axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.VertexA...

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//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
#include "EffekseerRendererGL.VertexArray.h"
#include "EffekseerRendererGL.GLExtension.h"
#include "EffekseerRendererGL.IndexBuffer.h"
#include "EffekseerRendererGL.Shader.h"
#include "EffekseerRendererGL.VertexBuffer.h"
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
namespace EffekseerRendererGL
{
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
VertexArray::VertexArray(
const Backend::GraphicsDeviceRef& graphicsDevice, Shader* shader, VertexBuffer* vertexBuffer, IndexBuffer* indexBuffer)
: DeviceObject(graphicsDevice.Get())
, m_shader(shader)
, m_vertexBuffer(vertexBuffer)
, m_indexBuffer(indexBuffer)
{
Init();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
VertexArray::~VertexArray()
{
Release();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
VertexArray*
VertexArray::Create(const Backend::GraphicsDeviceRef& graphicsDevice, Shader* shader, VertexBuffer* vertexBuffer, IndexBuffer* indexBuffer)
{
if (GLExt::IsSupportedVertexArray())
{
return new VertexArray(graphicsDevice, shader, vertexBuffer, indexBuffer);
}
return nullptr;
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
void VertexArray::OnLostDevice()
{
Release();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
void VertexArray::OnResetDevice()
{
Init();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
void VertexArray::Init()
{
GLCheckError();
if (!m_shader->IsValid())
{
m_shader->OnResetDevice();
}
GLCheckError();
GLExt::glGenVertexArrays(1, &m_vertexArray);
GLExt::glBindVertexArray(m_vertexArray);
if (m_vertexBuffer != nullptr)
{
if (!m_vertexBuffer->IsValid())
{
m_vertexBuffer->OnResetDevice();
}
GLExt::glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer->GetInterface());
}
if (m_indexBuffer != nullptr)
{
if (!m_indexBuffer->IsValid())
{
m_indexBuffer->OnResetDevice();
}
GLExt::glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer->GetInterface());
}
if (m_vertexBuffer != nullptr)
{
m_shader->EnableAttribs();
}
GLExt::glBindVertexArray(0);
GLCheckError();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
void VertexArray::Release()
{
GLCheckError();
if (m_vertexArray != 0)
{
GLExt::glDeleteVertexArrays(1, &m_vertexArray);
m_vertexArray = 0;
}
GLCheckError();
}
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------
} // namespace EffekseerRendererGL
//-----------------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------------