54 lines
1.8 KiB
C
54 lines
1.8 KiB
C
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#pragma once
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#include "Batch.h"
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#include "BuiltinBatch.h"
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#include "Renderable.h"
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#include "Poseable2D.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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// This has to be made completely seperately in order to avoid the vtable that gets added if Poseable is abstracted between
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// 2D and 3D
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template <typename VertexType, typename IndexType, typename RenderableT = RenderableT<VertexType, IndexType> >
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class Poseable2DBatch : public builtin::Batch<VertexType, IndexType, 1, RenderableT>
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{
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public:
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Poseable2DBatch(
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RenderableT* renderable,
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int element_count
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) : Poseable2DBatch(renderable, element_count, element_count)
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{}
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Poseable2DBatch(
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RenderableT* renderable,
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int element_count,
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int element_render_count
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) : builtin::Batch<VertexType, IndexType, 1, RenderableT>(renderable, element_render_count), m_pose_elements(element_count)
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{}
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virtual ~Poseable2DBatch() {}
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Poseable2D& get_pose(int index) { return m_pose_elements[index]; }
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const Poseable2D& get_pose(int index) const { return m_pose_elements[index]; }
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protected:
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void setup_element_buffers()
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{
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glBindBuffer(GL_ARRAY_BUFFER, charcoal::Batch<VertexType, IndexType, 1, RenderableT>::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 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, charcoal::Batch<VertexType, IndexType, 1, RenderableT>::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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std::vector<Poseable2D> m_pose_elements;
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};
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}
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}
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