mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
renamed struct
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@@ -44,12 +44,12 @@ namespace vb01{
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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u32 size = sizeof(MeshData::OldVertex);
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u32 size = sizeof(MeshData::GpuVertex);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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MeshData::OldVertex *glVertData = meshBase.toGlVerts();
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MeshData::GpuVertex *glVertData = meshBase.toGpuVerts();
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glBufferData(GL_ARRAY_BUFFER, 3 * meshBase.numTris * size, glVertData, GL_DYNAMIC_DRAW);
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delete glVertData;
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@@ -58,21 +58,21 @@ namespace vb01{
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, size, (void*)0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, norm)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, norm)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, uv)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, uv)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, tan)));
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, tan)));
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, biTan)));
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, biTan)));
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glEnableVertexAttribArray(4);
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, weights)));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, weights)));
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glEnableVertexAttribArray(5);
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, boneIndices)));
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glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, boneIndices)));
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glEnableVertexAttribArray(6);
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for(int i = 0; i < meshBase.numShapeKeys; i++){
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glVertexAttribPointer(7 + i, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::OldVertex, shapeKeyOffsets) + 3 * i * sizeof(float)));
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glVertexAttribPointer(7 + i, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(MeshData::GpuVertex, shapeKeyOffsets) + 3 * i * sizeof(float)));
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glEnableVertexAttribArray(7 + i);
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}
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}
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@@ -96,8 +96,8 @@ namespace vb01{
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void Mesh::updateVerts(MeshData meshData){
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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MeshData::OldVertex *glVertData = meshBase.toGlVerts();
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glBufferSubData(GL_ARRAY_BUFFER, 0, 3 * sizeof(MeshData::OldVertex) * meshBase.numTris, glVertData);
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MeshData::GpuVertex *glVertData = meshBase.toGpuVerts();
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glBufferSubData(GL_ARRAY_BUFFER, 0, 3 * sizeof(MeshData::GpuVertex) * meshBase.numTris, glVertData);
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delete glVertData;
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}
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