9920dfc25b
YES! FINALLY LIGHTING! Next up is specular light!
30 lines
1.2 KiB
C++
30 lines
1.2 KiB
C++
#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_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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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(BasicVertex), NULL);
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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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}
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}
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