Merge pull request #11 from degasus/VertexLoaderCleanup

Vertex loader cleanup.
This commit is contained in:
Tony Wasserka
2014-01-31 06:13:26 -08:00
5 changed files with 112 additions and 123 deletions

View File

@ -37,11 +37,23 @@ GLVertexFormat::~GLVertexFormat()
inline GLuint VarToGL(VarType t)
{
static const GLuint lookup[5] = {
GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FLOAT
GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT
};
return lookup[t];
}
static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format)
{
if (!format.enable)
return;
glEnableVertexAttribArray(attrib);
if (format.integer)
glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)NULL + format.offset);
else
glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)NULL + format.offset);
}
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
this->vtx_decl = _vtx_decl;
@ -60,35 +72,21 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, vtx_decl.position);
for (int i = 0; i < 3; i++) {
if (vtx_decl.num_normals > i) {
glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
}
SetPointer(SHADER_NORM0_ATTRIB+i, vertex_stride, vtx_decl.normals[i]);
}
for (int i = 0; i < 2; i++) {
if (vtx_decl.color_offset[i] != -1) {
glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
}
SetPointer(SHADER_COLOR0_ATTRIB+i, vertex_stride, vtx_decl.colors[i]);
}
for (int i = 0; i < 8; i++) {
if (vtx_decl.texcoord_offset[i] != -1) {
glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
}
SetPointer(SHADER_TEXTURE0_ATTRIB+i, vertex_stride, vtx_decl.texcoords[i]);
}
if (vtx_decl.posmtx_offset != -1) {
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.posmtx_offset);
}
SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, vtx_decl.posmtx);
vm->m_last_vao = VAO;
}