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#include "vertexbuffer.h"
#include "utils.h"
void VertexBuffer::SetSize(int vertexCount) {
mVertexCount = vertexCount;
mVertexes = new Vertex[mVertexCount];
memset(mVertexes, 0, sizeof(Vertex)*mVertexCount);
//创建一个vbo,并在显存申请一块空间
mVBO = CreateBufferObject(GL_ARRAY_BUFFER, sizeof(Vertex)*mVertexCount, GL_STATIC_DRAW, nullptr);
}
void VertexBuffer::SetPosition(int index, float x, float y, float z, float w) {
mVertexes[index].Position[0] = x;
mVertexes[index].Position[1] = y;
mVertexes[index].Position[2] = z;
mVertexes[index].Position[3] = w;
}
void VertexBuffer::SetColor(int index, float r, float g, float b, float a) {
mVertexes[index].Color[0] = r;
mVertexes[index].Color[1] = g;
mVertexes[index].Color[2] = b;
mVertexes[index].Color[3] = a;
}
void VertexBuffer::SetTexcoord(int index, float x, float y) {
mVertexes[index].Texcoord[0] = x;
mVertexes[index].Texcoord[1] = y;
}
void VertexBuffer::SetNormal(int index, float x, float y, float z) {
mVertexes[index].Normal[0] = x;
mVertexes[index].Normal[1] = y;
mVertexes[index].Normal[2] = z;
mVertexes[index].Normal[3] = 1.0;
}
void VertexBuffer::Bind() {
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex)*mVertexCount, mVertexes);//把数据写入显存
}
void VertexBuffer::Unbind() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
Vertex& VertexBuffer::Get(int index) {
return mVertexes[index];
}