Esempio n. 1
0
void VertexBuffer::BindSegmentBuffer(unsigned int & vbuffer, const Segment & s) const
{
	if (use_vao)
	{
		glBindVertexArray(s.vbuffer);
		#ifdef _WIN32
		if (bind_ibo)
		{
			assert(s.vformat <= VertexAttrib::LastAttrib);
			assert(s.object < objects[s.vformat].size());
			const Object & ob = objects[s.vformat][s.object];
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ob.ibuffer);
		}
		#endif
		vbuffer = s.vbuffer;
	}
	else
	{
		assert(s.vformat <= VertexAttrib::LastAttrib);
		assert(s.object < objects[s.vformat].size());
		const Object & ob = objects[s.vformat][s.object];

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ob.ibuffer);
		glBindBuffer(GL_ARRAY_BUFFER, ob.vbuffer);
		SetVertexFormat(VertexFormat::Get(ob.vformat));
		vbuffer = ob.vbuffer;
	}
}
Esempio n. 2
0
	void Mesh::DrawGeometry()
	{
		auto device = Device::GetInstance();
		auto meshShader = ShaderStock::GetInstance()->GetMeshShader();

		if (this->vertices.size() > 0 && this->triangles.size() > 0)
		{
			//TODO : add support for more vertex and material formats
			if (this->changed)
			{
				std::vector<VertexFormatItem> vfitems;
				vfitems.push_back(VertexFormatItem(0, DataType::FLOAT3, "POSITION", 0, 0));
				vfitems.push_back(VertexFormatItem(sizeof(float) * 3, DataType::FLOAT3, "NORMAL", 0, 0));
				vfitems.push_back(VertexFormatItem(sizeof(float) * 6, DataType::FLOAT2, "TEXCOORD", 0, 0));
				this->vertexFormat = device->CreateVertexFormat(vfitems, meshShader, "Mesh", 0);

				std::vector<MeshVertex> data(this->vertices.size());
				for (size_t i = 0; i < this->vertices.size(); i++)
				{
					data[i].x = this->vertices[i].x;
					data[i].y = this->vertices[i].y;
					data[i].z = this->vertices[i].z;
					data[i].nx = this->normals[i].x;
					data[i].ny = this->normals[i].y;
					data[i].nz = this->normals[i].z;
					data[i].u = this->uv[0][i].x;
					data[i].v = this->uv[0][i].y;
				}

				if (this->isDynamic == false)
				{
					this->vertexBuffer = device->CreateStaticVertexBuffer(sizeof(MeshVertex) * data.size(), &data[0]).Get();
					this->indexBuffer = device->CreateStaticIndexBuffer(sizeof(uint32_t) * triangles.size(), &triangles[0]).Get();
				}

				this->changed = false;
			}
			device->SetVertexFormat(this->vertexFormat);
			device->SetVertexBuffer(this->vertexBuffer, sizeof(MeshVertex), 0);
			device->SetIndexBuffer(this->indexBuffer);
			if (this->material.texture)
			{
				meshShader->SetTexture("g_texture", this->material.texture);
				meshShader->SetBoolean("g_hasTexture", true);
			}
			else
			{
				meshShader->SetBoolean("g_hasTexture", false);
			}
			meshShader->SetValue("g_material", &this->material, sizeof(Material) - sizeof(Texture*));
			meshShader->CommitChanges();
			device->DrawIndexed(PrimitiveType::TRIANGLE_LIST, this->triangles.size(), 0, 0);
		}
		for (size_t i = 0; i < this->subMeshes.size(); i++)
			this->subMeshes[i]->DrawGeometry();
	}
Esempio n. 3
0
void VertexBuffer::UploadBuffers(
	Object & object,
	const std::vector<unsigned int> & index_buffer,
	const std::vector<float> & vertex_buffer)
{
	const VertexFormat & vformat = VertexFormat::Get(object.vformat);
	const unsigned int icapacity = object.icount * sizeof(unsigned int);
	const unsigned int vcapacity = object.vcount * vformat.stride;

	if (object.varray)
		glBindVertexArray(object.varray);

	if (object.ibuffer)
	{
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object.ibuffer);
		if (object.icapacity > icapacity)
		{
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, object.icapacity, NULL, GL_STATIC_DRAW);
			glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, icapacity, &index_buffer[0]);
		}
		else
		{
			glBufferData(GL_ELEMENT_ARRAY_BUFFER, icapacity, &index_buffer[0], GL_STATIC_DRAW);
			object.icapacity = icapacity;
		}
	}

	assert(object.vbuffer);
	glBindBuffer(GL_ARRAY_BUFFER, object.vbuffer);
	if (object.vcapacity > vcapacity)
	{
		glBufferData(GL_ARRAY_BUFFER, object.vcapacity, NULL, GL_STATIC_DRAW);
		glBufferSubData(GL_ARRAY_BUFFER, 0, vcapacity, &vertex_buffer[0]);
	}
	else
	{
		glBufferData(GL_ARRAY_BUFFER, vcapacity, &vertex_buffer[0], GL_STATIC_DRAW);
		object.vcapacity = vcapacity;
	}

	SetVertexFormat(vformat);

	// reset buffer state
	if (object.varray)
		glBindVertexArray(0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Esempio n. 4
0
	void Terrain::DrawGeometry()
	{
		auto device = Device::GetInstance();
		if (this->changed)
		{
			GenerateBuffers();

			this->changed = false;
		}

		device->SetVertexFormat(this->vertexFormat);
		device->SetVertexBuffer(this->vb.Get(), sizeof(TerrainVertex), 0);
		device->SetIndexBuffer(this->ib.Get());
		device->GetRenderState()->GetCurrentShader()->CommitChanges();
		device->DrawIndexed(PrimitiveType::TRIANGLE_LIST,
			(this->xResolution - 1) * (this->yResolution - 1) * 6,
			0, 0);
	}