#include "LeafParticleRender.h" #include "Renderer2d.h" void LeafParticleRender::load(Renderer2d *renderer, TreeShape *tree) { numVertices = 0; numLeaves = 0; vertices = new Renderer2dVertex[numVertices]; useShader(renderer->shader); glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Renderer2dVertex), &vertices[0], GL_DYNAMIC_DRAW); glEnableVertexAttribArray(renderer->attributes.position); glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)0); glEnableVertexAttribArray(renderer->attributes.color); glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color)); glEnableVertexAttribArray(renderer->attributes.transform); glVertexAttribPointer(renderer->attributes.transform, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, transform)); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void LeafParticleRender::update(float32 dtSeconds) { } void LeafParticleRender::render(Renderer2d *renderer) { setShaderMat4(renderer->uniforms.model, model); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices * sizeof(Renderer2dVertex), &vertices[0]); glBindVertexArray(vao); glDrawArraysInstanced(GL_TRIANGLES, 0, 6 * numVertices, numLeaves); glBindVertexArray(0); } void LeafParticleRender::unload() { glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); delete [] vertices; }