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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-26 01:42:45 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-26 01:42:45 +0100 |
commit | c96f4f89905f96492bdfc87bc3d45bf5cbd7b005 (patch) | |
tree | 9a3e9d0443f5cc4b2ab253aa8807b90cb2d82cc6 /game/vehicles/railVehicleClass.cpp | |
parent | Add Mesh helper for drawing instances (diff) | |
download | ilt-c96f4f89905f96492bdfc87bc3d45bf5cbd7b005.tar.bz2 ilt-c96f4f89905f96492bdfc87bc3d45bf5cbd7b005.tar.xz ilt-c96f4f89905f96492bdfc87bc3d45bf5cbd7b005.zip |
Draw rail vehicle classes and foliage with new mesh instance helper
Diffstat (limited to 'game/vehicles/railVehicleClass.cpp')
-rw-r--r-- | game/vehicles/railVehicleClass.cpp | 28 |
1 files changed, 8 insertions, 20 deletions
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 66d7ba3..82a442e 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -51,16 +51,10 @@ RailVehicleClass::render(const SceneShader & shader) const texture->bind(); } shader.basicInst.use(); - glBindVertexArray(instanceVAO); - glDrawElementsInstanced( - bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count)); - glBindVertexArray(instancesBogiesVAO.front()); - glDrawElementsInstanced(bogies.front()->type(), bogies.front()->count(), GL_UNSIGNED_INT, nullptr, - static_cast<GLsizei>(instancesBogies.front().count())); - glBindVertexArray(instancesBogiesVAO.back()); - glDrawElementsInstanced(bogies.back()->type(), bogies.back()->count(), GL_UNSIGNED_INT, nullptr, - static_cast<GLsizei>(instancesBogies.back().count())); - glBindVertexArray(0); + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + bogies.front()->DrawInstanced( + instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count())); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count())); } } @@ -69,15 +63,9 @@ RailVehicleClass::shadows(const ShadowMapper & mapper) const { if (const auto count = instancesBody.count()) { mapper.dynamicPointInst.use(); - glBindVertexArray(instanceVAO); - glDrawElementsInstanced( - bodyMesh->type(), bodyMesh->count(), GL_UNSIGNED_INT, nullptr, static_cast<GLsizei>(count)); - glBindVertexArray(instancesBogiesVAO.front()); - glDrawElementsInstanced(bogies.front()->type(), bogies.front()->count(), GL_UNSIGNED_INT, nullptr, - static_cast<GLsizei>(instancesBogies.front().count())); - glBindVertexArray(instancesBogiesVAO.back()); - glDrawElementsInstanced(bogies.back()->type(), bogies.back()->count(), GL_UNSIGNED_INT, nullptr, - static_cast<GLsizei>(instancesBogies.back().count())); - glBindVertexArray(0); + bodyMesh->DrawInstanced(instanceVAO, static_cast<GLsizei>(count)); + bogies.front()->DrawInstanced( + instancesBogiesVAO.front(), static_cast<GLsizei>(instancesBogies.front().count())); + bogies.back()->DrawInstanced(instancesBogiesVAO.back(), static_cast<GLsizei>(instancesBogies.back().count())); } } |