Index: cc/geometry_binding.cc |
diff --git a/cc/geometry_binding.cc b/cc/geometry_binding.cc |
index 3ccea1f1f3efa4c227f93267a2ac625855cf8abc..3844c5a226840a01174394be60bcb003c9fe4f01 100644 |
--- a/cc/geometry_binding.cc |
+++ b/cc/geometry_binding.cc |
@@ -22,13 +22,68 @@ GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gf |
quadVertexRect.x(), quadVertexRect.y(), 0.0f, 0.0f, 0.0f, |
quadVertexRect.right(), quadVertexRect.y(), 0.0f, 1.0f, 0.0f, |
quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f }; |
- uint16_t indices[] = { 0, 1, 2, 0, 2, 3, // The two triangles that make up the layer quad. |
- 0, 1, 2, 3}; // A line path for drawing the layer border. |
+ |
+ // Vertex positions, texture coordinates and skinning values for the 4 corners of 8 1x1 quads. |
shawnsingh
2012/11/28 19:44:16
I think the word skinning might confuse/complicate
whunt
2012/11/28 22:01:15
Done, I made the language more uniform and avoided
|
+ float vertexListData[] = { |
shawnsingh
2012/11/28 19:44:16
If possible, we should make this an array of struc
whunt
2012/11/28 22:01:15
Done.
On 2012/11/28 19:44:16, shawnsingh wrote:
|
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 0.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, |
jamesr
2012/11/28 00:00:37
Can we generate this data with a loop instead of l
whunt
2012/11/28 22:01:15
Sure, Done.
On 2012/11/28 00:00:37, jamesr wrote:
|
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 2.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 2.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 2.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 2.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 3.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 3.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 3.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 3.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 4.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 4.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 4.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 4.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 5.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 5.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 5.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 5.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 6.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 6.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 6.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 6.0f, |
+ -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 7.0f, |
+ -0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 7.0f, |
+ 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 7.0f, |
+ 0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 7.0f, |
+ }; |
+ |
+ // Index buffer for up to 8 quads. |
+ uint16_t indices[] = { |
+ 0, 1, 2, |
+ 3, 0, 2, |
+ 4, 5, 6, |
jamesr
2012/11/28 00:00:37
Same here - each 6-tuple is just the previous one
whunt
2012/11/28 22:01:15
Yes, but this one is slightly more subtle. You pr
|
+ 4, 6, 7, |
+ 8, 9, 10, |
+ 8, 10, 11, |
+ 12, 13, 14, |
+ 12, 14, 15, |
+ 16, 17, 18, |
+ 16, 18, 19, |
+ 20, 21, 22, |
+ 20, 22, 23, |
+ 24, 25, 26, |
+ 24, 26, 27, |
+ 28, 29, 30, |
+ 28, 30, 31, |
+ }; |
GLC(m_context, m_quadVerticesVbo = m_context->createBuffer()); |
GLC(m_context, m_quadElementsVbo = m_context->createBuffer()); |
+ GLC(m_context, m_quadListVerticesVbo = m_context->createBuffer()); |
GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, m_quadVerticesVbo)); |
- GLC(m_context, m_context->bufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW)); |
+ GLC(m_context, m_context->bufferData(GL_ARRAY_BUFFER, sizeof(vertexListData), vertexListData, GL_STATIC_DRAW)); |
GLC(m_context, m_context->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_quadElementsVbo)); |
GLC(m_context, m_context->bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW)); |
@@ -43,14 +98,15 @@ GeometryBinding::~GeometryBinding() |
void GeometryBinding::prepareForDraw() |
{ |
- GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, quadVerticesVbo())); |
GLC(m_context, m_context->bindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadElementsVbo())); |
- unsigned offset = 0; |
- GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, GL_FLOAT, false, 5 * sizeof(float), offset)); |
- offset += 3 * sizeof(float); |
- GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, GL_FLOAT, false, 5 * sizeof(float), offset)); |
+ |
+ GLC(m_context, m_context->bindBuffer(GL_ARRAY_BUFFER, quadVerticesVbo())); |
+ GLC(m_context, m_context->vertexAttribPointer(positionAttribLocation(), 3, GL_FLOAT, false, 6 * sizeof(float), 0)); |
+ GLC(m_context, m_context->vertexAttribPointer(texCoordAttribLocation(), 2, GL_FLOAT, false, 6 * sizeof(float), 12)); |
shawnsingh
2012/11/28 19:44:16
This "12" should probably remain 3 * sizeof(float)
|
+ GLC(m_context, m_context->vertexAttribPointer(triangleIndexAttribLocation(), 1, GL_FLOAT, false, 6 * sizeof(float), 20)); |
shawnsingh
2012/11/28 19:44:16
And this "20" should probably remain 5 * sizeof(fl
|
GLC(m_context, m_context->enableVertexAttribArray(positionAttribLocation())); |
GLC(m_context, m_context->enableVertexAttribArray(texCoordAttribLocation())); |
+ GLC(m_context, m_context->enableVertexAttribArray(triangleIndexAttribLocation())); |
} |
} // namespace cc |