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RFNode.cpp
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RFNode.cpp
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#import <OpenGLES/ES2/glext.h>
#import "RFNode.h"
#import "RFProgramFactory.h"
RFNode::RFNode(string v_shader_name, string f_shader_name)
{
RFProgramFactory* shared_instance = RFProgramFactory::shared_instance();
program = shared_instance->retain_program(v_shader_name, f_shader_name);
glGenBuffers(2, vbo);
glGenVertexArraysOES(1, &vao);
}
// indexes are to be unsigned shorts
void RFNode::fill_data(void* array_buffer, GLsizeiptr array_buffer_size,
void* index_buffer, GLsizeiptr index_buffer_size)
{
glBindBuffer(GL_ARRAY_BUFFER, vbo[ARRAY_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, array_buffer_size, array_buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
index_count = index_buffer_size / sizeof(GLushort);
glBindVertexArrayOES(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDEX_BUFFER]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_buffer_size, index_buffer, GL_STATIC_DRAW);
glBindVertexArrayOES(0);
}
RFNode* RFNode::setup()
{
glBindVertexArrayOES(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[ARRAY_BUFFER]);
this->set_attribs();
program->use();
this->set_uniforms();
program->stop_using();
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArrayOES(0);
return this;
}
void RFNode::draw()
{
program->use();
glBindVertexArrayOES(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo[ARRAY_BUFFER]);
glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArrayOES(0);
program->stop_using();
}
RFNode::~RFNode()
{
RFProgramFactory::shared_instance()->release_program(program->get_v_shader_name(),
program->get_f_shader_name());
glDeleteBuffers(2, vbo);
glDeleteVertexArraysOES(1, &vao);
}