改进VertexArray,在添加数据时,自动bind
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@@ -65,14 +65,6 @@ VertexArray *va=nullptr;
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constexpr float vertex_data[]={0.0f,0.5f, -0.5f,-0.5f, 0.5f,-0.5f };
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constexpr float color_data[]={1,0,0, 0,1,0, 0,0,1 };
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void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
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{
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glVertexArrayAttribBinding(vao,shader_location,binding_index);
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glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
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glEnableVertexArrayAttrib(vao,shader_location);
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glVertexArrayVertexBuffer(vao,binding_index,vb->GetBufferIndex(),0,vb->GetStride());
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}
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void InitVertexBuffer()
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{
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vb_vertex=new VB2f(3,vertex_data);
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@@ -84,16 +76,8 @@ void InitVertexBuffer()
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const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
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const int color_location=shader.GetAttribLocation("Color"); ///<取得颜色数据输入流对应的shader地址
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int binding_index=0; //绑定点
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const int vao=va->GetVAO();
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va->SetVertexBuffer(vb_vertex);
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va->SetColorBuffer(vb_color,HGL_PC_RGB);
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BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
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++binding_index;
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BindVBO2VAO(vao,binding_index,color_location,vb_color);
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va->SetVertexBuffer(vertex_location,vb_vertex);
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va->SetColorBuffer(color_location,vb_color,HGL_PC_RGB);
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}
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constexpr GLfloat clear_color[4]=
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@@ -85,15 +85,6 @@ constexpr float texcoord_data[]={ 0,0,
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1,0,
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1,1 };
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void BindVBO2VAO(const int vao,const int binding_index,const int shader_location,VertexBufferBase *vb)
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{
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glVertexArrayAttribBinding(vao,shader_location,binding_index);
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glVertexArrayAttribFormat(vao,shader_location,vb->GetComponent(),vb->GetDataType(),GL_FALSE,0);
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glEnableVertexArrayAttrib(vao,shader_location);
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glVertexArrayVertexBuffer(vao,binding_index,vb->GetBufferIndex(),0,vb->GetStride());
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}
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void InitVertexBuffer()
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{
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vb_vertex=new VB2f(4,vertex_data);
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@@ -105,16 +96,8 @@ void InitVertexBuffer()
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const int vertex_location=shader.GetAttribLocation("Vertex"); ///<取得顶点数据输入流对应的shader地址
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const int texcoord_location=shader.GetAttribLocation("TexCoord"); ///<取得纹理坐标数据输入流对应的shader地址
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int binding_index=0; //绑定点
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const int vao=va->GetVAO();
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va->SetVertexBuffer(vb_vertex);
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va->AddVertexAttribBuffer(vb_texcoord);
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BindVBO2VAO(vao,binding_index,vertex_location,vb_vertex);
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++binding_index;
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BindVBO2VAO(vao,binding_index,texcoord_location,vb_texcoord);
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va->SetVertexBuffer(vertex_location,vb_vertex);
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va->AddVertexAttribBuffer(texcoord_location,vb_texcoord);
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}
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bool InitTexture()
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