#include "TexturedBatch.h" namespace charcoal { namespace builtin { void TexturedBatch::preprender() const { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_p_renderable->get_texture()->get_texture()); glBindSampler(0, m_p_renderable->get_sampler()->get_sampler()); } void TexturedBatch::setup_vao() { glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void*)offsetof(TexturedVertex, position)); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(TexturedVertex), (void*)offsetof(TexturedVertex, uv)); glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glEnableVertexAttribArray(5); glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(0 * sizeof(vec4))); glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(1 * sizeof(vec4))); glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(2 * sizeof(vec4))); glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(3 * sizeof(vec4))); glVertexAttribDivisor(0, 0); // Send the mesh data once glVertexAttribDivisor(1, 0); // Send the mesh data once glVertexAttribDivisor(2, 1); // Send the offset data for each instance drawn glVertexAttribDivisor(3, 1); // Send the offset data for each instance drawn glVertexAttribDivisor(4, 1); // Send the offset data for each instance drawn glVertexAttribDivisor(5, 1); // Send the offset data for each instance drawn } } }