removing Halibut Engine

This commit is contained in:
Vladislav Khorev 2013-01-28 06:06:46 +00:00
parent 448b2dd6d9
commit dd2ff06cf9
5 changed files with 0 additions and 518 deletions

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#include "include/Engine.h"
#include "include/Render/HalibutRender/HalibutRenderAndroid.h"
namespace SE
{
} //namespace SE

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#include "include/Engine.h"
#include "include/Render/HalibutRender/HalibutRenderGLES20.h"
namespace SE
{
THalibutRendererGLES20::THalibutRendererGLES20()
{
ProjectionMatrixStack.push(IdentityMatrix4);
ModelviewMatrixStack.push(IdentityMatrix4);
*Console<<"Halibut Render created\n";
}
THalibutRendererGLES20::~THalibutRendererGLES20()
{
*Console<<"Halibut Render destroying\n";
}
void THalibutRendererGLES20::DrawQuad(const T2DQuad& quad)
{
VertexAttribPointer3fv(CONST_STRING_POSITION_ATTRIB, 0, reinterpret_cast<const char*>(quad.VertexCoord));
VertexAttribPointer2fv(CONST_STRING_TEXCOORD_ATTRIB, 0, reinterpret_cast<const char*>(quad.TextureCoord));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void THalibutRendererGLES20::DrawTriangleList(const TTriangleList& triangleList)
{
for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Data.Vec2CoordArr.begin(); i != triangleList.Data.Vec2CoordArr.end(); ++i )
{
VertexAttribPointer2fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec2CoordArr[i->first][0]));
}
for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Data.Vec3CoordArr.begin(); i != triangleList.Data.Vec3CoordArr.end(); ++i )
{
VertexAttribPointer3fv(i->first, 0, reinterpret_cast<const char*>(&triangleList.Data.Vec3CoordArr[i->first][0]));
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE

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#include "include/Engine.h"
namespace SE
{
void THalibutRendererInterface::SetUniforms()
{
if (ProjectionMatrixStack.size() <=0)
{
throw ErrorToLog("Projection matrix stack out!");
}
if (ModelviewMatrixStack.size() <=0)
{
throw ErrorToLog("Modelview matrix stack out!");
}
ProjectionModelviewMatrix = MultMatrixMatrix(ProjectionMatrixStack.top(), ModelviewMatrixStack.top());
RenderUniformMatrix4fv(CONST_STRING_HALIBUT_PROJECTION_MATRIX_UNIFORM, false, ProjectionModelviewMatrix.m);
//Refactoring!
RenderUniform1i(CONST_STRING_TEXTURE_UNIFORM, 0);
RenderUniform1i(CONST_STRING_NORMALMAP_UNIFORM, 1);
RenderUniform1f(CONST_STRING_TRANSPARENCY_UNIFORM, 1.f);
RenderUniform4fv(CONST_STRING_MATERIAL_COLOR_UNIFORM, WhiteColor);
/*
RenderUniform1i(CONST_STRING_SHADOWMAPGLOBAL_UNIFORM,2);
RenderUniform1i(CONST_STRING_SHADOWMAPLOCAL_UNIFORM,3);
RenderUniform1i(CONST_STRING_NORMALMAPEXISTS_UNIFORM,1);
RenderUniform1i(CONST_STRING_ENV_UNIFORM,0);*/
}
void THalibutRendererInterface::InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight)
{
*Console<<"Halibut Render OpenGL init\n";
#ifdef TARGET_WIN32
glEnable(GL_NORMALIZE);
glEnable(GL_TEXTURE_2D);
#endif
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ScreenWidth = screenWidth;
ScreenHeight = screenHeight;
MatrixWidth = matrixWidth;
MatrixHeight = matrixHeight;
while (!ProjectionMatrixStack.empty())
{
ProjectionMatrixStack.pop();
}
ProjectionMatrixStack.push(MakeOrthoMatrix(matrixWidth, matrixHeight));
while (!ModelviewMatrixStack.empty())
{
ModelviewMatrixStack.pop();
}
ModelviewMatrixStack.push(IdentityMatrix4);
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetUniforms();
#ifndef TARGET_IOS
SwitchToScreen();
#endif
CheckGlError();
}
void THalibutRendererInterface::SwitchToScreen()
{
//TODO: fix this stupid bug
#ifdef TARGET_IOS
glBindFramebuffer(GL_FRAMEBUFFER, 2);
#else
glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
glViewport(0, 0, ScreenWidth, ScreenHeight);
SetProjectionMatrix(MatrixWidth, MatrixHeight);
SetUniforms();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void THalibutRendererInterface::SwitchToFrameBuffer(const std::string& frameName)
{
if (ResourceManager->FrameManager.FrameMap.count(frameName) > 0)
{
TFrame& Frame = ResourceManager->FrameManager.FrameMap[frameName];
glBindFramebuffer(GL_FRAMEBUFFER, Frame.FrameBuffer);
glViewport(0, 0, Frame.Width, Frame.Height);
SetProjectionMatrix(static_cast<float>(Frame.Width), static_cast<float>(Frame.Height));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
