/**
* Render using GPU
*/
-void ObjectRenderer::RenderUsingGPU()
+void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
- if (!m_shader_program.Valid())
- Warn("Shader is invalid (objects are of type %d)", m_type);
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+
m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
glActiveTexture(GL_TEXTURE0);
}
-void BezierRenderer::RenderUsingGPU()
+void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
+
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
m_ibo.Bind();
- glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
/**