2018-09-13 04:51:47 +00:00
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#include "BasicBatch.h"
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namespace charcoal
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{
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namespace builtin
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{
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void BasicBatch::setup_element_buffers()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
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glBufferData(GL_ARRAY_BUFFER, m_pose_elements.size() * sizeof(Poseable), NULL, GL_STREAM_DRAW);
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}
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void BasicBatch::setup_vao()
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{
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glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
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glEnableVertexAttribArray(0);
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2018-09-13 17:35:30 +00:00
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), NULL);
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2018-09-13 04:51:47 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(0 * sizeof(vec4)));
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(1 * sizeof(vec4)));
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(2 * sizeof(vec4)));
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(3 * sizeof(vec4)));
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glVertexAttribDivisor(0, 0); // Send the mesh data once
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glVertexAttribDivisor(1, 1); // Send the offset data for each instance drawn
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glVertexAttribDivisor(2, 1); // Send the offset data for each instance drawn
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glVertexAttribDivisor(3, 1); // Send the offset data for each instance drawn
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glVertexAttribDivisor(4, 1); // Send the offset data for each instance drawn
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}
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void BasicBatch::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_pose_elements.size() * sizeof(Poseable), NULL, GL_STREAM_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, m_pose_elements.size() * sizeof(Poseable), m_pose_elements.data());
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}
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}
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}
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