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#include "../../../include/RenderBackend/OpenGL/DeviceFrame.hpp"
#include "../../../include/RenderBackend/OpenGL/DeviceMemory.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include "../../../include/RenderBackend/OpenGL/ShaderProgram.hpp"
namespace amalgine
{
DeviceFrame::DeviceFrame()
{
glGenVertexArrays(1, &vertexArrayObjectId);
}
DeviceFrame::~DeviceFrame()
{
for(DeviceMemory *deviceMemory : buffers)
{
delete deviceMemory;
}
glDeleteVertexArrays(1, &vertexArrayObjectId);
}
DeviceMemory* DeviceFrame::alloc()
{
glBindVertexArray(vertexArrayObjectId);
DeviceMemory *deviceMemory = new DeviceMemory();
buffers.push_back(deviceMemory);
return deviceMemory;
}
void DeviceFrame::draw(ShaderProgram *shader) {
shader->use();
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for(DeviceMemory *deviceMemory : buffers)
{
deviceMemory->draw();
}
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
}
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