示例#1
0
			MdD(const SectionDataEx &sde, int meshId, const vector<DMat> &mtbm) :
				triCnt(sde.meshIndex[meshId].size() / 3),
				id(new Buffer()),
				vt(new Buffer()),
				meshVertId(new Buffer()),
				meshVertWt(new Buffer())
			{
				assert(sde.meshIndex[meshId].size() % 3 == 0);

				/* Mesh */

				id->Bind(oglplus::BufferOps::Target::Array);
				Buffer::Data(oglplus::BufferOps::Target::Array, ExIntToGLuint(sde.meshIndex[meshId]));

				vt->Bind(oglplus::BufferOps::Target::Array);
				Buffer::Data(oglplus::BufferOps::Target::Array, ExFloatToGLfloat(sde.meshVert[meshId]));

				/* Bone */

				meshVertId->Bind(oglplus::BufferOps::Target::Array);
				Buffer::Data(oglplus::BufferOps::Target::Array, ExIntToGLuint(sde.meshVertId[meshId]));

				meshVertWt->Bind(oglplus::BufferOps::Target::Array);
				Buffer::Data(oglplus::BufferOps::Target::Array, ExFloatToGLfloat(sde.meshVertWt[meshId]));

				boneMeshToBoneMatrix = mtbm;
			}
示例#2
0
		void Prime(const MdT &mt, const MdD &md, const DMat &meshMat, const vector<DMat> &boneWorldMatrix) {
			assert(boneWorldMatrix.size() == md.boneMeshToBoneMatrix.size());

			triCnt = md.triCnt;

			va->Bind();

			/* Mesh */

			md.id->Bind(oglplus::BufferOps::Target::ElementArray);

			md.vt->Bind(oglplus::BufferOps::Target::Array);
			(*prog|"Position").Setup(3, oglplus::DataType::Float).Enable();

			/* Bone */

			EX_OGLPLUS_ATTRIB_ARRAY_ACTIVE(*prog, "BoneId", md.meshVertId, 4, UnsignedInt);

			EX_OGLPLUS_ATTRIB_ARRAY_ACTIVE(*prog, "BoneWt", md.meshVertWt, 4, Float);

			/* MdT */

			ProgramUniform<Mat4f>(*prog, "ProjectionMatrix") = mt.ProjectionMatrix;
			ProgramUniform<Mat4f>(*prog, "CameraMatrix") = mt.CameraMatrix;
			ProgramUniform<Mat4f>(*prog, "ModelMatrix") = mt.ModelMatrix;

			OptionalProgramUniform<Mat4f>(*prog, "MeshMat") = DMatToOgl(meshMat);

			{
				vector<oglplus::Mat4f> v;
				assert(boneWorldMatrix.size() == md.boneMeshToBoneMatrix.size());
				for (int i = 0; i < boneWorldMatrix.size(); i++)
					v.push_back(DMatToOgl(DMat::Multiply(boneWorldMatrix[i], md.boneMeshToBoneMatrix[i])));
				OptionalProgramUniform<Mat4f>(*prog, "BoneMat").Set(v);
			}

			Validate();
		}