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#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;
}
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