Use constants for attribute locations

This commit is contained in:
Clownacy 2020-01-21 20:16:38 +00:00
parent 8d92bf2004
commit 2fec50ff4e

View file

@ -19,6 +19,9 @@
#define TOTAL_VBOS 2 #define TOTAL_VBOS 2
#define ATTRIBUTE_INPUT_VERTEX_COORDINATES 1
#define ATTRIBUTE_INPUT_TEXTURE_COORDINATES 2
typedef enum RenderMode typedef enum RenderMode
{ {
MODE_BLANK, MODE_BLANK,
@ -326,8 +329,8 @@ static GLuint CompileShader(const char *vertex_shader_source, const char *fragme
glAttachShader(program_id, fragment_shader); glAttachShader(program_id, fragment_shader);
glBindAttribLocation(program_id, 1, "input_vertex_coordinates"); glBindAttribLocation(program_id, ATTRIBUTE_INPUT_VERTEX_COORDINATES, "input_vertex_coordinates");
glBindAttribLocation(program_id, 2, "input_texture_coordinates"); glBindAttribLocation(program_id, ATTRIBUTE_INPUT_TEXTURE_COORDINATES, "input_texture_coordinates");
glLinkProgram(program_id); glLinkProgram(program_id);
@ -364,8 +367,8 @@ static void FlushVertexBuffer(void)
static unsigned int current_vertex_buffer = 0; static unsigned int current_vertex_buffer = 0;
glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]); glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_ids[current_vertex_buffer]);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate)); glVertexAttribPointer(ATTRIBUTE_INPUT_VERTEX_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate)); glVertexAttribPointer(ATTRIBUTE_INPUT_TEXTURE_COORDINATES, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer]) if (local_vertex_buffer_size > vertex_buffer_size[current_vertex_buffer])
{ {