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-rw-r--r--src/RenderBackend/OpenGL/DeviceMemory.cpp12
-rw-r--r--src/main.cpp21
2 files changed, 21 insertions, 12 deletions
diff --git a/src/RenderBackend/OpenGL/DeviceMemory.cpp b/src/RenderBackend/OpenGL/DeviceMemory.cpp
index faf2943..fb9dec5 100644
--- a/src/RenderBackend/OpenGL/DeviceMemory.cpp
+++ b/src/RenderBackend/OpenGL/DeviceMemory.cpp
@@ -49,7 +49,7 @@ namespace amalgine
// TODO: Bind vao here?
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
}
-
+ /*
void DeviceMemory::copy(const DataView<f32> &data, StorageType storageType, PrimitiveType primitiveType)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
@@ -57,11 +57,19 @@ namespace amalgine
this->primitiveType = getOpenglPrimitiveType(primitiveType);
numVertices = getPrimitiveTypePointsPerVertices(primitiveType);
}
+ */
+ void DeviceMemory::copy(const DataView<Triangle2D> &triangles, StorageType storageType)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
+ glBufferData(GL_ARRAY_BUFFER, triangles.getByteSize(), triangles.data, getOpenglStorageType(storageType));
+ primitiveType = GL_TRIANGLES;
+ numVertices = triangles.size * 3;
+ }
void DeviceMemory::draw()
{
if(primitiveType == 0)
throw DeviceMemoryEmpty("Unable to draw buffer as no data has been copied to device memory");
- glDrawArrays(primitiveType, 0, 3);
+ glDrawArrays(primitiveType, 0, numVertices);
}
}
diff --git a/src/main.cpp b/src/main.cpp
index 0e72df0..a04fb99 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -5,6 +5,7 @@
#include "../include/RenderBackend/OpenGL/ShaderProgram.hpp"
#include "../include/RenderBackend/OpenGL/DeviceMemory.hpp"
#include "../include/RenderBackend/OpenGL/DeviceFrame.hpp"
+#include "../include/Triangle2D.hpp"
// TODO: Disallow shader variables that begin with "gl_" as reserved variables
// start with that. What about hlsl?
@@ -29,17 +30,17 @@ int main()
DeviceFrame frame;
- f32 verticesRaw[] =
- {
- 0.0f, 0.5f,
- 0.5f, -0.5f,
- -0.5f, -0.5f
- };
- DeviceMemory *triangle = frame.alloc();
- DataView<f32> vertices(verticesRaw, 6);
- triangle->copy(vertices, DeviceMemory::StorageType::STATIC);
+ Triangle2D cpuTriangle(
+ Vertex2D(0.0f, 0.5f),
+ Vertex2D(0.5f, -0.5f),
+ Vertex2D(-0.5f, -0.5f)
+ );
+
+ DeviceMemory *gpuTriangle = frame.alloc();
+ DataView<Triangle2D> triangles(&cpuTriangle, 1);
+ gpuTriangle->copy(triangles, DeviceMemory::StorageType::STATIC);
- CompiledVertexShader *vertexShader = createVertexShader(*triangle);
+ CompiledVertexShader *vertexShader = createVertexShader(*gpuTriangle);
CompiledPixelShader *pixelShader = createPixelShader();
ShaderProgram shaderProgram;