107 lines
3.1 KiB
C++
107 lines
3.1 KiB
C++
#pragma once
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#include <cstdio>
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#include <iostream>
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#ifdef __linux__
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#include <GL/glew.h>
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#include <GL/gl.h>
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#else
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#include <gl/glew.h>
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#include <gl/gl.h>
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#endif
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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(GLuint handle) : handle(handle) {
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//glCreateVertexArrays(1, &handle);
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}
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~VAO() {
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std::cout << "~vao(" << handle << ")" << std::endl;
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}
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VAO& operator=(const VAO& other) {
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if (this != &other) {
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handle = other.handle;
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}
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std::cout << "Copied " << handle << std::endl;
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return *this;
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}
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static VAO init() {
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GLuint handle;
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glCreateVertexArrays(1, &handle);
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return VAO(handle);
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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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void bind() const {
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glBindVertexArray(handle);
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}
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// TODO: Fix this.
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void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset, bool should_bind = true) const {
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if (should_bind) {
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bind();
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vbo.bind();
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}
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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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glVertexAttribPointer(index, size, type, GL_FALSE, stride, (void *) offset);
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break;
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}
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glEnableVertexAttribArray(index);
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if (should_bind) {
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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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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void disable_attrib(const VBO& vbo, GLuint index) const {
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bind();
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vbo.bind();
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glDisableVertexAttribArray(index);
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}
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void set_attrib_value(const VBO& vbo, GLuint index, float f) const {
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bind();
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vbo.bind();
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glVertexAttrib1f(index, f);
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}
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};
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} |