コード例 #1
0
ファイル: SubMesh.cpp プロジェクト: YoutaVen/Vulkan
void SubMesh::bindDrawIndexedRecursive(const std::string& nodeName, const ICommandBuffersSP& cmdBuffer, const SmartPointerVector<IGraphicsPipelineSP>& allGraphicsPipelines, const overwrite* renderOverwrite, const uint32_t bufferIndex) const
{
    const overwrite* currentOverwrite = renderOverwrite;
    while (currentOverwrite)
    {
    	if (!currentOverwrite->submeshBindDrawIndexedRecursive(*this, cmdBuffer, allGraphicsPipelines, bufferIndex))
    	{
    		return;
    	}

    	currentOverwrite = currentOverwrite->getNextOverwrite();
    }

    if (bsdfMaterial.get())
    {
    	// TODO: Add again.
    }
    else if (phongMaterial.get())
    {
		IGraphicsPipelineSP graphicsPipeline;

		for (size_t i = 0; i < allGraphicsPipelines.size(); i++)
		{
			if (allGraphicsPipelines[i]->getVertexBufferType() == vertexBufferType)
			{
				graphicsPipeline = allGraphicsPipelines[i];

				break;
			}
		}

		if (!graphicsPipeline.get())
		{
	        logPrint(VKTS_LOG_SEVERE, "SubMesh: Vertex buffer type not found %x", vertexBufferType);

	        return;
		}

		vkCmdBindPipeline(cmdBuffer->getCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline->getPipeline());

		phongMaterial->bindDrawIndexedRecursive(nodeName,cmdBuffer, graphicsPipeline, renderOverwrite, bufferIndex);
    }
    else
    {
        return;
    }

    bindIndexBuffer(cmdBuffer, bufferIndex);
    bindVertexBuffers(cmdBuffer, bufferIndex);
    drawIndexed(cmdBuffer, bufferIndex);
}
コード例 #2
0
ファイル: shader.cpp プロジェクト: Ethanmn/CPE476Final
void Shader::drawMesh(const Mesh& mesh) {
   bindIndexBuffer(mesh.index_buffer_object);
   bindAndEnableAttributes(mesh.attribute_buffer_objects);
   glDrawElements(GL_TRIANGLES, mesh.index_buffer_object.size, GL_UNSIGNED_SHORT, 0);
   disableAttributes(mesh.attribute_buffer_objects);
}