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-rw-r--r--shared_cpp/Renderer2d.cpp47
1 files changed, 45 insertions, 2 deletions
diff --git a/shared_cpp/Renderer2d.cpp b/shared_cpp/Renderer2d.cpp
index f91ed08..adef4de 100644
--- a/shared_cpp/Renderer2d.cpp
+++ b/shared_cpp/Renderer2d.cpp
@@ -53,6 +53,7 @@ void Renderer2d::unload() {
void Mesh2d::load(Vertex2d* inVertices, uint32 inNumVertices, Renderer2d* renderer, GLenum loadType) {
+ mode = MeshMode::Vertex;
numVertices = inNumVertices;
useShader(renderer->shader);
@@ -73,15 +74,57 @@ void Mesh2d::load(Vertex2d* inVertices, uint32 inNumVertices, Renderer2d* render
glBindVertexArray(0);
}
+void Mesh2d::load(Vertex2d* inVertices, uint32 inNumVertices, GLuint* inIndices, uint32 inNumIndices, Renderer2d* renderer, GLenum loadType) {
+ mode = MeshMode::Index;
+ numVertices = inNumVertices;
+ numIndices = inNumIndices;
+ useShader(renderer->shader);
+
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
+
+ glGenBuffers(1, &vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ glBufferData(GL_ARRAY_BUFFER, inNumVertices * sizeof(Vertex2d), &inVertices[0], loadType);
+
+ glEnableVertexAttribArray(renderer->attributes.position);
+ glVertexAttribPointer(renderer->attributes.position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex2d), (GLvoid *)0);
+
+ glEnableVertexAttribArray(renderer->attributes.color);
+ glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex2d), (GLvoid *)offsetof(Vertex2d, color));
+
+ glGenBuffers(1, &ebo);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * numIndices, inIndices, loadType);
+
+ glBindVertexArray(0);
+}
+
void Mesh2d::render(Renderer2d* renderer, GLenum drawType) {
setShaderMat4(renderer->uniforms.model, model);
glBindVertexArray(vao);
- glDrawArrays(drawType, 0, numVertices);
+
+ switch (mode) {
+ case MeshMode::Vertex:
+ glDrawArrays(drawType, 0, numVertices);
+ break;
+ case MeshMode::Index:
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
+ glDrawElements(drawType, numIndices, GL_UNSIGNED_INT, 0);
+ break;
+ }
+
glBindVertexArray(0);
-}
+}
+
void Mesh2d::unload() {
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
+
+ if (mode == MeshMode::Index) {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glDeleteBuffers(1, &ebo);
+ }
}