void THalibutRendererInterface::PrintMatrices()
{
mat4 proj = ProjectionMatrixStack.top();
mat4 modv = ModelviewMatrixStack.top();
*Console<<"Projection:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(proj.m[i])<<" ";
}
*Console<<endl;
*Console<<"Modelview:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(modv.m[i])<<" ";
}
modv = MultMatrixMatrix(proj, modv);
*Console<<endl;
*Console<<"ProjectonModelview:\n ";
for (int i=0; i<16; i++)
{
*Console<<tostr(modv.m[i])<<" ";
}
*Console<<endl;
}
} //namespace SE

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#include "include/Engine.h"
namespace SE
{
} //namespace SE

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#include "include/Engine.h"
//Windows only!
namespace SE
{
THalibutRenderer::THalibutRenderer()
{
ScreenWidth = 0;
ScreenHeight = 0;
//To prevent stack out
ProjectionMatrixStack.push(IdentityMatrix4);
ModelviewMatrixStack.push(IdentityMatrix4);
}
THalibutRenderer::~THalibutRenderer()
{
*Console<<"HalibutRender::deleting";
}
bool THalibutRenderer::BindOpenGLFunctions()
{
char* extensionList = (char*)glGetString(GL_EXTENSIONS);
char* glVersion = (char*)glGetString(GL_VERSION);
bool ok = true;
*Console<<"Render::OpenGL glVersion = "+std::string(glVersion);
//Requires OpenGL 2.0 or above
if (glVersion[0]>='2')
{
*Console<<"Render::OpenGL glVersion above 2.0 ok";
glActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTexture");
glGenBuffers = (PFNGLGENBUFFERSPROC) wglGetProcAddress("glGenBuffers");
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC) wglGetProcAddress("glDeleteBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC) wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC) wglGetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC) wglGetProcAddress("glBufferSubData");
glMapBuffer = (PFNGLMAPBUFFERPROC) wglGetProcAddress("glMapBuffer");
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC) wglGetProcAddress("glUnmapBuffer");
glCreateProgram = (PFNGLCREATEPROGRAMPROC) wglGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC) wglGetProcAddress("glDeleteProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC) wglGetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC) wglGetProcAddress("glValidateProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC) wglGetProcAddress("glUseProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC) wglGetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) wglGetProcAddress("glGetProgramInfoLog");
glCreateShader = (PFNGLCREATESHADERPROC) wglGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC) wglGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC) wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC) wglGetProcAddress("glCompileShader");
glAttachShader = (PFNGLATTACHSHADERPROC) wglGetProcAddress("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC) wglGetProcAddress("glDetachShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC) wglGetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) wglGetProcAddress("glGetShaderInfoLog");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) wglGetProcAddress("glGetAttribLocation");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) wglGetProcAddress("glVertexAttribPointer");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) wglGetProcAddress("glDisableVertexAttribArray");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) wglGetProcAddress("glGetUniformLocation");
glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) wglGetProcAddress("glUniformMatrix3fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) wglGetProcAddress("glUniformMatrix4fv");
glUniform1i = (PFNGLUNIFORM1IPROC) wglGetProcAddress("glUniform1i");
glUniform1fv = (PFNGLUNIFORM1FVPROC) wglGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC) wglGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC) wglGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC) wglGetProcAddress("glUniform4fv");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) wglGetProcAddress("glVertexAttrib1f");
glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) wglGetProcAddress("glVertexAttrib2f");
glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) wglGetProcAddress("glVertexAttrib3f");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) wglGetProcAddress("glVertexAttrib4f");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) wglGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) wglGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) wglGetProcAddress("glVertexAttrib4fv");
glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) wglGetProcAddress("glGetActiveAttrib");
glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) wglGetProcAddress("glGetActiveUniform");
if (glActiveTexture==NULL ||
glGenBuffers==NULL ||
glDeleteBuffers==NULL ||
glBindBuffer==NULL ||
glBufferData==NULL ||
glBufferSubData==NULL ||
glMapBuffer==NULL ||
glCreateProgram==NULL ||
glDeleteProgram==NULL ||
glLinkProgram==NULL ||
glValidateProgram==NULL ||
glUseProgram==NULL ||
glGetProgramiv==NULL ||
glGetProgramInfoLog==NULL ||
glCreateShader==NULL ||
glDeleteShader==NULL ||
glShaderSource==NULL ||
glCompileShader==NULL ||
glAttachShader==NULL ||
glDetachShader==NULL ||
glGetShaderiv==NULL ||
glGetShaderInfoLog==NULL ||
glGetAttribLocation==NULL ||
glVertexAttribPointer==NULL ||
glEnableVertexAttribArray==NULL ||
glDisableVertexAttribArray==NULL ||
glGetUniformLocation==NULL ||
glUniformMatrix3fv==NULL ||
glUniformMatrix4fv==NULL ||
glUniform1i==NULL ||
glUniform1fv==NULL ||
glUniform2fv==NULL ||
glUniform3fv==NULL ||
glUniform4fv==NULL ||
glEnableVertexAttribArray==NULL ||
glVertexAttrib1f==NULL ||
glVertexAttrib2f==NULL ||
glVertexAttrib3f==NULL ||
glVertexAttrib4f==NULL ||
glVertexAttrib2fv==NULL ||
glVertexAttrib3fv==NULL ||
glVertexAttrib4fv==NULL ||
glGetActiveAttrib==NULL ||
glGetActiveUniform==NULL)
{
*Console<<"Render::OpenGL Some 2.0 version proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL glVersion below 2.0 - starting failed";
ok = false;
}
if (findString("GL_ARB_framebuffer_object",extensionList))
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object supported ok";
glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC) wglGetProcAddress("glIsRenderbuffer");
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) wglGetProcAddress("glBindRenderbuffer");
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) wglGetProcAddress("glDeleteRenderbuffers");
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) wglGetProcAddress("glGenRenderbuffers");
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) wglGetProcAddress("glRenderbufferStorage");
glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) wglGetProcAddress("glGetRenderbufferParameteriv");
glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC) wglGetProcAddress("glIsFramebuffer");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) wglGetProcAddress("glBindFramebuffer");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) wglGetProcAddress("glDeleteFramebuffers");
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) wglGetProcAddress("glGenFramebuffers");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) wglGetProcAddress("glCheckFramebufferStatus");
glFramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) wglGetProcAddress("glFramebufferTexture1D");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) wglGetProcAddress("glFramebufferTexture2D");
glFramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) wglGetProcAddress("glFramebufferTexture3D");
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) wglGetProcAddress("glFramebufferRenderbuffer");
glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) wglGetProcAddress("glGetFramebufferAttachmentParameteriv");
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) wglGetProcAddress("glBlitFramebuffer");
glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) wglGetProcAddress("glRenderbufferStorageMultisample");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC) wglGetProcAddress("glGenerateMipmap");
glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) wglGetProcAddress("glFramebufferTextureLayer");
if (glIsRenderbuffer == NULL ||
glBindRenderbuffer == NULL ||
glDeleteRenderbuffers == NULL ||
glGenRenderbuffers == NULL ||
glRenderbufferStorage == NULL ||
glGetRenderbufferParameteriv == NULL ||
glIsFramebuffer == NULL ||
glBindFramebuffer == NULL ||
glDeleteFramebuffers == NULL ||
glGenFramebuffers == NULL ||
glCheckFramebufferStatus == NULL ||
glFramebufferTexture1D == NULL ||
