2021-11-27 19:16:41 +00:00
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#pragma once
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2021-11-25 21:15:24 +00:00
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#include <gl/glew.h>
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#include <gl/GL.h>
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#include "vbo.h"
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namespace simpleengine::gfx {
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class VAO {
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public:
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GLuint handle;
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VAO() {
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2021-11-26 03:28:47 +00:00
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glCreateVertexArrays(1, &handle);
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2021-11-25 21:15:24 +00:00
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}
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~VAO() {
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destroy();
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}
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void destroy() {
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glDeleteVertexArrays(1, &handle);
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}
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2021-11-27 18:52:48 +00:00
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void bind() const {
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2021-11-25 21:15:24 +00:00
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glBindVertexArray(handle);
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}
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2021-11-26 03:28:47 +00:00
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// TODO: Fix this.
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2021-11-27 18:52:48 +00:00
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void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset) const {
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2021-11-25 21:15:24 +00:00
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bind();
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vbo.bind();
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// NOTE: glVertexAttribPointer will AUTO-CONVERT integer values to floating point.
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// Integer vertex attributes must be specified with glVertexAttribIPointer.
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// THIS IS EVIL. OpenGL is bad. Who designed this to fail silently?
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switch (type) {
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case GL_BYTE:
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case GL_UNSIGNED_BYTE:
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_INT_2_10_10_10_REV:
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case GL_UNSIGNED_INT_2_10_10_10_REV:
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glVertexAttribIPointer(index, size, type, stride, (void *) offset);
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break;
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default:
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2021-11-27 18:52:48 +00:00
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glVertexAttribPointer(index, size, type, GL_FALSE, stride, (void *) offset);
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2021-11-25 21:15:24 +00:00
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break;
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}
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glEnableVertexAttribArray(index);
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// note that this is allowed, the call to glVertexAttribPointer registered VBO as the vertex attribute's
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// bound vertex buffer object so afterwards we can safely unbind.
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2021-11-26 03:28:47 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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2021-11-25 21:15:24 +00:00
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// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this
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// rarely happens. Modifying other VAOs requires a call to glBindVertexArray anyways so we generally
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// don't unbind VAOs (nor VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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}
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};
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2021-11-27 19:16:41 +00:00
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}
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