Inferno Game Engine
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#ifndef BUFFER_H
#define BUFFER_H
#include <cstddef> // std::size_t
#include <cstdint> // std::uint32_t
#include <memory> // std::shared_ptr
#include <string> // std::string
#include <vector> // std::vector
namespace Inferno {
enum class BufferElementType {
None = 0,
Bool,
Int, Int2, Int3, Int4,
Mat3, Mat4,
Vec, Vec2, Vec3, Vec4,
};
// -----------------------------------------
// Describes one element of the BufferLayout
class BufferElement {
public:
BufferElement(BufferElementType type, std::string name, bool normalized = false);
uint32_t getTypeSize() const;
uint32_t getTypeCount() const;
uint32_t getTypeGL() const;
static uint32_t getTypeSize(const BufferElementType type);
static uint32_t getTypeCount(const BufferElementType type);
static uint32_t getTypeGL(const BufferElementType type);
inline BufferElementType getType() const{ return m_type; }
inline std::string getName() const { return m_name; }
inline uint32_t getSize() const { return m_size; }
inline uint32_t getOffset() const { return m_offset; }
inline bool getNormalized() const { return m_normalized; }
inline void setType(const BufferElementType& type) { m_type = type; }
inline void setName(const std::string& name) { m_name = name; }
inline void setSize(const uint32_t& size) { m_size = size; }
inline void setOffset(const uint32_t& offset) { m_offset = offset; }
inline void setNormalized(const bool& normalized) { m_normalized = normalized; }
private:
BufferElementType m_type;
std::string m_name;
uint32_t m_size;
uint32_t m_offset;
bool m_normalized;
};
// -----------------------------------------
// Layout that describes raw vertex data
class BufferLayout {
public:
BufferLayout() {}
BufferLayout(const std::initializer_list<BufferElement>& elements);
inline const std::vector<BufferElement>& getElements() const { return m_elements; }
inline uint32_t getStride() const { return m_stride; }
// Iterators
std::vector<BufferElement>::iterator begin() { return m_elements.begin(); }
std::vector<BufferElement>::iterator end() { return m_elements.end(); }
std::vector<BufferElement>::const_iterator begin() const { return m_elements.begin(); }
std::vector<BufferElement>::const_iterator end() const { return m_elements.end(); }
protected:
void calculateOffsetsAndStride();
private:
std::vector<BufferElement> m_elements;
uint32_t m_stride;
};
// -----------------------------------------
// GPU memory which holds raw vertex data
class VertexBuffer {
public:
VertexBuffer(size_t size);
VertexBuffer(float* vertices, size_t size);
~VertexBuffer();
void bind() const;
void unbind() const;
void uploadData(const void* data, uint32_t size);
inline const BufferLayout& getLayout() const { return m_layout; }
inline void setLayout(const BufferLayout& layout) { m_layout = layout; }
private:
uint32_t m_id;
BufferLayout m_layout;
};
// -----------------------------------------
// Vertices order of rendering
class IndexBuffer {
public:
IndexBuffer(uint32_t* indices, size_t size);
~IndexBuffer();
void bind() const;
void unbind() const;
inline uint32_t getCount() const { return m_count; }
private:
uint32_t m_id;
uint32_t m_count;
};
// -----------------------------------------
// Array that holds the vertex attributes configuration
class VertexArray {
public:
VertexArray();
~VertexArray();
void bind() const;
void unbind() const;
void addVertexBuffer(const std::shared_ptr<VertexBuffer>& vertexBuffer);
void setIndexBuffer(const std::shared_ptr<IndexBuffer>& indexBuffer);
const std::vector<std::shared_ptr<VertexBuffer>>& getVertexBuffers() const { return m_vertexBuffers; }
const std::shared_ptr<IndexBuffer>& getIndexBuffer() const { return m_indexBuffer; }
private:
uint32_t m_id;
std::vector<std::shared_ptr<VertexBuffer>> m_vertexBuffers;
std::shared_ptr<IndexBuffer> m_indexBuffer;
};
}
#endif // BUFFER_H