#include <OpenGLVertexArray.h>
OpenGLVertexArray.h 파일의 7 번째 라인에서 정의되었습니다.
◆ OpenGLVertexArray()
| Gear::OpenGLVertexArray::OpenGLVertexArray |
( |
| ) |
|
◆ ~OpenGLVertexArray()
| virtual Gear::OpenGLVertexArray::~OpenGLVertexArray |
( |
| ) |
|
|
inlinevirtual |
◆ AddVertexBuffer()
| void Gear::OpenGLVertexArray::AddVertexBuffer |
( |
const Ref< VertexBuffer > & |
vertexBuffer | ) |
|
|
overridevirtual |
Gear::VertexArray를 구현.
OpenGLVertexArray.cpp 파일의 48 번째 라인에서 정의되었습니다.
52 GR_CORE_ASSERT(vertexBuffer->GetLayout().GetElements().size(),
"Vertex Buffer has no layout!");
58 const auto& layout = vertexBuffer->GetLayout();
59 for (
const auto& element : layout)
61 glEnableVertexAttribArray(index);
62 glVertexAttribPointer(
64 element.GetComponentCount(),
66 element.Normalized ? GL_TRUE : GL_FALSE,
68 (
const void*)element.Offset
◆ Bind()
| void Gear::OpenGLVertexArray::Bind |
( |
| ) |
const |
|
overridevirtual |
◆ Create()
VertexArray.cpp 파일의 8 번째 라인에서 정의되었습니다.
13 GR_CORE_ASSERT(
false,
"RendererAPI::None is currently not supported!");
16 return std::make_shared<OpenGLVertexArray>();
◆ GetIndexBuffer()
| virtual const Ref<IndexBuffer>& Gear::OpenGLVertexArray::GetIndexBuffer |
( |
| ) |
const |
|
inlinevirtual |
◆ GetVertexBuffer()
| virtual const std::vector<Ref<VertexBuffer> >& Gear::OpenGLVertexArray::GetVertexBuffer |
( |
| ) |
const |
|
inlinevirtual |
◆ SetIndexBuffer()
| void Gear::OpenGLVertexArray::SetIndexBuffer |
( |
const Ref< IndexBuffer > & |
indexBuffer | ) |
|
|
overridevirtual |
◆ Unbind()
| void Gear::OpenGLVertexArray::Unbind |
( |
| ) |
const |
|
overridevirtual |
◆ m_IndexBuffer
◆ m_RendererID
| uint32_t Gear::OpenGLVertexArray::m_RendererID |
|
private |
◆ m_VertexBuffers
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