Пример #1
0
void Program::setAttributes( const VertexFormat& reference )
{
	int attributeCount = reference.attributeCount();
	std::set<std::string> referenceAttributes;

	// Attribute der Referenz in eine Map schreiben (schneller zugriff über Name)
	for(int i = 0; i < attributeCount; ++i)
	{
		referenceAttributes.insert(reference.attribute(i).name());
	}

	// Schauen welche Atribute es im Shader, aber nicht in der Referenz gibt
	for(std::map<std::string, int>::const_iterator i = m_AttributeSizes.begin(); i != m_AttributeSizes.end(); ++i)
	{
		if(referenceAttributes.count(i->first) == 0)
		{
			// i ist nicht in reference enthalten!
			// Das IST schlimm!
			LogError("Shader %s needs the vertex attribute %s, which the format does not provide.",
				toString().c_str(),
				i->first.c_str()
			);
			return;
		}
	}

	for(int i = 0; i < attributeCount; ++i)
	{
		const VertexAttribute& attribute = reference.attribute(i);
		std::map<std::string, int>::const_iterator targetSizeIter = m_AttributeSizes.find(attribute.name());

		if(targetSizeIter == m_AttributeSizes.end())
		{
			Log("Vertex format %s has overhead to %s, because %s is not present in the shader.",
				reference.asString().c_str(),
				toString().c_str(),
				attribute.name()
			);
			continue;
		}

		// Sind sie vielleicht unterschiedlich groß?
		if(attribute.dataType().componentCount() != targetSizeIter->second)
		{
			LogError("Vertex format %s is incomplatible to %s, because the shader needs %s to consist of %d instead of %d components.",
				reference.asString().c_str(),
				toString().c_str(),
				attribute.name(),
				targetSizeIter->second,
				attribute.dataType().componentCount()
			);
			return;
		}

		glBindAttribLocation(m_Handle, i, attribute.name());
		m_Dirty = true;
	}

	linkSilent();
}
Пример #2
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;
}