115 lines
3.5 KiB
C++
Executable File
115 lines
3.5 KiB
C++
Executable File
// =====================================================================================================================
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// glw, an open-source library that wraps OpenGL structures into classes.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#ifndef GLW_VERTEX_DESCRIPTOR_H
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#define GLW_VERTEX_DESCRIPTOR_H
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#include "common.h"
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#include <open-cpp-utils/dynarray.h>
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namespace ocu = open_cpp_utils;
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namespace glw
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{
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// =====================================================================================================================
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// Definitions
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// =====================================================================================================================
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class vertex_descriptor
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{
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// Functions ===========================================================================================================
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private:
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struct attribute
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{
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size_t size;
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enum_t type;
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bool normalized;
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index_t offset;
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};
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// Functions ===========================================================================================================
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public:
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vertex_descriptor();
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vertex_descriptor(const vertex_descriptor&);
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vertex_descriptor(vertex_descriptor&&) = default;
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~vertex_descriptor();
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void add_attribute(enum_t type, size_t size, bool normalized);
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void bind();
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// Variables ===========================================================================================================
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private:
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handle_t handle_;
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ocu::dynarray<attribute> attributes_;
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};
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inline vertex_descriptor::vertex_descriptor()
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: handle_(NULL)
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{
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glCreateVertexArrays(1, &handle_);
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}
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inline vertex_descriptor::vertex_descriptor(const vertex_descriptor& other)
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: handle_(NULL)
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{
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glCreateVertexArrays(1, &handle_);
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attributes_.reserve(other.attributes_.size());
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for(const attribute& attrib : other.attributes_)
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{
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add_attribute(attrib.type, attrib.size, attrib.normalized);
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}
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}
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inline vertex_descriptor::~vertex_descriptor()
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{
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glDeleteVertexArrays(1, &handle_);
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}
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inline void vertex_descriptor::add_attribute(enum_t type, size_t size, bool normalized)
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{
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index_t offset = 0;
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if(attributes_.empty() == false)
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{
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const attribute& prev = attributes_.back();
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offset = prev.offset + prev.size * size_of(prev.type);
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}
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glEnableVertexArrayAttrib(handle_, attributes_.size());
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glVertexArrayAttribFormat(handle_, attributes_.size(), size, type, normalized, offset);
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attributes_.push_back(attribute(size, type, normalized, offset));
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}
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inline void vertex_descriptor::bind()
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{
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glBindVertexArray(handle_);
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}
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}
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#endif //VERTEX_DESCRIPTOR_H
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