#include "Precomp.h" #include "VertexBuffer.h" #include "Shader.h" VertexBuffer::VertexBuffer() { } VertexBuffer::~VertexBuffer() { // To do: move mBuffer to a delete list as this might be called by a finalizer in a different thread } GLuint VertexBuffer::GetBuffer() { if (mBuffer == 0) glGenBuffers(1, &mBuffer); return mBuffer; } GLuint VertexBuffer::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 VertexBuffer::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 VertexBuffer::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) { //delete buffer; } }