charcoal/OpenGLEngine/LitShadowedBatch.cpp
2018-09-19 03:52:42 -04:00

38 lines
1.7 KiB
C++

#include "LitShadowedBatch.h"
namespace charcoal
{
namespace builtin
{
namespace litshadowed
{
void Batch::setup_vao()
{
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_vbo);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(offsetof(Vertex, position)));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(offsetof(Vertex, normal)));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(offsetof(Vertex, material)));
glBindBuffer(GL_ARRAY_BUFFER, m_element_buffers[0]);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glEnableVertexAttribArray(5);
glEnableVertexAttribArray(6);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(0 * sizeof(vec4)));
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(1 * sizeof(vec4)));
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(Poseable), (void*)(2 * sizeof(vec4)));
glVertexAttribPointer(6, 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, 0); // Send the mesh data once
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
glVertexAttribDivisor(6, 1); // Send the offset data for each instance drawn
}
}
}
}