charcoal/OpenGLEngine/TexturedBatch.cpp
elipzer ae7fcc9011 Starting Textured Scene
Want to use seperate textures and samplers for the scene to allow
for more modularization. Currently have created a texture class
and started creating a scene class.
2018-09-15 17:40:49 -04:00

33 lines
1.4 KiB
C++

#include "TexturedBatch.h"
namespace charcoal
{
namespace builtin
{
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
}
}
}