예제 #1
0
void Context::setVertexFormat( const VertexFormat& format, void* data )
{
	int offset = 0;
	int formatAttributeCount = format.attributeCount();

	for(int i = 0; i < formatAttributeCount; ++i)
	{
		const VertexAttribute& newAttribute = format.attribute(i);
		//if(m_Attributes[i] != newAttribute) // TODO: GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING und so
		{
			m_Attributes[i] = newAttribute;

			if(i >= m_ActiveAttributes)
			{
				// Enable ..
				glEnableVertexAttribArray(i);
			}

			// Setup ..
			glVertexAttribPointer(
				i, // the identifier
				newAttribute.dataType().componentCount(), // size (i.e. how many elements of type)
				ConvertToGL(newAttribute.dataType().primitveType()),  // type
				newAttribute.isNormalized(),
				format.sizeInBytes(), // stride between each element of this attribute
				(void*)((long)data+offset) // offset from the beginning
			);
		}

		offset += newAttribute.dataType().sizeInBytes();
	}

	if(formatAttributeCount < m_ActiveAttributes)
	{
		for(int i = formatAttributeCount; i < m_ActiveAttributes; ++i)
		{
			// Disable ..
			glDisableVertexAttribArray(i);
		}
	}

	m_ActiveAttributes = formatAttributeCount;
}