Esempio n. 1
0
//----------------------------------------------------------------------------------
static GLuint CreateVertexArray(const VertexArray::DeclarationList& declarations, boost::shared_ptr<IndexBuffer> indexBuffer)
{
	GLuint vao;
	glGenVertexArrays(1, &vao);
	glBindVertexArray(vao);

	if (indexBuffer) { indexBuffer->Enable(); }

	for (VertexArray::DeclarationList::const_iterator iter = declarations.cbegin(); iter != declarations.cend(); ++iter)
	{
		(*iter)->vertexBuffer->Enable();
		for (size_t i = 0; i < (*iter)->attributes.size(); ++i)
		{
			// The locations of attributes are fixed globally in the shader so they need to be found by attribute semantic...
			const GLuint attribIndex = GetAttribLocation((*iter)->attributes[i].semantic);

			// Now, enable and configure that particular location...
			LOG(
				"vertex array: %s - %d x %s @ %d\n",
				(*iter)->attributes[i].semantic.c_str(),
				(*iter)->attributes[i].size,
				GetAttribTypeName((*iter)->attributes[i].type),
				attribIndex
				);
			glEnableVertexAttribArray(attribIndex);
			glVertexAttribPointer(attribIndex, (*iter)->attributes[i].size, (*iter)->attributes[i].type, GL_FALSE, (*iter)->stride, (const void*)(*iter)->attributes[i].offset);
		}
	}

	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	if (indexBuffer) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }

	return vao;
}
Esempio n. 2
0
void Model::processAttrib(FbxNodeAttribute *attrib, int level)
{
	if (!attrib) return;

	FbxString typeName = GetAttribTypeName(attrib->GetAttributeType());
	FbxString attrName = attrib->GetName();
	//PrintTabs(level);
	//printf("Attribute %s Name %s\n", typeName.Buffer(), attrName);
	switch (attrib->GetAttributeType())
	{
	case FbxNodeAttribute::eMesh: 
		processMesh(attrib->GetNode()->GetMesh(), level); 
		break;
	case FbxNodeAttribute::eCamera:
		return;
	case FbxNodeAttribute::eLight:
		return;
	}
}