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/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
#include "IndexedMesh.h"
#include <cassert>
using namespace std;
using namespace Corrade::Utility;
namespace Magnum {
void IndexedMesh::draw() {
/* Finalize the mesh, if it is not already */
finalize();
/* Enable vertex arrays for all attributes */
for(set<GLuint>::const_iterator it = attributes().begin(); it != attributes().end(); ++it)
glEnableVertexAttribArray(*it);
/* Bind attributes to vertex buffers */
for(map<Buffer*, pair<bool, vector<Attribute> > >::const_iterator it = buffers().begin(); it != buffers().end(); ++it) {
/* Bind buffer */
it->first->bind();
/* Bind all attributes to this buffer */
for(vector<Attribute>::const_iterator ait = it->second.second.begin(); ait != it->second.second.end(); ++ait)
if(TypeInfo::isIntegral(ait->type))
glVertexAttribIPointer(ait->attribute, ait->size, static_cast<GLenum>(ait->type), ait->stride, ait->pointer);
else glVertexAttribPointer(ait->attribute, ait->size, static_cast<GLenum>(ait->type), GL_FALSE, ait->stride, ait->pointer);
}
/* Bind index array, draw the elements and unbind */
_indexBuffer.bind();
14 years ago
/** @todo Start at given index */
glDrawElements(static_cast<GLenum>(primitive()), _indexCount, static_cast<GLenum>(_indexType), nullptr);
/* Disable vertex arrays for all attributes */
for(set<GLuint>::const_iterator it = attributes().begin(); it != attributes().end(); ++it)
glDisableVertexAttribArray(*it);
}
void IndexedMesh::finalize() {
if(!_indexCount) {
Error() << "IndexedMesh: the mesh has zero index count!";
assert(0);
}
Mesh::finalize();
}
}