text: /****************************************************************************************************************************************************
   * Copyright (c) 2014 Freescale Semiconductor, Inc.
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   *      its contributors may be used to endorse or promote products derived from
   *      this software without specific prior written permission.
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   * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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   * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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   ****************************************************************************************************************************************************/
  
  #include "MeshRenderVB.hpp"
  #include "Shader/ShaderBase.hpp"
  #include <FslUtil/OpenGLES2/GLUtil.hpp>
  
  namespace Fsl
  {
    MeshRenderVB::MeshRenderVB(const Procedural::BasicMesh& mesh)
      : m_vb(mesh.GetVertices(), mesh.GetVertexCount(), Procedural::BasicMesh::vertex_type::GetVertexDeclaration(), GL_STATIC_DRAW)
      , m_ib(mesh.GetIndices(), mesh.GetIndexCount(), GL_STATIC_DRAW)
      , m_primitiveType(GLES2::GLUtil::Convert(mesh.GetPrimitiveType()))
    {
      m_link[0] = GLES2::GLVertexAttribLink(0, m_vb.GetVertexElementIndex(VertexElementUsage::Position, 0));
      m_link[1] = GLES2::GLVertexAttribLink(0, m_vb.GetVertexElementIndex(VertexElementUsage::Normal, 0));
      m_link[2] = GLES2::GLVertexAttribLink(0, m_vb.GetVertexElementIndex(VertexElementUsage::TextureCoordinate, 0));
    }
  
  
    void MeshRenderVB::Bind(const ShaderBase& shader)
    {
      const ShaderVertexConfig& shaderConfig = shader.GetShaderConfig();
      glBindBuffer(m_vb.GetTarget(), m_vb.Get());
      glBindBuffer(m_ib.GetTarget(), m_ib.Get());
  
      m_link[0].AttribIndex = shaderConfig.Position;
      m_link[1].AttribIndex = shaderConfig.Normal;
      m_link[2].AttribIndex = shaderConfig.TexCoord;
      m_vb.EnableAttribArrays(m_link);
    }
  
    void MeshRenderVB::Draw()
    {
      glDrawElements(m_primitiveType, m_ib.GetCapacity(), m_ib.GetType(), nullptr);
    }
  
    void MeshRenderVB::Unbind()
    {
      m_vb.DisableAttribArrays(m_link);
      glBindBuffer(m_vb.GetTarget(), 0);
      glBindBuffer(m_ib.GetTarget(), 0);
    }
  }
  