diff options
| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-07 12:32:55 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-07 14:17:44 +0000 |
| commit | 4420f20a901ed1f96d9fb8f4df0148bc0bc3666d (patch) | |
| tree | b6484d3a75acb1c9461707d2c7168fa5b652b15c /game/scenary/illuminator.cpp | |
| parent | Don't create and then replace shadow and billboard textures (diff) | |
| download | ilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.tar.bz2 ilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.tar.xz ilt-4420f20a901ed1f96d9fb8f4df0148bc0bc3666d.zip | |
Add glVertexArray useBuffer
Wraps glVertexArrayVertexBuffer automatically getting the buffer name
from the argument and deriving the stride from the container's
value_type.
Diffstat (limited to 'game/scenary/illuminator.cpp')
| -rw-r--r-- | game/scenary/illuminator.cpp | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index 7ab17fe..1dd0644 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -74,7 +74,7 @@ Illuminator::render(const SceneShader & shader, const Frustum &) const if (texture) { texture->bind(); } - glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); + instanceVAO.useBuffer(1, instances); bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); } } @@ -86,17 +86,15 @@ Illuminator::lights(const SceneShader & shader) const if (const auto scount = instancesSpotLight.size()) { shader.spotLightInst.use(); glBindVertexArray(*instancesSpotLightVAO); - glVertexArrayVertexBuffer( - *instancesSpotLightVAO, 0, instancesSpotLight.bufferName(), 0, sizeof(SpotLightVertex)); - glVertexArrayVertexBuffer(*instancesSpotLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); + instancesSpotLightVAO->useBuffer(0, instancesSpotLight); + instancesSpotLightVAO->useBuffer(1, instances); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(scount), static_cast<GLsizei>(count)); } if (const auto pcount = instancesPointLight.size()) { shader.pointLightInst.use(); glBindVertexArray(*instancesPointLightVAO); - glVertexArrayVertexBuffer( - *instancesPointLightVAO, 0, instancesPointLight.bufferName(), 0, sizeof(PointLightVertex)); - glVertexArrayVertexBuffer(*instancesPointLightVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex)); + instancesPointLightVAO->useBuffer(0, instancesPointLight); + instancesPointLightVAO->useBuffer(1, instances); glDrawArraysInstanced(GL_POINTS, 0, static_cast<GLsizei>(pcount), static_cast<GLsizei>(count)); } |
