From 4420f20a901ed1f96d9fb8f4df0148bc0bc3666d Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 7 Mar 2026 12:32:55 +0000 Subject: Add glVertexArray useBuffer Wraps glVertexArrayVertexBuffer automatically getting the buffer name from the argument and deriving the stride from the container's value_type. --- game/network/rail.cpp | 3 +-- game/scenary/foliage.cpp | 8 ++++---- game/scenary/illuminator.cpp | 12 +++++------- game/vehicles/railVehicleClass.cpp | 7 +++---- 4 files changed, 13 insertions(+), 17 deletions(-) (limited to 'game') diff --git a/game/network/rail.cpp b/game/network/rail.cpp index 545620d..d0a8bdd 100644 --- a/game/network/rail.cpp +++ b/game/network/rail.cpp @@ -159,8 +159,7 @@ namespace { if (auto count = networkLinks.vertices.size()) { shader.use(RAIL_CROSS_SECTION, RAIL_TEXTURE_POS); glBindVertexArray(networkLinks.vao); - glVertexArrayVertexBuffer( - networkLinks.vao, 0, networkLinks.vertices.bufferName(), 0, sizeof(typename LinkType::Vertex)); + networkLinks.vao.useBuffer(0, networkLinks.vertices); glDrawArrays(mode, 0, static_cast(count)); } }; 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(instancePartitions.second.first), static_cast(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(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(instancePartitions.second.first), static_cast(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(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(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(scount), static_cast(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(pcount), static_cast(count)); } diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp index 100073d..2bdd7c4 100644 --- a/game/vehicles/railVehicleClass.cpp +++ b/game/vehicles/railVehicleClass.cpp @@ -52,10 +52,9 @@ RailVehicleClass::render(const SceneShader & shader, const Frustum &) const texture->bind(); } shader.basicInst.use(); - const auto instancesBuffer = instances.bufferName(); - glVertexArrayVertexBuffer(instanceVAO, 1, instancesBuffer, 0, sizeof(LocationVertex)); - glVertexArrayVertexBuffer(instancesBogiesVAO.front(), 1, instancesBuffer, 0, sizeof(LocationVertex)); - glVertexArrayVertexBuffer(instancesBogiesVAO.back(), 1, instancesBuffer, 0, sizeof(LocationVertex)); + instanceVAO.useBuffer(1, instances); + instancesBogiesVAO.front().useBuffer(1, instances); + instancesBogiesVAO.back().useBuffer(1, instances); bodyMesh->DrawInstanced(instanceVAO, count); bogies.front()->DrawInstanced(instancesBogiesVAO.front(), count); bogies.back()->DrawInstanced(instancesBogiesVAO.back(), count); -- cgit v1.3