Reputation: 281
I'm trying to change from a simple 2D renderer to a batch renderer, it almost works, except for the fact that what seems to be the second call gets the vertices mixed. I tried changing everything, from the Buffer Data and AttribPointer to the VertexCount and the vertices themselves, still getting with the code right now given position (0,0) and size (1,1) a red square but on the second red square that should be drawn over the first I get a red triangle, then on the third the same red square and on the fourth the triangle and so on...
The Shader only gets the location 0 vec2 and gl_Position gets set to that.
#define RENDERER_MAX_SPRITES 10000
#define RENDERER_SPRITE_SIZE (sizeof(float) * 2)
#define RENDERER_BUFFER_SIZE (RENDERER_SPRITE_SIZE * 6 * RENDERER_MAX_SPRITES)
void BatchRenderer::Initialize() {
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, RENDERER_BUFFER_SIZE, nullptr, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, RENDERER_SPRITE_SIZE, (void*)0);
glBindVertexArray(0);
}
void BatchRenderer::Add(iVec2 position, iVec2 size, Color& color, Texture& texture) {
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
float vertices[12] = {
position.x, position.y,
position.x, position.y + size.y,
position.x + size.x, position.y + size.y,
position.x + size.x, position.y + size.y,
position.x + size.x, position.y,
position.x, position.y
};
glBufferSubData(GL_ARRAY_BUFFER, VertexSum, sizeof(vertices), &vertices);
VertexSum += 12;
VertexCount += 6;
glBindVertexArray(0);
}
void BatchRenderer::Flush() {
shader.Use();
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glDrawArrays(GL_TRIANGLES, 0, VertexCount);
glBindVertexArray(0);
VertexCount = 0;
VertexSum = 0;
}
Upvotes: 3
Views: 56
Reputation: 72539
For the second argument, glBufferSubData
expect the offset in bytes. That means that for each six vertices you Add
the offset shall be advanced by 6*2*sizeof(float)
, or equivalently, sizeof(vertices)
:
glBufferSubData(GL_ARRAY_BUFFER, VertexSum, sizeof(vertices), &vertices);
VertexSum += sizeof(vertices);
VertexCount += 6;
Upvotes: 4