diff options
Diffstat (limited to 'game')
| -rw-r--r-- | game/network/rail.cpp | 9 | ||||
| -rw-r--r-- | game/scenary/foliage.cpp | 9 | ||||
| -rw-r--r-- | game/scenary/illuminator.cpp | 17 | ||||
| -rw-r--r-- | game/terrain.cpp | 18 | ||||
| -rw-r--r-- | game/vehicles/railVehicleClass.cpp | 13 | ||||
| -rw-r--r-- | game/water.cpp | 6 |
6 files changed, 33 insertions, 39 deletions
diff --git a/game/network/rail.cpp b/game/network/rail.cpp index f265d6b..8d85f35 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -3,7 +3,6 @@ #include "network.h" #include <game/network/network.impl.h> // IWYU pragma: keep #include <gfx/gl/sceneShader.h> -#include <gfx/gl/vertexArrayObject.h> #include <gfx/models/texture.h> template class NetworkOf<RailLink, RailLinkStraight, RailLinkCurve>; @@ -139,18 +138,18 @@ RailLink::vehiclePositionOffset() const template<> NetworkLinkHolder<RailLinkStraight>::NetworkLinkHolder() { - VertexArrayObject {vao} + vao.configure() .addAttribs<RailLinkStraight::Vertex, &RailLinkStraight::Vertex::a, &RailLinkStraight::Vertex::b, &RailLinkStraight::Vertex::rotation, &RailLinkStraight::Vertex::textureRepeats>( - vertices.bufferName()); + 0, vertices.bufferName()); } template<> NetworkLinkHolder<RailLinkCurve>::NetworkLinkHolder() { - VertexArrayObject {vao} + vao.configure() .addAttribs<RailLinkCurve::Vertex, &RailLinkCurve::Vertex::a, &RailLinkCurve::Vertex::b, &RailLinkCurve::Vertex::c, &RailLinkCurve::Vertex::textureRepeats, &RailLinkCurve::Vertex::aangle, - &RailLinkCurve::Vertex::bangle, &RailLinkCurve::Vertex::radius>(vertices.bufferName()); + &RailLinkCurve::Vertex::bangle, &RailLinkCurve::Vertex::radius>(0, vertices.bufferName()); } namespace { diff --git a/game/scenary/foliage.cpp b/game/scenary/foliage.cpp index 0981ffc..49a4831 100644 --- a/game/scenary/foliage.cpp +++ b/game/scenary/foliage.cpp @@ -4,7 +4,6 @@ #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" #include "gfx/gl/shadowStenciller.h" -#include "gfx/gl/vertexArrayObject.h" #include <location.h> static_assert(std::is_constructible_v<Foliage>); @@ -38,11 +37,11 @@ void Foliage::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO) + bodyMesh->configureVAO(instanceVAO, 0) .addAttribs<LocationVertex, &LocationVertex::rotation, &LocationVertex::position>( - instances.bufferName(), 1); - VertexArrayObject {instancePointVAO}.addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>( - instances.bufferName()); + 1, instances.bufferName()); + instancePointVAO.configure().addAttribs<LocationVertex, &LocationVertex::position, &LocationVertex::yaw>( + 0, instances.bufferName()); const auto & size = bodyMesh->getDimensions().size; billboardSize = billboardTextureSizeForObject(size); diff --git a/game/scenary/illuminator.cpp b/game/scenary/illuminator.cpp index d8e4c4e..590062e 100644 --- a/game/scenary/illuminator.cpp +++ b/game/scenary/illuminator.cpp @@ -1,6 +1,5 @@ #include "illuminator.h" #include "gfx/gl/sceneShader.h" -#include "gfx/gl/vertexArrayObject.h" #include "gfx/models/texture.h" // IWYU pragma: keep #include <location.h> @@ -41,15 +40,15 @@ Illuminator::postLoad() throw std::logic_error {"Illuminator has no lights"}; } texture = getTexture(); - bodyMesh->configureVAO(instanceVAO) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO, 0) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); if (!spotLight.empty()) { instancesSpotLightVAO.emplace(); - VertexArrayObject {*instancesSpotLightVAO} + instancesSpotLightVAO->configure() .addAttribs<SpotLightVertex, &SpotLightVertex::position, &SpotLightVertex::direction, &SpotLightVertex::colour, &SpotLightVertex::kq, &SpotLightVertex::arc>( - instancesSpotLight.bufferName(), 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + 0, instancesSpotLight.bufferName()) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); std::transform( spotLight.begin(), spotLight.end(), std::back_inserter(spotLightInstances), [this](const auto & s) { return instancesSpotLight.acquire(*s); @@ -57,10 +56,10 @@ Illuminator::postLoad() } if (!pointLight.empty()) { instancesPointLightVAO.emplace(); - VertexArrayObject {*instancesPointLightVAO} + instancesPointLightVAO->configure() .addAttribs<PointLightVertex, &PointLightVertex::position, &PointLightVertex::colour, - &PointLightVertex::kq>(instancesPointLight.bufferName(), 0) - .