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#include "RendererSection.hpp"
#include <cstddef>
#include <easylogging++.h>
#include <optick.h>
#include "Utility.hpp"
#include "Renderer.hpp"
#include "RendererSectionData.hpp"
RendererSection::RendererSection(const RendererSectionData &data) {
OPTICK_EVENT();
glGenVertexArrays(1, &Vao);
glGenBuffers(1, &Vbo);
glBindBuffer(GL_ARRAY_BUFFER, Vbo);
glBindVertexArray(Vao);
{
//Cube vertices
GLuint VertAttribPos = 0;
glVertexAttribPointer(VertAttribPos, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[0]));
glEnableVertexAttribArray(VertAttribPos);
glVertexAttribDivisor(VertAttribPos, 1);
glVertexAttribPointer(VertAttribPos + 1, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[1]));
glEnableVertexAttribArray(VertAttribPos + 1);
glVertexAttribDivisor(VertAttribPos + 1, 1);
glVertexAttribPointer(VertAttribPos + 2, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[2]));
glEnableVertexAttribArray(VertAttribPos + 2);
glVertexAttribDivisor(VertAttribPos + 2, 1);
glVertexAttribPointer(VertAttribPos + 3, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, positions[3]));
glEnableVertexAttribArray(VertAttribPos + 3);
glVertexAttribDivisor(VertAttribPos + 3, 1);
glCheckError();
//Cube uvs
GLuint UvAttribPos = 4;
glVertexAttribPointer(UvAttribPos, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[0]));
glEnableVertexAttribArray(UvAttribPos);
glVertexAttribDivisor(UvAttribPos, 1);
glVertexAttribPointer(UvAttribPos + 1, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[1]));
glEnableVertexAttribArray(UvAttribPos + 1);
glVertexAttribDivisor(UvAttribPos + 1, 1);
glVertexAttribPointer(UvAttribPos + 2, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[2]));
glEnableVertexAttribArray(UvAttribPos + 2);
glVertexAttribDivisor(UvAttribPos + 2, 1);
glVertexAttribPointer(UvAttribPos + 3, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvs[3]));
glEnableVertexAttribArray(UvAttribPos + 3);
glVertexAttribDivisor(UvAttribPos + 3, 1);
//Uv Layer
GLuint uvLayerAttribPos = 8;
glVertexAttribPointer(uvLayerAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, uvLayers));
glEnableVertexAttribArray(uvLayerAttribPos);
glVertexAttribDivisor(uvLayerAttribPos, 1);
//Animation
GLuint animationAttribPos = 9;
glVertexAttribPointer(animationAttribPos, 1, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, animations));
glEnableVertexAttribArray(animationAttribPos);
glVertexAttribDivisor(animationAttribPos, 1);
//Color
GLuint colorAttribPos = 10;
glVertexAttribPointer(colorAttribPos, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, colors));
glEnableVertexAttribArray(colorAttribPos);
glVertexAttribDivisor(colorAttribPos, 1);
//Light
GLuint lightAttribPos = 11;
glVertexAttribPointer(lightAttribPos, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)offsetof(VertexData, lights));
glEnableVertexAttribArray(lightAttribPos);
glVertexAttribDivisor(lightAttribPos, 1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
glBindVertexArray(0);
glCheckError();
UpdateData(data);
}
RendererSection::RendererSection(RendererSection && other) {
using std::swap;
swap(*this, other);
}
RendererSection::~RendererSection() {
if (Vao != 0)
glDeleteVertexArrays(1, &Vao);
glDeleteBuffers(1, &Vbo);
}
void swap(RendererSection & lhs, RendererSection & rhs) {
std::swap(lhs.Vbo, rhs.Vbo);
std::swap(lhs.Vao, rhs.Vao);
std::swap(lhs.hash, rhs.hash);
std::swap(lhs.numOfFaces, rhs.numOfFaces);
std::swap(lhs.sectionPos, rhs.sectionPos);
}
void RendererSection::Render(RenderState &renderState) {
OPTICK_EVENT();
renderState.SetActiveVao(Vao);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, numOfFaces);
glCheckError();
}
Vector RendererSection::GetPosition() {
return sectionPos;
}
size_t RendererSection::GetHash() {
return hash;
}
void RendererSection::UpdateData(const RendererSectionData & data) {
OPTICK_EVENT();
glBindBuffer(GL_ARRAY_BUFFER, Vbo);
glBufferData(GL_ARRAY_BUFFER, data.vertices.size() * sizeof(VertexData), data.vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glCheckError();
numOfFaces = data.vertices.size();
sectionPos = data.sectionPos;
hash = data.hash;
}
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