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#include "GPUDataBuffers.h"
void foo()
{
GPUDataBuffer<float> buf = GPUDataBuffer<float>(GL_ARRAY_BUFFER, GL_STATIC_DRAW);
int n = buf.GetComponentSize();
}
VBO::VBO()
: GPUDataBuffer<float>(GL_ARRAY_BUFFER, GL_STATIC_DRAW)
{
}
VBO::VBO(GLenum usage)
: GPUDataBuffer<float>(GL_ARRAY_BUFFER, usage)
{
}
VBO::~VBO()
{
}
void VBO::AddVertexAttribute(int index, int numOfComps, int stride)
{
VertexAttributeDescriptor attribute = VertexAttributeDescriptor();
attribute.index = index;
attribute.numOfComponents = numOfComps;
attribute.stride = stride;
m_Layout.attributes.push_back(attribute);
}
void VBO::AddVertexAttribute(VertexAttributeDescriptor& attribute)
{
m_Layout.attributes.push_back(attribute);
}
int VBO::GetVertexAttributesCount()
{
return m_Layout.attributes.size();
}
void VBO::ClearVertexAttribute()
{
m_Layout.attributes.clear();
}
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