using VertexBuffer instead of raw buffer

This commit is contained in:
Huabing.Xu 2014-08-01 17:50:22 +08:00
parent f269d7345e
commit 3d4bfe7780
2 changed files with 18 additions and 18 deletions

View File

@ -121,8 +121,9 @@ TMXLayer::TMXLayer()
, _useAutomaticVertexZ(false)
, _dirty(true)
, _quadsDirty(true)
, _vertexBuffer(nullptr)
{
_buffersVBO[0] = _buffersVBO[1] = 0;
_buffersVBO = 0;
}
TMXLayer::~TMXLayer()
@ -130,15 +131,12 @@ TMXLayer::~TMXLayer()
CC_SAFE_RELEASE(_tileSet);
CC_SAFE_RELEASE(_texture);
CC_SAFE_DELETE_ARRAY(_tiles);
if(glIsBuffer(_buffersVBO[0]))
CC_SAFE_RELEASE(_vertexBuffer);
if(glIsBuffer(_buffersVBO))
{
glDeleteBuffers(1, &_buffersVBO[0]);
glDeleteBuffers(1, &_buffersVBO);
}
if(glIsBuffer(_buffersVBO[1]))
{
glDeleteBuffers(1, &_buffersVBO[1]);
}
}
void TMXLayer::draw(Renderer *renderer, const Mat4& transform, uint32_t flags)
@ -182,8 +180,8 @@ void TMXLayer::onDraw(int offset, int count)
getGLProgramState()->apply(_modelViewTransform);
GL::bindVAO(0);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer->getVBO());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO);
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B_T2F), (GLvoid*)0);
@ -291,23 +289,22 @@ void TMXLayer::updateTiles(const Rect& culledRect)
void TMXLayer::updateVertexBuffer()
{
GL::bindVAO(0);
if(!glIsBuffer(_buffersVBO[0]))
if(nullptr == _vertexBuffer)
{
glGenBuffers(1, &_buffersVBO[0]);
_vertexBuffer = VertexBuffer::create(sizeof(V3F_C4B_T2F), (int)_totalQuads.size() * 4);
CC_SAFE_RETAIN(_vertexBuffer);
}
_vertexBuffer->updateVertices((void*)&_totalQuads[0], (int)_totalQuads.size() * 4, 0);
glBindBuffer(GL_ARRAY_BUFFER, _buffersVBO[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B_T2F_Quad) * _totalQuads.size(), (GLvoid*)&_totalQuads[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void TMXLayer::updateIndexBuffer()
{
if(!glIsBuffer(_buffersVBO[1]))
if(!glIsBuffer(_buffersVBO))
{
glGenBuffers(1, &_buffersVBO[1]);
glGenBuffers(1, &_buffersVBO);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO[1]);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffersVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * _indices.size(), &_indices[0], GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

View File

@ -32,6 +32,7 @@ THE SOFTWARE.
#include "CCNode.h"
#include "renderer/CCCustomCommand.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCPrimitiveCommand.h"
#include <map>
#include <unordered_map>
@ -228,7 +229,7 @@ protected:
/** container for sprite children. map<index, pair<sprite, gid> > */
std::map<int, std::pair<Sprite*, int> > _spriteContainer;
GLuint _buffersVBO[2]; //0: vertex, 1: indices
GLuint _buffersVBO; //0: vertex, 1: indices
Size _screenGridSize;
Rect _screenGridRect;
@ -249,6 +250,8 @@ protected:
std::vector<CustomCommand> _renderCommands;
bool _dirty;
VertexBuffer* _vertexBuffer;
public:
/** Possible orientations of the TMX map */
static const int FAST_TMX_ORIENTATION_ORTHO;