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