glFramebufferTexture2D == NULL ||
glFramebufferTexture3D == NULL ||
glFramebufferRenderbuffer == NULL ||
glGetFramebufferAttachmentParameteriv == NULL ||
glBlitFramebuffer == NULL ||
glRenderbufferStorageMultisample == NULL ||
glGenerateMipmap == NULL ||
glFramebufferTextureLayer == NULL)
{
*Console<<"Render::OpenGL Some GL_ARB_framebuffer_object proc not found - starting failed";
ok = false;
}
}
else
{
*Console<<"Render::OpenGL GL_ARB_framebuffer_object not supported - starting failed";
ok = false;
}
#ifdef SALMON_WIN32
//Not needed for 2d engine
if (findString("GL_ARB_uniform_buffer_object",extensionList))
{
glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) wglGetProcAddress("glGetUniformIndices");
glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) wglGetProcAddress("glGetActiveUniformsiv");
glGetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) wglGetProcAddress("glGetActiveUniformName");
glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) wglGetProcAddress("glGetUniformBlockIndex");
glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) wglGetProcAddress("glGetActiveUniformBlockiv");
glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) wglGetProcAddress("glGetActiveUniformBlockName");
glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) wglGetProcAddress("glUniformBlockBinding");
glBindBufferBase = (PFNGLBINDBUFFERBASEPROC) wglGetProcAddress("glBindBufferBase");
if (glGetUniformIndices == NULL ||
glGetActiveUniformsiv == NULL ||
glGetActiveUniformName == NULL ||
glGetUniformBlockIndex == NULL ||
glGetActiveUniformBlockiv == NULL ||
glGetActiveUniformBlockName == NULL ||
glUniformBlockBinding == NULL ||
glBindBufferBase == NULL)
{
*Console<<"Render::OpenGL some GL_ARB_uniform_buffer_object proc not found - starting failed";
ok = false;
}
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object supported ok";
}
else
{
*Console<<"Render::OpenGL GL_ARB_uniform_buffer_object not supported - starting failed";
ok = false;
}
#endif
return ok;
}
void THalibutRenderer::DrawQuad(const T2DQuad& quad)
{
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
glBegin(GL_QUADS);
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[0].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[0].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[1].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[1].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[3].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[3].v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, quad.TextureCoord[2].v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, quad.VertexCoord[2].v);
glEnd();
}
void THalibutRenderer::DrawTriangleStripImmediate(const TTriangleList& triangleList)
{
const float CONST_DEFAULT_NORM_VEC[3] = { 0.0f, 0.0f, 1.0f};
int triangleCount = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size()/3;
std::vector<vec3>::const_iterator vertexIterator = triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].begin();
std::vector<vec2>::const_iterator texcoordIterator = triangleList.Data.Vec2CoordArr[CONST_STRING_TEXCOORD_ATTRIB].begin();
for (int i=0; i<triangleCount; i++)
{
glBegin(GL_TRIANGLES);
VertexAttrib3fv(CONST_STRING_NORMAL_ATTRIB, CONST_DEFAULT_NORM_VEC);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
VertexAttrib2fv(CONST_STRING_TEXCOORD_ATTRIB, (texcoordIterator++)->v);
VertexAttrib3fv(CONST_STRING_POSITION_ATTRIB, (vertexIterator++)->v);
glEnd();
}
}
void THalibutRenderer::DrawTriangleList(const TTriangleList& triangleList)
{
//for (std::map<std::string, std::vector<vec2> >::iterator i = triangleList.Vec2CoordArr.begin(); i != triangleList.Vec2CoordArr.end(); ++i )
BOOST_FOREACH(auto& i, triangleList.Data.Vec2CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer2fv(i.first, 0, NULL);
}
//for (std::map<std::string, std::vector<vec3> >::iterator i = triangleList.Vec3CoordArr.begin(); i != triangleList.Vec3CoordArr.end(); ++i )
BOOST_FOREACH(auto& i, triangleList.Data.Vec3CoordArr)
{
glBindBuffer(GL_ARRAY_BUFFER, triangleList.VertBufferArr[i.first]->Buffer);
VertexAttribPointer3fv(i.first, 0, NULL);
}
if (!triangleList.Data.Vec3CoordArr.empty())
{
glDrawArrays(GL_TRIANGLES,0,triangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].size());
}
}
} //namespace SE