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-rw-r--r--gfx/gl/sceneRenderer.cpp18
1 files changed, 7 insertions, 11 deletions
diff --git a/gfx/gl/sceneRenderer.cpp b/gfx/gl/sceneRenderer.cpp
index 8b299ad..ee2b1ee 100644
--- a/gfx/gl/sceneRenderer.cpp
+++ b/gfx/gl/sceneRenderer.cpp
@@ -1,28 +1,24 @@
#include "sceneRenderer.h"
#include "maths.h"
+#include "vertexArrayObject.hpp"
#include <gfx/gl/shaders/fs-directionalLight.h>
#include <gfx/gl/shaders/fs-lightingShader.h>
#include <gfx/gl/shaders/vs-lightingShader.h>
#include <glm/gtc/type_ptr.hpp>
-static constexpr std::array<glm::vec4, 4> displayVAOdata {{
+static constexpr const std::array<const glm::i8vec4, 4> displayVAOdata {{
// positions(x,y) texture coords(z,w)
- {-1.0f, 1.0f, 0.0f, 1.0f},
- {-1.0f, -1.0f, 0.0f, 0.0f},
- {1.0f, 1.0f, 1.0f, 1.0f},
- {1.0f, -1.0f, 1.0f, 0.0f},
+ {-1, 1, 0, 1},
+ {-1, -1, 0, 0},
+ {1, 1, 1, 1},
+ {1, -1, 1, 0},
}};
SceneRenderer::SceneRenderer(glm::ivec2 s, GLuint o) :
camera {{-1250.0F, -1250.0F, 35.0F}, quarter_pi, ratio(s), 0.1F, 10000.0F}, size {s}, output {o},
lighting {lightingShader_vs, lightingShader_fs}, shadowMapper {{2048, 2048}}
{
shader.setViewPort({0, 0, size.x, size.y});
- glBindVertexArray(displayVAO);
- glBindBuffer(GL_ARRAY_BUFFER, displayVBO);
- glBufferData(GL_ARRAY_BUFFER, sizeof(displayVAOdata), nullptr, GL_STATIC_DRAW);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(displayVAOdata), glm::value_ptr(displayVAOdata.front()));
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(glm::vec4), nullptr);
+ VertexArrayObject<glm::i8vec4>::configure(displayVAO, displayVBO, displayVAOdata);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
const auto configuregdata