unsigned VertexSetup::get_attribs(const VertexFormat &fmt)
{
unsigned mask = 0;
- for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
- {
- unsigned t = get_component_type(*c);
- if(t>=get_component_type(ATTRIB1))
- t -= get_component_type(ATTRIB1);
- mask |= 1<<t;
- }
+ for(const unsigned char *a=fmt.begin(); a!=fmt.end(); ++a)
+ mask |= 1<<get_attribute_semantic(*a);
return mask;
}
Conditional<Bind> bind_vbuf(!direct, array.get_buffer(), ARRAY_BUFFER);
const VertexFormat &fmt = array.get_format();
- unsigned stride = get_stride(fmt)*sizeof(float);
+ unsigned stride = fmt.stride()*sizeof(float);
if(direct)
{
glVertexArrayVertexBuffer(id, binding, array.get_buffer()->get_id(), 0, stride);
}
unsigned offset = 0;
- for(const unsigned char *c=fmt.begin(); c!=fmt.end(); ++c)
+ for(const unsigned char *a=fmt.begin(); a!=fmt.end(); ++a)
{
- unsigned t = get_component_type(*c);
- if(t>=get_component_type(ATTRIB1))
- t -= get_component_type(ATTRIB1);
- unsigned sz = get_component_size(*c);
+ unsigned sem = get_attribute_semantic(*a);
+ unsigned sz = get_attribute_size(*a);
if(direct)
{
- if(*c==COLOR4_UBYTE)
- glVertexArrayAttribFormat(id, t, 4, GL_UNSIGNED_BYTE, true, offset);
+ if(*a==COLOR4_UBYTE)
+ glVertexArrayAttribFormat(id, sem, 4, GL_UNSIGNED_BYTE, true, offset);
else
- glVertexArrayAttribFormat(id, t, sz, GL_FLOAT, false, offset);
- glVertexArrayAttribBinding(id, t, binding);
- glEnableVertexArrayAttrib(id, t);
+ glVertexArrayAttribFormat(id, sem, sz, GL_FLOAT, false, offset);
+ glVertexArrayAttribBinding(id, sem, binding);
+ glEnableVertexArrayAttrib(id, sem);
}
else
{
- if(*c==COLOR4_UBYTE)
- glVertexAttribPointer(t, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
+ if(*a==COLOR4_UBYTE)
+ glVertexAttribPointer(sem, 4, GL_UNSIGNED_BYTE, true, stride, reinterpret_cast<unsigned char *>(offset));
else
- glVertexAttribPointer(t, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
+ glVertexAttribPointer(sem, sz, GL_FLOAT, false, stride, reinterpret_cast<float *>(offset));
if(ARB_instanced_arrays)
- glVertexAttribDivisor(t, divisor);
- glEnableVertexAttribArray(t);
+ glVertexAttribDivisor(sem, divisor);
+ glEnableVertexAttribArray(sem);
}
offset += sz*sizeof(float);
}