light/Engine/src/Platform/GraphicsAPI/OpenGL/glVertexLayout.cpp

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#include "ltpch.h"
#include "glVertexLayout.h"
#include "glBuffers.h"
#include <glad/glad.h>
namespace Light {
glVertexLayout::glVertexLayout(std::shared_ptr<VertexBuffer> buffer, const std::vector<std::pair<std::string, VertexElementType>>& elements)
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{
// check
LT_ENGINE_ASSERT(std::dynamic_pointer_cast<glVertexBuffer>(buffer), "glVertexLayout::glVertexLayout: failed to cast 'VertexBuffer' to 'glVertexBuffer'");
LT_ENGINE_ASSERT(!elements.empty(), "glVertexLayout::glVertexLayout: 'elements' is empty");
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// local
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std::vector<glVertexElementDesc> elementsDesc;
elementsDesc.reserve(elements.size());
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unsigned int stride = 0u;
// extract elements desc
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for(const auto& element : elements)
{
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elementsDesc.push_back(GetElementDesc(element.second, stride));
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stride += elementsDesc.back().typeSize * elementsDesc.back().count;
}
// create vertex array
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glCreateVertexArrays(1, &m_ArrayID);
// bind buffer and array
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buffer->Bind();
Bind();
// enable vertex attributes
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unsigned int index = 0u;
for (const auto& elementDesc : elementsDesc)
{
glVertexAttribPointer(index, elementDesc.count, elementDesc.type, GL_FALSE, stride, (const void*)elementDesc.offset);
glEnableVertexAttribArray(index++);
}
}
glVertexLayout::~glVertexLayout()
{
glDeleteVertexArrays(1, &m_ArrayID);
}
void glVertexLayout::Bind()
{
glBindVertexArray(m_ArrayID);
}
void glVertexLayout::UnBind()
{
glBindVertexArray(NULL);
}
glVertexElementDesc glVertexLayout::GetElementDesc(VertexElementType type, unsigned int offset)
{
switch (type)
{
// #todo: add char
// int
case VertexElementType::Int1: return { GL_INT, 1u, sizeof(int), offset };
case VertexElementType::Int2: return { GL_INT, 2u, sizeof(int), offset };
case VertexElementType::Int3: return { GL_INT, 3u, sizeof(int), offset };
case VertexElementType::Int4: return { GL_INT, 4u, sizeof(int), offset };
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// uint
case VertexElementType::UInt1: return { GL_UNSIGNED_INT, 1u, sizeof(unsigned int), offset };
case VertexElementType::UInt2: return { GL_UNSIGNED_INT, 2u, sizeof(unsigned int), offset };
case VertexElementType::UInt3: return { GL_UNSIGNED_INT, 3u, sizeof(unsigned int), offset };
case VertexElementType::UInt4: return { GL_UNSIGNED_INT, 4u, sizeof(unsigned int), offset };
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// float
case VertexElementType::Float1: return { GL_FLOAT, 1u, sizeof(float), offset };
case VertexElementType::Float2: return { GL_FLOAT, 2u, sizeof(float), offset };
case VertexElementType::Float3: return { GL_FLOAT, 3u, sizeof(float), offset };
case VertexElementType::Float4: return { GL_FLOAT, 4u, sizeof(float), offset };
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// double
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case VertexElementType::Double1: return { GL_DOUBLE, 1, sizeof(float), offset };
case VertexElementType::Double2: return { GL_DOUBLE, 2, sizeof(float), offset };
case VertexElementType::Double3: return { GL_DOUBLE, 3, sizeof(float), offset };
case VertexElementType::Double4: return { GL_DOUBLE, 4, sizeof(float), offset };
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default:
LT_ENGINE_ASSERT(false, "glVertexLayout::GetElementDesc: invalid 'VertexElementType'");
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return {};
}
}
}