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-rw-r--r--game/network/rail.cpp9
-rw-r--r--game/scenary/foliage.cpp9
-rw-r--r--game/scenary/illuminator.cpp17
-rw-r--r--game/terrain.cpp18
-rw-r--r--game/vehicles/railVehicleClass.cpp13
-rw-r--r--game/water.cpp6
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")}