2018-09-05 15:47:09 +00:00
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#include "MyBatch.h"
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2018-09-07 04:41:34 +00:00
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void MyBatch::setup_element_buffers()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
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// TODO: Maybe make the next line use a typedef instead of MyShaderProgram::ColorType
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glBufferData(GL_ARRAY_BUFFER, m_elements.size() * sizeof(MyBatchTestShaderProgram::ColorType), NULL, GL_STREAM_DRAW);
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}
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2018-09-05 20:26:50 +00:00
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void MyBatch::setup_vao()
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{
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2018-09-07 04:41:34 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
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2018-09-05 20:26:50 +00:00
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
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2018-09-07 04:41:34 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, NULL);
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glVertexAttribDivisor(0, 0); // Only need to send the mesh data once
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glVertexAttribDivisor(1, 1); // Send the color data for each instance drawn
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}
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void MyBatch::update_element_buffers()
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{
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// TODO: There are probably better ways to do this. Should check with the old engine to see what I did there.
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glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, m_elements.size() * sizeof(MyBatchTestShaderProgram::ColorType), NULL, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_elements.size() * sizeof(MyBatchTestShaderProgram::ColorType), m_elements.data());
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2018-09-05 20:26:50 +00:00
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}
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