106 lines
2.5 KiB
C++
106 lines
2.5 KiB
C++
/*
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* GLLoader.cpp
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*
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* Created on: 4 nov. 2020
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* Author: simon
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*/
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#include "render/loader/GLLoader.h"
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#include "render/GL.h"
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#include <cassert>
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namespace GL {
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VertexArray::~VertexArray() {
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if (m_ID != 0)
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glDeleteVertexArrays(1, &m_ID);
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}
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VertexArray::VertexArray(unsigned int vertexCount) : m_VertexCount(vertexCount) {
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glGenVertexArrays(1, &m_ID);
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}
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void VertexArray::Bind() const {
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glBindVertexArray(m_ID);
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}
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void VertexArray::Unbind() const {
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glBindVertexArray(0);
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}
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void VertexArray::BindVertexBuffer(VertexBuffer& VertexBuffer) {
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VertexBuffer.Bind();
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VertexBuffer.BindVertexAttribs();
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m_VertexBuffers.push_back(std::move(VertexBuffer));
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}
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VertexBuffer::~VertexBuffer() {
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if (m_ID != 0)
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glDeleteBuffers(1, &m_ID);
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}
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VertexBuffer::VertexBuffer(const std::vector<float>& data, unsigned int stride) : m_DataStride(stride) {
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glGenBuffers(1, &m_ID);
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Bind();
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glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(data.size() * sizeof(float)), nullptr, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, static_cast<GLsizeiptr>(data.size() * sizeof(float)), data.data());
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Unbind();
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}
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void VertexBuffer::Bind() const {
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glBindBuffer(GL_ARRAY_BUFFER, m_ID);
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}
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void VertexBuffer::Unbind() const {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void VertexBuffer::AddVertexAttribPointer(unsigned int index, unsigned int coordinateSize, unsigned int offset) {
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VertexAttribPointer pointer;
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pointer.m_Index = index;
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pointer.m_Size = coordinateSize;
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pointer.m_Offset = offset;
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m_VertexAttribs.push_back(pointer);
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}
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void VertexBuffer::BindVertexAttribs() const {
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for (const VertexAttribPointer& pointer : m_VertexAttribs) {
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glEnableVertexAttribArray(pointer.m_Index);
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glVertexAttribPointer(pointer.m_Index, static_cast<GLint>(pointer.m_Size), GL_FLOAT, false, m_DataStride * sizeof(float), reinterpret_cast<void*>(pointer.m_Offset));
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}
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}
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Texture::Texture(const char* textureData, int width, int height, int comp) {
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glGenTextures(1, &m_ID);
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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assert(comp == 3 || comp == 4);
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if (comp == 3)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
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GL_UNSIGNED_BYTE, textureData);
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else
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, textureData);
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Unbind();
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}
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Texture::~Texture() {
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glDeleteTextures(1, &m_ID);
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}
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void Texture::Bind() const {
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glBindTexture(GL_TEXTURE_2D, m_ID);
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}
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void Texture::Unbind() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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} |