/* * Created by Brett Terpstra 6920201 on 26/10/22. * Copyright (c) 2022 Brett Terpstra. All Rights Reserved. * stores / handles GL related stuff like implementing functions and common classes */ #ifndef STEP_3_GL_H #define STEP_3_GL_H #include #include #include #include #include #ifndef USE_GLFW #include #include #include #include "graphics/gl/glext.h" extern PFNGLCREATEVERTEXARRAYSPROC glCreateVertexArrays; extern PFNGLCREATEBUFFERSPROC glCreateBuffers; extern PFNGLNAMEDBUFFERDATAPROC glNamedBufferData; extern PFNGLNAMEDBUFFERSUBDATAPROC glNamedBufferSubData; extern PFNGLENABLEVERTEXARRAYATTRIBPROC glEnableVertexArrayAttrib; extern PFNGLVERTEXARRAYATTRIBBINDINGPROC glVertexArrayAttribBinding; extern PFNGLVERTEXARRAYATTRIBFORMATPROC glVertexArrayAttribFormat; #else #include #endif // since we are doing everything with raytracing // the purpose of these utility classes are purely for debug // such as drawing bounding boxes around a BVH class Texture { private: Texture(const Texture& that); // Disable Copy Constructor Texture& operator=(const Texture& that); // Disable Copy Assignment protected: unsigned int textureID; int width, height, channels; unsigned char* loadTexture(const std::string& path); Raytracing::Image* _image = nullptr; unsigned char* data; public: Texture(Texture &&) noexcept = delete; // Disable move constructor. Texture& operator=(Texture &&) noexcept = delete; // Disable Move Assignment Texture(); explicit Texture(const std::string& path); explicit Texture(Raytracing::Image* image); ~Texture(); void updateImage(); void bind() const; void unbind(); void enableGlTextures(int textureCount); }; class VAO { private: unsigned int VaoID, instanceVBO; std::vector VBOs; int drawCount = -1, currentTransforms = -1; // vertex data unsigned int storeData(int attrNumber, int coordSize, int stride, long offset, int length, const float* data); // element data (indices) unsigned int storeData(int length, const unsigned int *data); // instance data unsigned int createInstanceVBO(int count, int bytePerInstance); // used much in the same way that store data sets an attribute where the data is expected // except this sets based on the master instance vbo, telling the GPU where to use the data and when. void addInstancedAttribute(int attribute, int dataSize, int dataLengthBytes, int offset) const; // disable bad constructors // we can't just make copies of GPU objects like we can on the CPU. It's stupidly expensive. VAO() = default; VAO(const VAO& that); // Disable Copy Constructor VAO& operator=(const VAO& that); // Disable Copy Assignment public: VAO(VAO &&) noexcept = delete; // Disable move constructor. VAO& operator=(VAO &&) noexcept = delete; // Disable Move Assignment explicit VAO(const std::vector &triangles); VAO(const std::vector& verts, const std::vector& uvs, const std::vector& indices); VAO(const std::vector& verts, const std::vector& uvs); void bind() const; void unbind(); // draws as if it where a fullscreen quad (literally used for that) void draw() const; // draw as if it's a box that we need to bulk draw. void draw(Raytracing::Shader& shader, const std::vector& positions); ~VAO(); }; // should be called by the window class to get the function pointers. void assignGLFunctionPointers(); #endif //STEP_3_GL_H