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#pragma once
#include <vector>
#include "../Utilities/UtilMacros.h"
#include "../Shaders/ShaderChannel.h"
#include "OpenGL.h"
#include "GPUDataBuffer.h"
// component format
enum VertexAttrFormat
{
VertexAttrFormat_Float = 0, // position\normal\tangent\uv\uv2\uv3\uv4
VertexAttrFormat_Float16 = 1,
VertexAttrFormat_Color = 2, // color
VertexAttrFormat_Byte = 3,
VertexAttrFormat_Count = 4
};
struct VertexAttributeDescriptor
{
//union {
const void* pointer; // 内存地址,刚创建时留空
int startOffset; // 显存中相对VBO的偏移值
//};
uint componentNum; // 向量维度1,2,3,4
uint componentFormat; // 每个分量的类型
uint16 stride; // 间隔
bool normalize; // 是否归一化,只用于CustomVertexLayout
// for default vertex layout
VertexAttributeDescriptor() {}
// for custom vertex layout
VertexAttributeDescriptor(int startOff, uint num, uint fmt, uint16 strd, bool normalized = false)
{
startOffset = startOff;
componentNum = num;
componentFormat = fmt;
stride = strd;
normalize = normalized;
}
};
namespace VertexAttribute
{
extern GLenum ConvertAttrFormatToGLFormat(uint fmt);
}
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