#include "glBuffers.h" #include namespace Light { //==================== CONSTANT_BUFFER ====================// glConstantBuffer::glConstantBuffer(ConstantBufferIndex index, unsigned int size) : m_BufferID(NULL), m_Index(static_cast(index)) { glCreateBuffers(1, &m_BufferID); glNamedBufferData(m_BufferID, size, nullptr, GL_DYNAMIC_DRAW); Bind(); } glConstantBuffer::~glConstantBuffer() { glDeleteBuffers(1, &m_BufferID); } void glConstantBuffer::Bind() { glBindBufferBase(GL_UNIFORM_BUFFER, m_Index, m_BufferID); } void* glConstantBuffer::Map() { void* map = glMapNamedBuffer(m_BufferID, GL_WRITE_ONLY); return map; } void glConstantBuffer::UnMap() { glUnmapNamedBuffer(m_BufferID); } //==================== CONSTANT_BUFFER ====================// //==================== VERTEX_BUFFER ====================// glVertexBuffer::glVertexBuffer(float* vertices, unsigned int stride, unsigned int count) : m_BufferID(NULL) { glCreateBuffers(1, &m_BufferID); glNamedBufferData(m_BufferID, stride * count, vertices, GL_DYNAMIC_DRAW); } glVertexBuffer::~glVertexBuffer() { glDeleteBuffers(1, &m_BufferID); } void glVertexBuffer::Bind() { glBindBuffer(GL_ARRAY_BUFFER, m_BufferID); } void glVertexBuffer::UnBind() { glBindBuffer(GL_ARRAY_BUFFER, NULL); } void* glVertexBuffer::Map() { return glMapNamedBuffer(m_BufferID, GL_WRITE_ONLY); } void glVertexBuffer::UnMap() { glUnmapNamedBuffer(m_BufferID); } //==================== VERTEX_BUFFER ====================// //==================== INDEX_BUFFER ====================// glIndexBuffer::glIndexBuffer(unsigned int* indices, unsigned int count) : m_BufferID(NULL) { // generate indices if not provided bool hasIndices = !!indices; if (!hasIndices) { // check if (count % 6 != 0) { LT_ENGINE_WARN("glIndexBuffer::dxIndexBuffer: 'indices' can only be null if count is multiple of 6"); LT_ENGINE_WARN("glIndexBuffer::glIndexBuffer: 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_BufferID); glNamedBufferData(m_BufferID, count * sizeof(unsigned int), indices, GL_STATIC_DRAW); // delete indices if (!hasIndices) delete[] indices; } glIndexBuffer::~glIndexBuffer() { glDeleteBuffers(1, &m_BufferID); } void glIndexBuffer::Bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_BufferID); } void glIndexBuffer::UnBind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, NULL); } //==================== INDEX_BUFFER ====================// }