Beispiel #1
0
bool GLInputVertexAttribute::Enable()
{
    if (isCreateOK())
    {
        bool result = false;

        GLSLShader* shader = (dynamic_cast<GLRenderable*>(this->getRenderable()))->getShader();
        GLMesh* mesh = (dynamic_cast<GLRenderable*>(this->getRenderable()))->getMesh();

        if (shader->isCreateOK() && shader->isEnableOK() && mesh != NULL)
        {

            m_IAHandle = glGetAttribLocation(shader->getProgramHandle(), m_InputVertexAttributeName.c_str());
            LOGD("call glGetAttribLocation(%d, %s), get the input attribute handle is %d", shader->getProgramHandle(), m_InputVertexAttributeName.c_str(), m_IAHandle);

            if (m_IAHandle != -1)
            {
                glEnableVertexAttribArray(m_IAHandle);

                if (mesh->isUseCPUBuffer())
                {
                    // use cpu memory's vertex buffer pointer
                    glVertexAttribPointer(m_IAHandle, m_IAElementNum, m_IAType, m_IANormalized, m_IAStride, (BYTE*)(mesh->getVertexDataPointer()) + m_IAOffset);
                }
                else
                {
                    // use gpu memory's vertex buffer
                    glBindBuffer(GL_ARRAY_BUFFER, mesh->getVBOHandle());
                    glVertexAttribPointer(m_IAHandle, m_IAElementNum, m_IAType, m_IANormalized, m_IAStride, (BYTE*)m_IAOffset);
                }
                result = true;
            }
            else
            {
                LOGE("glGetAttribLocation return -1");
                result = false;
            }
        }
        m_bIsEnableOK = result;
    }
    return isEnableOK();
}