This commit is contained in:
Riyyi
2021-03-11 11:07:50 +01:00
parent 0522f6f388
commit 50a438e340
3 changed files with 14 additions and 16 deletions
+12 -12
View File
@@ -163,23 +163,23 @@ namespace Inferno {
VertexBuffer::VertexBuffer(size_t size)
{
glGenBuffers(1, &m_id);
this->bind();
bind();
// Reserve data on the GPU
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
this->unbind();
unbind();
}
VertexBuffer::VertexBuffer(float* vertices, size_t size)
{
glGenBuffers(1, &m_id);
this->bind();
bind();
// Upload data to the GPU
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
this->unbind();
unbind();
}
VertexBuffer::~VertexBuffer()
@@ -199,12 +199,12 @@ namespace Inferno {
void VertexBuffer::uploadData(const void* data, uint32_t size)
{
this->bind();
bind();
// Upload data to the GPU
glBufferSubData(GL_ARRAY_BUFFER, 0, size, data);
this->unbind();
unbind();
}
// -----------------------------------------
@@ -213,12 +213,12 @@ namespace Inferno {
m_count(size / sizeof(uint32_t))
{
glCreateBuffers(1, &m_id);
this->bind();
bind();
// Upload data to the GPU
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
this->unbind();
unbind();
}
IndexBuffer::~IndexBuffer()
@@ -263,7 +263,7 @@ namespace Inferno {
const auto& layout = vertexBuffer->getLayout();
ASSERT(layout.getElements().size(), "VertexBuffer has no layout");
this->bind();
bind();
vertexBuffer->bind();
uint32_t index = 0;
@@ -281,18 +281,18 @@ namespace Inferno {
}
m_vertexBuffers.push_back(vertexBuffer);
this->unbind();
unbind();
vertexBuffer->unbind();
}
void VertexArray::setIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer)
{
this->bind();
bind();
indexBuffer->bind();
m_indexBuffer = indexBuffer;
this->unbind();
unbind();
indexBuffer->unbind();
}
-2
View File
@@ -14,10 +14,8 @@
namespace Inferno {
class Camera;
class Shader;
class Texture;
class Transform;
class VertexArray;
struct QuadVertex {
+2 -2
View File
@@ -50,13 +50,13 @@ namespace Inferno {
void Shader::setInt(const std::string& name, int value)
{
// Set unifrom int
// Set uniform int
glUniform1i(findUniform(name), value);
}
void Shader::setInt(const std::string& name, int* values, uint32_t count)
{
// Set unifrom int array
// Set uniform int array
glUniform1iv(findUniform(name), count, values);
}