/* ** BuilderNative Renderer ** Copyright (c) 2019 Magnus Norddahl ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. */ #include "Precomp.h" #include "GLVertexBuffer.h" #include "GLShader.h" #include "GLRenderDevice.h" GLuint GLSharedVertexBuffer::GetBuffer() { if (mBuffer == 0) glGenBuffers(1, &mBuffer); return mBuffer; } GLuint GLSharedVertexBuffer::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 GLSharedVertexBuffer::SetupFlatVAO() { glEnableVertexAttribArray((int)DeclarationUsage::Position); glEnableVertexAttribArray((int)DeclarationUsage::Color); glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate); glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, VertexBuffer::FlatStride, (const void*)0); glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, VertexBuffer::FlatStride, (const void*)12); glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, VertexBuffer::FlatStride, (const void*)16); } void GLSharedVertexBuffer::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, VertexBuffer::WorldStride, (const void*)0); glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, VertexBuffer::WorldStride, (const void*)12); glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, VertexBuffer::WorldStride, (const void*)16); glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, VertexBuffer::WorldStride, (const void*)24); } ///////////////////////////////////////////////////////////////////////////// GLVertexBuffer::~GLVertexBuffer() { Finalize(); } void GLVertexBuffer::Finalize() { if (Device) { Device->mSharedVertexBuffers[(int)Format]->VertexBuffers.erase(ListIt); Device = nullptr; } }