UltimateZoneBuilder/Source/Native/VertexBuffer.cpp

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#include "Precomp.h"
#include "VertexBuffer.h"
#include "Shader.h"
VertexBuffer::VertexBuffer()
{
}
VertexBuffer::~VertexBuffer()
{
// To do: release its slot in RenderDevice (note: this might be called by a finalizer in a different thread)
}
/////////////////////////////////////////////////////////////////////////////
SharedVertexBuffer::SharedVertexBuffer(VertexFormat format, int64_t size) : Format(format), Size(size)
{
}
GLuint SharedVertexBuffer::GetBuffer()
{
if (mBuffer == 0)
glGenBuffers(1, &mBuffer);
return mBuffer;
}
GLuint SharedVertexBuffer::GetVAO()
{
if (!mVAO)
{
glGenVertexArrays(1, &mVAO);
glBindVertexArray(mVAO);
glBindBuffer(GL_ARRAY_BUFFER, GetBuffer());
if (Format == VertexFormat::Flat)
SetupFlatVAO();
else
SetupWorldVAO();
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
return mVAO;
}
void SharedVertexBuffer::SetupFlatVAO()
{
glEnableVertexAttribArray((int)DeclarationUsage::Position);
glEnableVertexAttribArray((int)DeclarationUsage::Color);
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, FlatStride, (const void*)0);
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, FlatStride, (const void*)12);
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, FlatStride, (const void*)16);
}
void SharedVertexBuffer::SetupWorldVAO()
{
glEnableVertexAttribArray((int)DeclarationUsage::Position);
glEnableVertexAttribArray((int)DeclarationUsage::Color);
glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
glEnableVertexAttribArray((int)DeclarationUsage::Normal);
glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)0);
glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, WorldStride, (const void*)12);
glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, WorldStride, (const void*)16);
glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)24);
}
/////////////////////////////////////////////////////////////////////////////
extern "C"
{
VertexBuffer* VertexBuffer_New()
{
return new VertexBuffer();
}
void VertexBuffer_Delete(VertexBuffer* buffer)
{
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//delete buffer;
}
}