charcoal/OpenGLEngine/PoseableBatch.h
elipzer 9920dfc25b Added Diffuse Light to LitScene
YES! FINALLY LIGHTING! Next up is specular light!
2018-09-14 21:29:05 -04:00

53 lines
1.8 KiB
C++

#pragma once
#include "Batch.h"
#include "BuiltinBatch.h"
#include "Renderable.h"
#include "Poseable.h"
namespace charcoal
{
namespace builtin
{
template <typename VertexType, typename IndexType, typename Renderable = Renderable<VertexType, IndexType> >
class PoseableBatch : public builtin::Batch<VertexType, IndexType, 1, Renderable>
{
public:
// TODO: Figure out how to get rid of this typename garbage. If that it figured out, m_element_buffers should get fixed.
PoseableBatch(
Renderable* renderable,
int element_count
) : PoseableBatch(renderable, element_count, element_count)
{}
PoseableBatch(
Renderable* renderable,
int element_count,
int element_render_count
) : builtin::Batch<VertexType, IndexType, 1, Renderable>(renderable, element_render_count), m_pose_elements(element_count)
{}
virtual ~PoseableBatch() {}
Poseable& get_pose(int index) { return m_pose_elements[index]; }
const Poseable& get_pose(int index) const { return m_pose_elements[index]; }
protected:
void setup_element_buffers()
{
glBindBuffer(GL_ARRAY_BUFFER, charcoal::Batch<VertexType, IndexType, 1, Renderable>::m_element_buffers[0]);
glBufferData(GL_ARRAY_BUFFER, m_pose_elements.size() * sizeof(Poseable), NULL, GL_STREAM_DRAW);
}
void update_element_buffers()
{
// TODO: There are probably better ways to do this. Should check with the old engine to see what I did there.
glBindBuffer(GL_ARRAY_BUFFER, charcoal::Batch<VertexType, IndexType, 1, Renderable>::m_element_buffers[0]);
glBufferData(GL_ARRAY_BUFFER, m_pose_elements.size() * sizeof(Poseable), NULL, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, m_pose_elements.size() * sizeof(Poseable), m_pose_elements.data());
}
std::vector<Poseable> m_pose_elements;
};
}
}