OpenGL: fixed-point data values should be normalized

This commit is contained in:
Attila Uygun 2023-11-01 20:37:24 +01:00
parent 849599afd8
commit a02d1ba71e
1 changed files with 8 additions and 10 deletions

View File

@ -26,9 +26,6 @@ constexpr GLenum kGlDataType[eng::kDataType_Max] = {
GL_UNSIGNED_BYTE, GL_FLOAT, GL_INT, GL_UNSIGNED_BYTE, GL_FLOAT, GL_INT,
GL_SHORT, GL_UNSIGNED_INT, GL_UNSIGNED_SHORT}; GL_SHORT, GL_UNSIGNED_INT, GL_UNSIGNED_SHORT};
constexpr GLboolean kGlNormalize[eng::kDataType_Max] = {
GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE};
const std::string kAttributeNames[eng::kAttribType_Max] = { const std::string kAttributeNames[eng::kAttribType_Max] = {
"in_color", "in_normal", "in_position", "in_tex_coord"}; "in_color", "in_normal", "in_position", "in_tex_coord"};
@ -162,16 +159,16 @@ void RendererOpenGL::Draw(uint64_t resource_id,
num_indices = it->second.num_indices; num_indices = it->second.num_indices;
// Set up the vertex data. // Set up the vertex data.
if (it->second.vertex_array_id) if (it->second.vertex_array_id) {
glBindVertexArray(it->second.vertex_array_id); glBindVertexArray(it->second.vertex_array_id);
else { } else {
glBindBuffer(GL_ARRAY_BUFFER, it->second.vertex_buffer_id); glBindBuffer(GL_ARRAY_BUFFER, it->second.vertex_buffer_id);
for (GLuint attribute_index = 0; for (GLuint attribute_index = 0;
attribute_index < (GLuint)it->second.vertex_layout.size(); attribute_index < (GLuint)it->second.vertex_layout.size();
++attribute_index) { ++attribute_index) {
GeometryOpenGL::Element& e = it->second.vertex_layout[attribute_index]; GeometryOpenGL::Element& e = it->second.vertex_layout[attribute_index];
glEnableVertexAttribArray(attribute_index); glEnableVertexAttribArray(attribute_index);
glVertexAttribPointer(attribute_index, e.num_elements, e.type, GL_FALSE, glVertexAttribPointer(attribute_index, e.num_elements, e.type, GL_TRUE,
it->second.vertex_size, it->second.vertex_size,
(const GLvoid*)e.vertex_offset); (const GLvoid*)e.vertex_offset);
} }
@ -587,9 +584,8 @@ bool RendererOpenGL::SetupVertexLayout(
if (use_vao) { if (use_vao) {
// This will be saved into the vertex array object. // This will be saved into the vertex array object.
glEnableVertexAttribArray(attribute_index); glEnableVertexAttribArray(attribute_index);
glVertexAttribPointer(attribute_index, num_elements, type, glVertexAttribPointer(attribute_index, num_elements, type, GL_TRUE,
kGlNormalize[data_type], vertex_size, vertex_size, (const GLvoid*)vertex_offset);
(const GLvoid*)vertex_offset);
} else { } else {
// Need to keep this information for when rendering. // Need to keep this information for when rendering.
GeometryOpenGL::Element element; GeometryOpenGL::Element element;
@ -633,6 +629,8 @@ GLuint RendererOpenGL::CreateShader(const char* source, GLenum type) {
bool RendererOpenGL::BindAttributeLocation(GLuint id, bool RendererOpenGL::BindAttributeLocation(GLuint id,
const VertexDescription& vd) { const VertexDescription& vd) {
using namespace std::string_literals;
int current = 0; int current = 0;
int tex_coord = 0; int tex_coord = 0;
@ -640,7 +638,7 @@ bool RendererOpenGL::BindAttributeLocation(GLuint id,
AttribType attrib_type = std::get<0>(attr); AttribType attrib_type = std::get<0>(attr);
std::string attrib_name = kAttributeNames[attrib_type]; std::string attrib_name = kAttributeNames[attrib_type];
if (attrib_type == kAttribType_TexCoord) if (attrib_type == kAttribType_TexCoord)
attrib_name += std::to_string(tex_coord++); attrib_name += "_"s + std::to_string(tex_coord++);
glBindAttribLocation(id, current++, attrib_name.c_str()); glBindAttribLocation(id, current++, attrib_name.c_str());
} }
return current > 0; return current > 0;