grid and the cut plane for object separation.
# Old Perl (5.10.x) should set to 0.
use constant HAS_VBO => 1; use constant HAS_VBO => 1;
@ -854,8 +853,8 @@ sub Render {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
my $triangle_vertex;
if (HAS_VBO) { if (HAS_VBO) {
my ($triangle_vertex);
($triangle_vertex) = ($triangle_vertex) =
glGenBuffersARB_p(1); glGenBuffersARB_p(1);
$self->bed_triangles->bind($triangle_vertex); $self->bed_triangles->bind($triangle_vertex);
@ -863,7 +862,7 @@ sub Render {
glVertexPointer_c(3, GL_FLOAT, 0, 0); glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else { } else {
# fall back on old behavior # fall back on old behavior
glVertexPointer_p(3, $self->bed_triangles); glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_triangles->ptr());
} }
glColor4f(0.8, 0.6, 0.5, 0.4); glColor4f(0.8, 0.6, 0.5, 0.4);
glNormal3d(0,0,1); glNormal3d(0,0,1);
@ -877,8 +876,8 @@ sub Render {
# draw grid # draw grid
glLineWidth(3); glLineWidth(3);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
my $grid_vertex;
if (HAS_VBO) { if (HAS_VBO) {
my ($grid_vertex);
($grid_vertex) = ($grid_vertex) =
glGenBuffersARB_p(1); glGenBuffersARB_p(1);
$self->bed_grid_lines->bind($grid_vertex); $self->bed_grid_lines->bind($grid_vertex);
@ -886,7 +885,7 @@ sub Render {
glVertexPointer_c(3, GL_FLOAT, 0, 0); glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else { } else {
# fall back on old behavior # fall back on old behavior
glVertexPointer_p(3, $self->bed_grid_lines); glVertexPointer_c(3, GL_FLOAT, 0, $self->bed_grid_lines->ptr());
} }
glColor4f(0.2, 0.2, 0.2, 0.4); glColor4f(0.2, 0.2, 0.2, 0.4);
glNormal3d(0,0,1); glNormal3d(0,0,1);
@ -898,6 +897,8 @@ sub Render {
# Turn off buffer objects to let the rest of the draw code work. # Turn off buffer objects to let the rest of the draw code work.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glDeleteBuffersARB_p($grid_vertex);
glDeleteBuffersARB_p($triangle_vertex);
} }
} }
@ -1087,16 +1088,17 @@ sub draw_volumes {
glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_NORMAL_ARRAY);
glDisable(GL_BLEND); glDisable(GL_BLEND);
my $cut_vertex;
if (defined $self->cutting_plane_z) { if (defined $self->cutting_plane_z) {
if (HAS_VBO) { if (HAS_VBO) {
# Use Vertex Buffer Object for cutting plane (previous method crashes on modern POGL). # Use Vertex Buffer Object for cutting plane (previous method crashes on modern POGL).
my ($cut_vertex) = glGenBuffersARB_p(1); ($cut_vertex) = glGenBuffersARB_p(1);
$self->cut_lines_vertices->bind($cut_vertex); $self->cut_lines_vertices->bind($cut_vertex);
glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->cut_lines_vertices, GL_STATIC_DRAW_ARB); glBufferDataARB_p(GL_ARRAY_BUFFER_ARB, $self->cut_lines_vertices, GL_STATIC_DRAW_ARB);
glVertexPointer_c(3, GL_FLOAT, 0, 0); glVertexPointer_c(3, GL_FLOAT, 0, 0);
} else { } else {
# Use legacy method. # Use legacy method.
glVertexPointer_p(3, $self->cut_lines_vertices); glVertexPointer_c(3, GL_FLOAT, 0, $self->cut_lines_vertices->ptr());
} }
glLineWidth(2); glLineWidth(2);
glColor3f(0, 0, 0); glColor3f(0, 0, 0);
@ -1106,6 +1108,7 @@ sub draw_volumes {
# Turn off buffer objects to let the rest of the draw code work. # Turn off buffer objects to let the rest of the draw code work.
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
glDeleteBuffersARB_p($cut_vertex);
} }
} }