#include <msp/core/raii.h>
#include <msp/gl/extensions/arb_direct_state_access.h>
+#include <msp/gl/extensions/arb_instanced_arrays.h>
#include <msp/gl/extensions/arb_vertex_array_object.h>
#include <msp/gl/extensions/arb_vertex_attrib_binding.h>
#include <msp/gl/extensions/arb_vertex_buffer_object.h>
VertexSetup::VertexSetup():
dirty(0),
- array(0),
+ vertex_array(0),
+ inst_array(0),
index_buffer(0)
{
static Require req(ARB_vertex_array_object);
void VertexSetup::set_vertex_array(const VertexArray &a)
{
- array = &a;
+ vertex_array = &a;
update(VERTEX_ARRAY);
}
+void VertexSetup::set_instance_array(const VertexArray *a)
+{
+ if(a)
+ static Require req(ARB_instanced_arrays);
+
+ inst_array = a;
+ update(INSTANCE_ARRAY);
+}
+
void VertexSetup::set_index_buffer(const Buffer &ibuf)
{
index_buffer = &ibuf;
}
if(mask&VERTEX_ARRAY)
- update_vertex_array(direct);
+ update_vertex_array(*vertex_array, 0, 0, direct);
+
+ if(mask&INSTANCE_ARRAY)
+ {
+ if(inst_array)
+ update_vertex_array(*inst_array, 1, 1, direct);
+ }
if(mask&INDEX_BUFFER)
{
}
}
-void VertexSetup::update_vertex_array(bool direct) const
+void VertexSetup::update_vertex_array(const VertexArray &array, unsigned binding, unsigned divisor, bool direct) const
{
- Conditional<Bind> bind_vbuf(!direct, array->get_buffer(), ARRAY_BUFFER);
+ Conditional<Bind> bind_vbuf(!direct, array.get_buffer(), ARRAY_BUFFER);
- const VertexFormat &fmt = array->get_format();
+ const VertexFormat &fmt = array.get_format();
unsigned stride = get_stride(fmt)*sizeof(float);
if(direct)
- glVertexArrayVertexBuffer(id, 0, array->get_buffer()->get_id(), 0, stride);
+ {
+ glVertexArrayVertexBuffer(id, binding, array.get_buffer()->get_id(), 0, stride);
+ glVertexArrayBindingDivisor(id, binding, divisor);
+ }
unsigned offset = 0;
for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
else
glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
- glVertexArrayAttribBinding(id, t, 0);
+ glVertexArrayAttribBinding(id, t, binding);
glEnableVertexArrayAttrib(id, t);
}
else
glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
else
glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
+ glVertexAttribDivisor(t, divisor);
glEnableVertexAttribArray(t);
}
offset += sz*sizeof(float);