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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 12:32:55 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-07 14:17:44 +0000
commit4420f20a901ed1f96d9fb8f4df0148bc0bc3666d (patch)
treeb6484d3a75acb1c9461707d2c7168fa5b652b15c /game/scenary
parentDon't create and then replace shadow and billboard textures (diff)
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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')
-rw-r--r--game/scenary/foliage.cpp8
-rw-r--r--game/scenary/illuminator.cpp12
2 files changed, 9 insertions, 11 deletions
diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp
index 4e10ed9..edfb0e9 100644
--- a/game/scenary/foliage.cpp
+++ b/game/scenary/foliage.cpp
@@ -102,7 +102,7 @@ Foliage::render(const SceneShader & shader, const Frustum &) const
billboard[1].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE1);
billboard[2].bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE2);
glBindVertexArray(instancePointVAO);
- glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
+ instancePointVAO.useBuffer(0, instances);
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -112,7 +112,7 @@ Foliage::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));
}
}
@@ -129,7 +129,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
mapper.stencilShadowProgram.use(dimensions.centre, dimensions.size);
shadowStencil.bind(GL_TEXTURE_2D_ARRAY, GL_TEXTURE0);
glBindVertexArray(instancePointVAO);
- glVertexArrayVertexBuffer(instancePointVAO, 0, instances.bufferName(), 0, sizeof(LocationVertex));
+ instancePointVAO.useBuffer(0, instances);
glDrawArrays(GL_POINTS, static_cast<GLint>(instancePartitions.second.first), static_cast<GLsizei>(count));
glBindVertexArray(0);
}
@@ -141,7 +141,7 @@ Foliage::shadows(const ShadowMapper & mapper, const Frustum &) const
else {
mapper.dynamicPointInst.use();
}
- glVertexArrayVertexBuffer(instanceVAO, 1, instances.bufferName(), 0, sizeof(LocationVertex));
+ instanceVAO.useBuffer(1, instances);
bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count));
}
}
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));
}