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buffer.cpp
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#include <glad/glad.h>
#include <glcore/buffer.h>
#include <utility>
using vec = std::vector<float>;
using uvec = std::vector<unsigned int>;
Buffer::~Buffer() {}
/******************* VERTEX BUFFER **************************************/
VertexBuffer::VertexBuffer() {
glGenVertexArrays(1, &vao_);
glGenBuffers(1, &vbo_);
}
VertexBuffer::VertexBuffer(const vec &vertices) : VertexBuffer() {
vertices_ = vertices;
}
VertexBuffer::VertexBuffer(VertexBuffer &&o)
: vao_(o.vao_), vbo_(o.vbo_), vertices_(std::move(o.vertices_)) {
o.vao_ = 0;
o.vbo_ = 0;
}
VertexBuffer &VertexBuffer::operator=(VertexBuffer &&o) {
if (vao_) {
glDeleteVertexArrays(1, &vao_);
glDeleteBuffers(1, &vbo_);
}
vao_ = o.vao_;
vbo_ = o.vbo_;
vertices_ = std::move(o.vertices_);
o.vao_ = 0;
o.vbo_ = 0;
return *this;
}
VertexBuffer::~VertexBuffer() {
if (vao_) {
glDeleteVertexArrays(1, &vao_);
glDeleteBuffers(1, &vbo_);
}
}
void VertexBuffer::draw() {
bind();
glDrawArrays(GL_POINTS, 0, vertices_.size()/3);
}
void VertexBuffer::build() {
bind();
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices_.size(),
vertices_.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
}
void VertexBuffer::bind() {
glBindVertexArray(vao_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
}
/******************* BASIC BUFFER **************************************/
BasicBuffer::BasicBuffer() : VertexBuffer() { glGenBuffers(1, &ebo_); }
BasicBuffer::BasicBuffer(const vec &vertices) : BasicBuffer() {
vertices_ = vertices;
}
BasicBuffer::BasicBuffer(const vec &vertices, const uvec &indices)
: BasicBuffer(vertices) {
indices_ = indices;
}
BasicBuffer::BasicBuffer(BasicBuffer &&o)
: VertexBuffer(std::move(o)), indices_(std::move(o.indices_)), ebo_(o.ebo_) {
o.ebo_ = 0;
}
BasicBuffer &BasicBuffer::operator=(BasicBuffer &&o) {
if (vao_)
glDeleteBuffers(1, &ebo_);
VertexBuffer::operator=(std::move(o));
ebo_ = o.ebo_;
indices_ = std::move(o.indices_);
o.ebo_ = 0;
return *this;
}
BasicBuffer::~BasicBuffer() {
if (vao_)
glDeleteBuffers(1, &ebo_);
}
void BasicBuffer::draw() {
bind();
glDrawElements(GL_TRIANGLES, indices_.size(), GL_UNSIGNED_INT, 0);
}
void BasicBuffer::bind() {
glBindVertexArray(vao_);
glBindBuffer(GL_ARRAY_BUFFER, vbo_);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo_);
}
void BasicBuffer::build() {
bind();
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices_.size(),
vertices_.data(), GL_STATIC_DRAW);
if (indices_.size() == 0) {
for (unsigned int i = 0; i < vertices_.size(); i++) {
indices_.push_back(i);
}
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices_.size(),
indices_.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
}
/******************* TEXTURE BUFFER **************************************/
void TextureBuffer::addTexture(Texture *texture) {
textures_.push_back(texture);
}
void TextureBuffer::build() {
bind();
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertices_.size(),
vertices_.data(), GL_STATIC_DRAW);
if (indices_.size() == 0) {
for (unsigned int i = 0; i < vertices_.size(); i++) {
indices_.push_back(i);
}
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices_.size(),
indices_.data(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float),
(void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
void TextureBuffer::draw() {
for (size_t i = 0; i < textures_.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
textures_[i]->bind();
}
bind();
glDrawElements(GL_TRIANGLES, indices_.size(), GL_UNSIGNED_INT, 0);
}