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#include "vertexbuffer.h"
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GLuint VertexBuffer::CreateBufferObject(GLenum bufferType, GLsizeiptr size, GLenum usage, void * data) |
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{ |
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GLuint object; |
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glGenBuffers(1, &object); |
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glBindBuffer(bufferType, object); |
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glBufferData(bufferType, size, data, usage); |
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glBindBuffer(bufferType, 0); |
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return object; |
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} |
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void VertexBuffer::SetSize(int vertexCount) |
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{ |
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mVertexCount = vertexCount; |
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mVertexes = new Vertex[mVertexCount]; |
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memset(mVertexes, 0, sizeof(Vertex)*mVertexCount); |
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mVBO = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(Vertex)*mVertexCount, GL_STATIC_DRAW, nullptr); |
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} |
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void VertexBuffer::SetPosition(int index, float x, float y, float z, float w) { |
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mVertexes[index].Position[0] = x; |
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mVertexes[index].Position[1] = y; |
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mVertexes[index].Position[2] = z; |
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mVertexes[index].Position[3] = w; |
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} |
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void VertexBuffer::SetColor(int index, float r, float g, float b, float a) { |
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mVertexes[index].Color[0] = r; |
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mVertexes[index].Color[1] = g; |
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mVertexes[index].Color[2] = b; |
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mVertexes[index].Color[3] = a; |
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} |
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void VertexBuffer::SetTexcoord(int index, float x, float y) { |
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mVertexes[index].Texcoord[0] = x; |
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mVertexes[index].Texcoord[1] = y; |
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} |
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void VertexBuffer::SetNormal(int index, float x, float y, float z) { |
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mVertexes[index].Normal[0] = x; |
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mVertexes[index].Normal[1] = y; |
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mVertexes[index].Normal[2] = z; |
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mVertexes[index].Normal[3] = 1.0; |
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} |
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void VertexBuffer::Bind() { |
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glBindBuffer(GL_ARRAY_BUFFER, mVBO); |
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex)*mVertexCount, mVertexes); |
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} |
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void VertexBuffer::Unbind() { |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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} |
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Vertex& VertexBuffer::Get(int index) { |
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return mVertexes[index]; |
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} |