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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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81 lines
2.3 KiB
C++
81 lines
2.3 KiB
C++
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#include "Precomp.h"
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#include "VertexBuffer.h"
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#include "Shader.h"
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VertexBuffer::VertexBuffer()
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{
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}
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VertexBuffer::~VertexBuffer()
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{
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// To do: release its slot in RenderDevice (note: this might be called by a finalizer in a different thread)
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}
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/////////////////////////////////////////////////////////////////////////////
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SharedVertexBuffer::SharedVertexBuffer(VertexFormat format, int64_t size) : Format(format), Size(size)
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{
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}
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GLuint SharedVertexBuffer::GetBuffer()
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{
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if (mBuffer == 0)
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glGenBuffers(1, &mBuffer);
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return mBuffer;
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}
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GLuint SharedVertexBuffer::GetVAO()
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{
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if (!mVAO)
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{
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glGenVertexArrays(1, &mVAO);
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glBindVertexArray(mVAO);
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glBindBuffer(GL_ARRAY_BUFFER, GetBuffer());
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if (Format == VertexFormat::Flat)
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SetupFlatVAO();
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else
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SetupWorldVAO();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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return mVAO;
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}
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void SharedVertexBuffer::SetupFlatVAO()
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{
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glEnableVertexAttribArray((int)DeclarationUsage::Position);
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glEnableVertexAttribArray((int)DeclarationUsage::Color);
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glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
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glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, FlatStride, (const void*)0);
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glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, FlatStride, (const void*)12);
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glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, FlatStride, (const void*)16);
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}
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void SharedVertexBuffer::SetupWorldVAO()
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{
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glEnableVertexAttribArray((int)DeclarationUsage::Position);
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glEnableVertexAttribArray((int)DeclarationUsage::Color);
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glEnableVertexAttribArray((int)DeclarationUsage::TextureCoordinate);
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glEnableVertexAttribArray((int)DeclarationUsage::Normal);
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glVertexAttribPointer((int)DeclarationUsage::Position, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)0);
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glVertexAttribPointer((int)DeclarationUsage::Color, GL_BGRA, GL_UNSIGNED_BYTE, GL_TRUE, WorldStride, (const void*)12);
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glVertexAttribPointer((int)DeclarationUsage::TextureCoordinate, 2, GL_FLOAT, GL_FALSE, WorldStride, (const void*)16);
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glVertexAttribPointer((int)DeclarationUsage::Normal, 3, GL_FLOAT, GL_FALSE, WorldStride, (const void*)24);
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}
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/////////////////////////////////////////////////////////////////////////////
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extern "C"
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{
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VertexBuffer* VertexBuffer_New()
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{
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return new VertexBuffer();
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}
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void VertexBuffer_Delete(VertexBuffer* buffer)
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{
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//delete buffer;
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}
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}
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