feat: object enable batch
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@ -392,6 +392,24 @@ Object* Object::LoadFile(const std::string& filename) {
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return obj;
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}
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void Object::EnableBatch(unsigned int instanceVBO) {
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for (auto &mesh : m_meshes) {
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mesh.Bind();
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glBindBuffer(GL_ARRAY_BUFFER, instanceVBO);
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std::size_t vec4Size = sizeof(glm::vec4);
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for (int i = 0; i < 4; ++i) {
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glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
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glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
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sizeof(glm::mat4), (void*)(i * vec4Size));
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glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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mesh.Unbind();
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}
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}
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// void Object::Render(Shader& shader)
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// {
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@ -420,7 +438,7 @@ Object* Object::LoadFile(const std::string& filename) {
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// }
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// }
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void Object::Render(Shader& shader)
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void Object::Render(Shader& shader, unsigned int count)
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{
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for (auto &mesh : m_meshes)
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{
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@ -484,7 +502,7 @@ void Object::Render(Shader& shader)
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}
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// --- Render mesh ---
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mesh.Render();
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mesh.Render(count);
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}
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}
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