#include #include #include namespace Light { glVertexLayout::glVertexLayout( Ref buffer, const std::vector> &elements ) : m_array_id(NULL) { // check lt_assert( std::dynamic_pointer_cast(buffer), "Failed to cast 'VertexBuffer' to 'glVertexBuffer'" ); lt_assert(!elements.empty(), "'elements' is empty"); // local auto elementsDesc = std::vector {}; elementsDesc.reserve(elements.size()); auto stride = 0u; // extract elements desc for (const auto &element : elements) { elementsDesc.push_back(get_element_desc(element.second, stride)); stride += elementsDesc.back().typeSize * elementsDesc.back().count; } // create vertex array glCreateVertexArrays(1, &m_array_id); // bind buffer and array buffer->bind(); bind(); // enable vertex attributes auto 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_array_id); } void glVertexLayout::bind() { glBindVertexArray(m_array_id); } void glVertexLayout::un_bind() { glBindVertexArray(NULL); } auto glVertexLayout::get_element_desc(VertexElementType type, unsigned int offset) -> glVertexElementDesc { switch (type) { /* 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: lt_assert(false, "Invalid 'VertexElementType'"); return {}; } } } // namespace Light