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

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#include "glVertexLayout.hpp"
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#include "glBuffers.hpp"
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#include <glad/gl.h>
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namespace Light {
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glVertexLayout::glVertexLayout(Ref<VertexBuffer> buffer, const std::vector<std::pair<std::string, VertexElementType>>& elements)
: m_ArrayID(NULL)
{
// check
ASSERT(std::dynamic_pointer_cast<glVertexBuffer>(buffer), "Failed to cast 'VertexBuffer' to 'glVertexBuffer'");
ASSERT(!elements.empty(), "'elements' is empty");
// local
std::vector<glVertexElementDesc> elementsDesc;
elementsDesc.reserve(elements.size());
unsigned int stride = 0u;
// extract elements desc
for (const auto& element : elements)
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{
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elementsDesc.push_back(GetElementDesc(element.second, stride));
stride += elementsDesc.back().typeSize * elementsDesc.back().count;
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}
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// create vertex array
glCreateVertexArrays(1, &m_ArrayID);
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// bind buffer and array
buffer->Bind();
Bind();
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// enable vertex attributes
unsigned int index = 0u;
for (const auto& elementDesc : elementsDesc)
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{
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glVertexAttribPointer(index, elementDesc.count, elementDesc.type, GL_FALSE, stride, (const void*)elementDesc.offset);
glEnableVertexAttribArray(index++);
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}
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}
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)
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{
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/* byte */
case Light::VertexElementType::Byte1: return { GL_BYTE, 1u, sizeof(GLbyte), offset };
case Light::VertexElementType::Byte2: return { GL_BYTE, 1u, sizeof(GLbyte), offset };
case Light::VertexElementType::Byte4: return { GL_BYTE, 1u, sizeof(GLbyte), offset };
/* ubyte */
case Light::VertexElementType::UByte1: return { GL_UNSIGNED_BYTE, 1u, sizeof(GLubyte), offset };
case Light::VertexElementType::UByte2: return { GL_UNSIGNED_BYTE, 2u, sizeof(GLubyte), offset };
case Light::VertexElementType::UByte4: return { GL_UNSIGNED_BYTE, 4u, sizeof(GLubyte), offset };
/* int */
case VertexElementType::Int1: return { GL_INT, 1u, sizeof(GLint), offset };
case VertexElementType::Int2: return { GL_INT, 2u, sizeof(GLint), offset };
case VertexElementType::Int3: return { GL_INT, 3u, sizeof(GLint), offset };
case VertexElementType::Int4: return { GL_INT, 4u, sizeof(GLint), offset };
/* uint */
case VertexElementType::UInt1: return { GL_UNSIGNED_INT, 1u, sizeof(GLuint), offset };
case VertexElementType::UInt2: return { GL_UNSIGNED_INT, 2u, sizeof(GLuint), offset };
case VertexElementType::UInt3: return { GL_UNSIGNED_INT, 3u, sizeof(GLuint), offset };
case VertexElementType::UInt4: return { GL_UNSIGNED_INT, 4u, sizeof(GLuint), offset };
/* float */
case VertexElementType::Float1: return { GL_FLOAT, 1u, sizeof(GLfloat), offset };
case VertexElementType::Float2: return { GL_FLOAT, 2u, sizeof(GLfloat), offset };
case VertexElementType::Float3: return { GL_FLOAT, 3u, sizeof(GLfloat), offset };
case VertexElementType::Float4: return { GL_FLOAT, 4u, sizeof(GLfloat), offset };
default:
ASSERT(false, "Invalid 'VertexElementType'");
return {};
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}
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}
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} // namespace Light