buffer.cpp 2.1 KB

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  1. #include "buffer.h"
  2. #include <GL/gl.h>
  3. #include <cstddef>
  4. #include <qopenglext.h>
  5. #include <vector>
  6. namespace Render::GL {
  7. Buffer::Buffer(Type type) : m_type(type) {}
  8. Buffer::~Buffer() {
  9. if (m_buffer != 0) {
  10. glDeleteBuffers(1, &m_buffer);
  11. }
  12. }
  13. void Buffer::bind() {
  14. if (m_buffer == 0U) {
  15. initializeOpenGLFunctions();
  16. glGenBuffers(1, &m_buffer);
  17. }
  18. glBindBuffer(getGLType(), m_buffer);
  19. }
  20. void Buffer::unbind() { glBindBuffer(getGLType(), 0); }
  21. void Buffer::setData(const void *data, size_t size, Usage usage) {
  22. bind();
  23. glBufferData(getGLType(), size, data, getGLUsage(usage));
  24. }
  25. auto Buffer::getGLType() const -> GLenum {
  26. switch (m_type) {
  27. case Type::Vertex:
  28. return GL_ARRAY_BUFFER;
  29. case Type::Index:
  30. return GL_ELEMENT_ARRAY_BUFFER;
  31. case Type::Uniform:
  32. return GL_UNIFORM_BUFFER;
  33. }
  34. return GL_ARRAY_BUFFER;
  35. }
  36. auto Buffer::getGLUsage(Usage usage) -> GLenum {
  37. switch (usage) {
  38. case Usage::Static:
  39. return GL_STATIC_DRAW;
  40. case Usage::Dynamic:
  41. return GL_DYNAMIC_DRAW;
  42. case Usage::Stream:
  43. return GL_STREAM_DRAW;
  44. }
  45. return GL_STATIC_DRAW;
  46. }
  47. VertexArray::VertexArray() = default;
  48. VertexArray::~VertexArray() {
  49. if (m_vao != 0) {
  50. glDeleteVertexArrays(1, &m_vao);
  51. }
  52. }
  53. void VertexArray::bind() {
  54. if (m_vao == 0U) {
  55. initializeOpenGLFunctions();
  56. glGenVertexArrays(1, &m_vao);
  57. }
  58. glBindVertexArray(m_vao);
  59. }
  60. void VertexArray::unbind() { glBindVertexArray(0); }
  61. void VertexArray::add_vertexBuffer(Buffer &buffer,
  62. const std::vector<int> &layout) {
  63. bind();
  64. buffer.bind();
  65. int stride = 0;
  66. for (int const size : layout) {
  67. stride += size * sizeof(float);
  68. }
  69. int offset = 0;
  70. for (int const size : layout) {
  71. glEnableVertexAttribArray(m_currentAttribIndex);
  72. glVertexAttribPointer(m_currentAttribIndex, size, GL_FLOAT, GL_FALSE,
  73. stride, reinterpret_cast<void *>(offset));
  74. offset += size * sizeof(float);
  75. m_currentAttribIndex++;
  76. }
  77. }
  78. void VertexArray::setIndexBuffer(Buffer &buffer) {
  79. bind();
  80. buffer.bind();
  81. }
  82. } // namespace Render::GL