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90acef28f7
- use mapping file - forward define FileContentsInfo, CutsceneTracks, GameTexts - no more "#pragma once" - add mapping file
36 lines
1.0 KiB
C++
36 lines
1.0 KiB
C++
#include "gl/DrawBuffer.hpp"
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#include <map>
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#include <gl/gl_core_3_3.h>
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#include <gl/GeometryBuffer.hpp>
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/* TODO: Come up with a more elegant solution to "WHICH ARRAY IS IT?" */
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std::map<AttributeSemantic, GLuint> semantic_to_attrib_array = {
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{ATRS_Position, 0}, {ATRS_Normal, 1}, {ATRS_Colour, 2}, {ATRS_TexCoord, 3}};
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DrawBuffer::DrawBuffer() : vao(0) {
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}
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DrawBuffer::~DrawBuffer() {
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if (vao) {
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glDeleteVertexArrays(1, &vao);
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}
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}
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void DrawBuffer::addGeometry(GeometryBuffer* gbuff) {
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if (vao == 0) {
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glGenVertexArrays(1, &vao);
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}
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, gbuff->getVBOName());
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// Iterate the attributes present in the gbuff
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for (const AttributeIndex& at : gbuff->getDataAttributes()) {
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GLuint vaoindex = semantic_to_attrib_array[at.sem];
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glEnableVertexAttribArray(vaoindex);
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glVertexAttribPointer(vaoindex, at.size, at.type, GL_TRUE, at.stride,
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reinterpret_cast<GLvoid*>(at.offset));
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}
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}
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