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(instances.bufferName(), 1); + &PointLightVertex::kq>(0, instancesPointLight.bufferName()) + .addAttribs<LocationVertex, &LocationVertex::first, &LocationVertex::second>(1, instances.bufferName()); std::transform( pointLight.begin(), pointLight.end(), std::back_inserter(pointLightInstances), [this](const auto & s) { return instancesPointLight.acquire(*s); diff --git a/game/terrain.cpp b/game/terrain.cpp index 187d035..25ecca9 100644 --- a/game/terrain.cpp +++ b/game/terrain.cpp @@ -17,10 +17,10 @@ static constexpr RGB OPEN_SURFACE {-1}; static constexpr GlobalDistance TILE_SIZE = 1024 * 1024; // ~1km, power of 2, fast divide template<> -VertexArrayObject & -VertexArrayObject::addAttribsFor<Terrain::Vertex>(const GLuint arrayBuffer, const GLuint divisor) +Impl::VertexArrayConfigurator & +Impl::VertexArrayConfigurator::addAttribsFor<Terrain::Vertex>(const GLuint divisor, const glBuffer & buffer) { - return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal>(arrayBuffer, divisor); + return addAttribs<Terrain::Vertex, &Terrain::Vertex::pos, &Terrain::Vertex::normal>(divisor, buffer); } bool @@ -78,16 +78,14 @@ Terrain::copyIndicesToBuffers(const SurfaceIndices & surfaceIndices) auto meshItr = meshes.find(surfaceKey); if (meshItr == meshes.end()) { meshItr = meshes.emplace(surfaceKey, SurfaceArrayBuffer {}).first; - VertexArrayObject {meshItr->second.vertexArray} - .addAttribsFor<Vertex>(verticesBuffer) - .addIndices(meshItr->second.indicesBuffer, indices) - .data(verticesBuffer, GL_ARRAY_BUFFER); + meshItr->second.vertexArray.configure() + .addAttribsFor<Vertex>(0, verticesBuffer) + .addIndices(meshItr->second.indicesBuffer); } else { - VertexArrayObject {meshItr->second.vertexArray} - .addIndices(meshItr->second.indicesBuffer, indices) - .data(verticesBuffer, GL_ARRAY_BUFFER); + meshItr->second.vertexArray.configure().addIndices(meshItr->second.indicesBuffer); } + meshItr->second.indicesBuffer.data(indices, GL_DYNAMIC_DRAW); meshItr->second.count = static_cast<GLsizei>(indices.size()); meshItr->second.aabb = AxisAlignedBoundingBox<GlobalDistance>::fromPoints( indices | std::views::transform([this](const auto vertex) { diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 21f01c8..a11b435 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -1,7 +1,6 @@ #include "railVehicleClass.h" #include "gfx/gl/sceneShader.h" #include "gfx/gl/shadowMapper.h" -#include "gfx/gl/vertexArrayObject.h" #include <array> #include <glm/glm.hpp> #include <lib/resource.h> @@ -34,14 +33,14 @@ void RailVehicleClass::postLoad() { texture = getTexture(); - bodyMesh->configureVAO(instanceVAO) - .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(instances.bufferName(), 1); + bodyMesh->configureVAO(instanceVAO, 0) + .addAttribs<LocationVertex, &LocationVertex::body, &LocationVertex::bodyPos>(1, instances.bufferName()); bogies.front() - ->configureVAO(instancesBogiesVAO.front()) - .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(instances.bufferName(), 1); + ->configureVAO(instancesBogiesVAO.front(), 0) + .addAttribs<LocationVertex, &LocationVertex::front, &LocationVertex::frontPos>(1, instances.bufferName()); bogies.back() - ->configureVAO(instancesBogiesVAO.back()) - .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(instances.bufferName(), 1); + ->configureVAO(instancesBogiesVAO.back(), 0) + .addAttribs<LocationVertex, &LocationVertex::back, &LocationVertex::backPos>(1, instances.bufferName()); static_assert(sizeof(LocationVertex) == 144UL); } diff --git a/game/water.cpp b/game/water.cpp index 527e85a..0657214 100644 --- a/game/water.cpp +++ b/game/water.cpp @@ -24,10 +24,10 @@ namespace glm { } template<> -VertexArrayObject & -VertexArrayObject::addAttribsFor<Water::Vertex>(const GLuint arrayBuffer, const GLuint divisor) +Impl::VertexArrayConfigurator & +Impl::VertexArrayConfigurator::addAttribsFor<Water::Vertex>(const GLuint divisor, const glBuffer & buffer) { - return addAttribs<Water::Vertex, &Water::Vertex::pos>(arrayBuffer, divisor); + return addAttribs<Water::Vertex, &Water::Vertex::pos>(divisor, buffer); } Water::Water(std::shared_ptr<GeoData> tm) : geoData {std::move(tm)}, water {std::make_shared<Texture>("water.png")} |
