#include #include namespace Light { //==================== CONSTANT_BUFFER ====================// glConstantBuffer::glConstantBuffer(ConstantBufferIndex index, unsigned int size) : m_buffer_id(NULL) , m_index(static_cast(index)) { glCreateBuffers(1, &m_buffer_id); glNamedBufferData(m_buffer_id, size, nullptr, GL_DYNAMIC_DRAW); bind(); } glConstantBuffer::~glConstantBuffer() { glDeleteBuffers(1, &m_buffer_id); } void glConstantBuffer::bind() { glBindBufferBase(GL_UNIFORM_BUFFER, m_index, m_buffer_id); } void *glConstantBuffer::map() { void *map = glMapNamedBuffer(m_buffer_id, GL_WRITE_ONLY); return map; } void glConstantBuffer::un_map() { glUnmapNamedBuffer(m_buffer_id); } //==================== CONSTANT_BUFFER ====================// //==================== VERTEX_BUFFER ====================// glVertexBuffer::glVertexBuffer(float *vertices, unsigned int stride, unsigned int count) : m_buffer_id(NULL) { glCreateBuffers(1, &m_buffer_id); glNamedBufferData(m_buffer_id, stride * count, vertices, GL_DYNAMIC_DRAW); } glVertexBuffer::~glVertexBuffer() { glDeleteBuffers(1, &m_buffer_id); } void glVertexBuffer::bind() { glBindBuffer(GL_ARRAY_BUFFER, m_buffer_id); } void glVertexBuffer::un_bind() { glBindBuffer(GL_ARRAY_BUFFER, NULL); } void *glVertexBuffer::map() { return glMapNamedBuffer(m_buffer_id, GL_WRITE_ONLY); } void glVertexBuffer::un_map() { glUnmapNamedBuffer(m_buffer_id); } //==================== VERTEX_BUFFER ====================// //==================== INDEX_BUFFER ====================// glIndexBuffer::glIndexBuffer(unsigned int *indices, unsigned int count): m_buffer_id(NULL) { // generate indices if not provided bool hasIndices = !!indices; if (!hasIndices) { // check if (count % 6 != 0) { lt_log(warn, "'indices' can only be null if count is multiple of 6"); lt_log(warn, "Adding {} to 'count' -> {}", (6 - (count % 6)), count + (6 - (count % 6))); count = count + (6 - (count % 6)); } // create indices indices = new unsigned int[count]; unsigned int offset = 0u; for (unsigned int i = 0u; i < count; i += 6u) { indices[i + 0] = offset + 0u; indices[i + 1] = offset + 1u; indices[i + 2] = offset + 2u; indices[i + 3] = offset + 2u; indices[i + 4] = offset + 3u; indices[i + 5] = offset + 0u; offset += 4u; } } // create buffer glCreateBuffers(1, &m_buffer_id); glNamedBufferData(m_buffer_id, count * sizeof(unsigned int), indices, GL_STATIC_DRAW); // delete indices if (!hasIndices) delete[] indices; } glIndexBuffer::~glIndexBuffer() { glDeleteBuffers(1, &m_buffer_id); } void glIndexBuffer::bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_buffer_id); } void glIndexBuffer::un_bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL); } //==================== INDEX_BUFFER ====================// } // namespace Light