199 lines
5.0 KiB
C++
199 lines
5.0 KiB
C++
#pragma once
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/*
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* Copyright (C) 2024 Brett Terpstra
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#ifndef BLT_GFX_VAO_H
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#define BLT_GFX_VAO_H
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#include <memory>
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#include <blt/gfx/vbo.h>
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#include <blt/std/hashmap.h>
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#include <blt/std/vector.h>
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namespace blt::gfx
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{
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class unique_vao_t;
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namespace detail
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{
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struct vao_vbo_storage_t
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{
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std::unique_ptr<unique_vbo_t> vbo;
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std::optional<hashset_t<u32>> attribute_numbers;
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[[nodiscard]] bool is_element() const
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{
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return vbo->get_buffer_type() == GL_ELEMENT_ARRAY_BUFFER;
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}
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explicit vao_vbo_storage_t(unique_vbo_t&& vbo): vbo(std::make_unique<unique_vbo_t>(std::move(vbo)))
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{}
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};
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class vao_vbo_context_t
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{
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friend class vao_context_t;
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public:
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vao_vbo_context_t(const vao_vbo_context_t& copy) = delete;
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vao_vbo_context_t(vao_vbo_context_t&& move) = delete;
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vao_vbo_context_t& operator=(const vao_vbo_context_t& copy) = delete;
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vao_vbo_context_t& operator=(vao_vbo_context_t&& move) = delete;
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/**
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* This function takes ownership of the underlying VBO (GPU side). It will be freed when the basic vertex array is deleted
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* @param attribute_number attribute number to bind to
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* @param coordinate_size size of the data (number of elements, not the number of bytes)
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* @param type GL_TYPE type of data
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* @param stride how many bytes this data takes (for the entire per-vertex data structure) 0 will assume packed data
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* This is in effect how many bytes until the next block of data
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* @param offset offset into the data structure to where the data is stored
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*/
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vao_vbo_context_t& attribute_ptr(int attribute_number, int coordinate_size, GLenum type, int stride, long offset);
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vao_vbo_context_t& silence()
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{
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attributed = true;
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return *this;
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}
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/**
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* Useless function, but if it makes you feel better, feel free to use it.
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*/
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vao_vbo_context_t& as_element()
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{
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return *this;
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}
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~vao_vbo_context_t();
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private:
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vao_vbo_context_t(unique_vao_t& vao, vao_vbo_storage_t& vbo): vbo(vbo), vao(vao)
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{}
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vao_vbo_storage_t& vbo;
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unique_vao_t& vao;
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bool attributed = false;
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};
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class vao_context_t
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{
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friend vao_vbo_context_t;
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friend unique_vao_t;
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public:
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vao_context_t(const vao_context_t& copy) = delete;
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vao_context_t(vao_context_t&& move) = delete;
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vao_context_t& operator=(const vao_context_t& copy) = delete;
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vao_context_t& operator=(vao_context_t&& move) = delete;
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vao_context_t& bind();
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vao_context_t& unbind();
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vao_vbo_context_t attach_vbo(unique_vbo_t&& vbo) const;
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~vao_context_t();
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private:
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[[nodiscard]] bool is_bound() const;
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explicit vao_context_t(unique_vao_t& vao): vao(vao)
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{
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bind();
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}
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unique_vao_t& vao;
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};
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}
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class unique_vao_t
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{
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friend detail::vao_vbo_context_t;
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friend detail::vao_context_t;
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public:
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unique_vao_t(): vaoID(0)
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{
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glGenVertexArrays(1, &*vaoID);
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}
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unique_vao_t(const unique_vao_t&) = delete;
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unique_vao_t& operator=(const unique_vao_t&) = delete;
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unique_vao_t(unique_vao_t&& other) noexcept: vaoID(std::exchange(other.vaoID, std::nullopt))
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{}
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unique_vao_t& operator=(unique_vao_t&& other) noexcept
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{
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vaoID = std::exchange(other.vaoID, vaoID);
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return *this;
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}
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/**
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* This function is used for configuring the internals of VAO it will automatically unbind the VAO at the end of scope
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*/
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detail::vao_context_t configure();
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/**
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* This function is used to bind the VAO for usage during rendering.
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*/
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void bind() const;
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[[nodiscard]] std::optional<ref<unique_vbo_t>> get_attribute(const u32 attribute) const
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{
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for (const auto& vbo_obj : vbo_list)
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{
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if (const auto attrs = vbo_obj.attribute_numbers)
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{
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if (attrs->contains(attribute))
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return *vbo_obj.vbo;
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}
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}
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return {};
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}
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[[nodiscard]] std::optional<ref<unique_vbo_t>> get_buffer_type(const GLuint buffer_type) const
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{
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for (const auto& vbo_obj : vbo_list)
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{
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if (vbo_obj.vbo->get_buffer_type() == buffer_type)
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return *vbo_obj.vbo;
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}
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return {};
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}
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[[nodiscard]] std::optional<ref<unique_vbo_t>> get_element() const
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{
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for (const auto& vbo_obj : vbo_list)
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{
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if (vbo_obj.is_element())
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return *vbo_obj.vbo;
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}
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return {};
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}
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~unique_vao_t()
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{
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if (vaoID)
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glDeleteVertexArrays(1, &*vaoID);
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}
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private:
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std::optional<GLuint> vaoID;
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std::vector<detail::vao_vbo_storage_t> vbo_list;
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};
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}
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#endif //BLT_GFX_VAO_H
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