BLT-With-Graphics-Template/include/blt/gfx/vao.h

199 lines
5.0 KiB
C++

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