Inferno Game Engine
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#include <glad/glad.h>
#include "inferno/assertions.h"
#include "inferno/core.h"
#include "inferno/log.h"
#include "inferno/render/buffer.h"
namespace Inferno {
// -----------------------------------------
BufferElement::BufferElement(BufferElementType type, std::string name, bool normalized) :
m_type(type),
m_name(name),
m_size(BufferElement::getTypeSize(type)),
m_offset(0),
m_normalized(normalized)
{
}
uint32_t BufferElement::getTypeSize() const
{
return BufferElement::getTypeSize(m_type);
}
uint32_t BufferElement::getTypeCount() const
{
return BufferElement::getTypeCount(m_type);
}
uint32_t BufferElement::getTypeGL() const
{
return BufferElement::getTypeGL(m_type);
}
uint32_t BufferElement::getTypeSize(const BufferElementType type)
{
switch (type) {
case BufferElementType::None: return 0;
case BufferElementType::Bool: return sizeof(bool);
case BufferElementType::Int: return sizeof(int32_t);
case BufferElementType::Int2: return sizeof(int32_t) * 2;
case BufferElementType::Int3: return sizeof(int32_t) * 3;
case BufferElementType::Int4: return sizeof(int32_t) * 4;
case BufferElementType::Mat3: return sizeof(float) * 3 * 3;
case BufferElementType::Mat4: return sizeof(float) * 4 * 4;
case BufferElementType::Vec: return sizeof(float);
case BufferElementType::Vec2: return sizeof(float) * 2;
case BufferElementType::Vec3: return sizeof(float) * 3;
case BufferElementType::Vec4: return sizeof(float) * 4;
};
ASSERT(false, "BufferElement unknown BufferElementType size!");
return 0;
}
uint32_t BufferElement::getTypeCount(const BufferElementType type)
{
switch (type) {
case BufferElementType::None: return 0;
case BufferElementType::Bool: return 1;
case BufferElementType::Int: return 1;
case BufferElementType::Int2: return 2;
case BufferElementType::Int3: return 3;
case BufferElementType::Int4: return 4;
case BufferElementType::Mat3: return 3 * 3;
case BufferElementType::Mat4: return 4 * 4;
case BufferElementType::Vec: return 1;
case BufferElementType::Vec2: return 2;
case BufferElementType::Vec3: return 3;
case BufferElementType::Vec4: return 4;
};
ASSERT(false, "BufferElement unknown BufferElementType count!");
return 0;
}
uint32_t BufferElement::getTypeGL(const BufferElementType type)
{
switch (type) {
case BufferElementType::None: return GL_NONE;
case BufferElementType::Bool: return GL_BOOL;
case BufferElementType::Int: return GL_INT;
case BufferElementType::Int2: return GL_INT;
case BufferElementType::Int3: return GL_INT;
case BufferElementType::Int4: return GL_INT;
case BufferElementType::Mat3: return GL_FLOAT;
case BufferElementType::Mat4: return GL_FLOAT;
case BufferElementType::Vec: return GL_FLOAT;
case BufferElementType::Vec2: return GL_FLOAT;
case BufferElementType::Vec3: return GL_FLOAT;
case BufferElementType::Vec4: return GL_FLOAT;
};
ASSERT(false, "BufferElement unknown BufferElementType GL!");
return 0;
}
// -----------------------------------------
BufferLayout::BufferLayout(const std::initializer_list<BufferElement>& elements) :
m_elements(elements), m_stride(0)
{
this->calculateOffsetsAndStride();
}
void BufferLayout::calculateOffsetsAndStride()
{
m_stride = 0;
for (auto& element : m_elements) {
element.setOffset(m_stride);
m_stride += element.getSize();
}
}
// -----------------------------------------
VertexBuffer::VertexBuffer(size_t size)
{
glGenBuffers(1, &m_id);
this->bind();
// Reserve data on the GPU
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
this->unbind();
}
VertexBuffer::VertexBuffer(float* vertices, size_t size)
{
glGenBuffers(1, &m_id);
this->bind();
// Upload data to the GPU
glBufferData(GL_ARRAY_BUFFER, size, vertices, GL_STATIC_DRAW);
this->unbind();
}
VertexBuffer::~VertexBuffer()
{
glDeleteBuffers(1, &m_id);
}
void VertexBuffer::bind() const
{
glBindBuffer(GL_ARRAY_BUFFER, m_id);
}
void VertexBuffer::unbind() const
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexBuffer::uploadData(const void* data, uint32_t size)
{
this->bind();
// Upload data to the GPU
glBufferSubData(GL_ARRAY_BUFFER, 0, size, data);
this->unbind();
}
// -----------------------------------------
IndexBuffer::IndexBuffer(uint32_t* indices, size_t size) :
m_count(size / sizeof(uint32_t))
{
glCreateBuffers(1, &m_id);
this->bind();
// Upload data to the GPU
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
this->unbind();
}
IndexBuffer::~IndexBuffer()
{
glDeleteBuffers(1, &m_id);
}
void IndexBuffer::bind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_id);
}
void IndexBuffer::unbind() const
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// -----------------------------------------
VertexArray::VertexArray()
{
glCreateVertexArrays(1, &m_id);
}
VertexArray::~VertexArray()
{
glDeleteVertexArrays(1, &m_id);
}
void VertexArray::bind() const
{
glBindVertexArray(m_id);
}
void VertexArray::unbind() const
{
glBindVertexArray(0);
}
void VertexArray::addVertexBuffer(const std::shared_ptr<VertexBuffer>& vertexBuffer)
{
const auto& layout = vertexBuffer->getLayout();
ASSERT(layout.getElements().size(), "VertexBuffer has no layout");
this->bind();
vertexBuffer->bind();
uint32_t index = 0;
for (const auto& element : layout) {
glEnableVertexAttribArray(index);
glVertexAttribPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
element.getNormalized() ? GL_TRUE : GL_FALSE,
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
index++;
}
m_vertexBuffers.push_back(vertexBuffer);
this->unbind();
vertexBuffer->unbind();
}
void VertexArray::setIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer)
{
this->bind();
indexBuffer->bind();
m_indexBuffer = indexBuffer;
this->unbind();
indexBuffer->unbind();
}
}