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vao.cpp
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244 lines (233 loc) · 8.72 KB
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# include "vao.h"
/*
void glDrawArrays (GLenum mode, GLint first, GLsizei count);
void glDrawElements (GLenum mode, GLsizei count, GLenum type, void *indices);
void glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices);
// multi
void glMultiDrawArrays (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
void glMultiDrawElements (GLenum mode, GLsizei *count, GLenum type, void **indices, GLsizei primcount);
// instanced
void glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount);
void glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount);
void glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount);
// instanced base instance
void glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
void glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
// indirect
void glDrawArraysIndirect (GLenum mode, const void *indirect);
void glDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect);
// multi indirect
void glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
void glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
void glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, void *indices, GLint basevertex);
void glMultiDrawElementsBaseVertex (GLenum mode, GLsizei *count, GLenum type, void **indices, GLsizei primcount, GLint *basevertex);
void glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, void *indices, GLint basevertex);
void glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex);
void glDrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
// transform feedback
void glDrawTransformFeedback (GLenum mode, GLuint id);
void glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream);
void glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);*/
VBO::~VBO(void)
{
if(layout) delete[ ] layout, layout = nullptr;
}
VBO::VBO(VBO &&VBO) noexcept: BO<GL_ARRAY_BUFFER>(static_cast<BO<GL_ARRAY_BUFFER> &&>(VBO)), layout(VBO.layout), stride(VBO.stride), count(VBO.count)
{ }
void VBO::operator = (VBO &&VBO) noexcept
{
VBO::~VBO( );
memcpy(this, &VBO, sizeof VBO);
memset(&VBO, 0, sizeof VBO);
}
IBO::IBO(BO<GL_ELEMENT_ARRAY_BUFFER> &&IBO, GLenum type):
BO<GL_ELEMENT_ARRAY_BUFFER>(static_cast<BO<GL_ELEMENT_ARRAY_BUFFER> &&>(IBO)), type(type)
{ }
/*
VAO::VAO(const BO<GL_ARRAY_BUFFER> &buffer, GLsizei stride, GLuint sizeof_VA, va_list ap)
{
if(GL_ASSERT(glGenVertexArrays(1, &array)))
if(GL_ASSERT(glBindVertexArray(array)))
{
if(GL_ASSERT(glBindBuffer(GL_ARRAY_BUFFER, buffer)))
for(GLuint index=0; index < sizeof_VA; ++index)
{
VBO::A A = va_arg(ap, VBO::A);
GL_ASSERT(glVertexAttribPointer(index, A.size, A.type, GL_FALSE, stride, A.mp));
GL_ASSERT(glEnableVertexAttribArray(index));
}
}
}
VAO::VAO(const BO<GL_ARRAY_BUFFER> &buffer, GLsizei stride, GLuint sizeof_VA, ...)
{
if(GL_ASSERT(glGenVertexArrays(1, &array)))
if(GL_ASSERT(glBindVertexArray(array)))
{
va_list ap;
va_start(ap, sizeof_VA);
va_end(ap);
}
}
VAO::VAO(const BO<GL_ELEMENT_ARRAY_BUFFER> &buffer, const BO<GL_ARRAY_BUFFER> &vbo, GLsizei sizeof_T, GLuint sizeof_VA, ...): VAO(vbo, sizeof_T, sizeof_VA, ...)
{
GL_ASSERT(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer));
}*/
VAO::A::A(const VBO &VBO): buffer(VBO), layout(VBO.layout), stride(VBO.stride), count(VBO.count)
{ }
VAO::~VAO(void)
{
if(array) GL_ASSERT(glDeleteVertexArrays(1, &array)), array = 0;
}
# pragma warning (suppress: 26495)
VAO::VAO(VAO &&VAO) noexcept
{
memcpy(this, &VAO, sizeof VAO);
memset(&VAO, 0, sizeof VAO);
}
void VAO::operator = (VAO &&VAO) noexcept
{
VAO::~VAO( );
memcpy(this, &VAO, sizeof VAO);
memset(&VAO, 0, sizeof VAO);
}
# include <cstdarg>
VAO::VAO(const BO<GL_ARRAY_BUFFER> &VBO, GLsizei stride, size_t attribs, ...)
{
if(GL_ASSERT(glGenVertexArrays(1, &array)))
if(GL_ASSERT(glBindVertexArray(array)))
if(GL_ASSERT(glBindBuffer(GL_ARRAY_BUFFER, VBO)))
{
va_list ap;
va_start(ap, attribs);
for(size_t index=0; index<attribs; ++index)
{
VBO::A A = va_arg(ap, VBO::A);
GL_ASSERT(glVertexAttribPointer(index, A.size, A.type, GL_FALSE, stride, A.mp));
GL_ASSERT(glEnableVertexAttribArray(index));
}
va_end(ap);
}
}
VAO::VAO(size_t buffers, ...)
{
GLuint index = 0;
if(GL_ASSERT(glGenVertexArrays(1, &array)))
if(GL_ASSERT(glBindVertexArray(array)))
{
va_list ap;
va_start(ap, buffers);
for(size_t i=0; i<buffers; ++i)
{
VAO::A A = va_arg(ap, VAO::A);
glBindBuffer(GL_ARRAY_BUFFER, A.buffer);
for(size_t j=0; j<A.count; ++j)
{
GL_ASSERT(glVertexAttribPointer(index, A.layout[j].size, A.layout[j].type, GL_FALSE, A.stride, A.layout[j].mp));
GL_ASSERT(glEnableVertexAttribArray(index));
++ index;
}
}
va_end(ap);
}
}
/*
void VAO::draw(GLenum mode, GLint first, GLsizei count)
{
if(ASSERT(array) && GL_ASSERT(glBindVertexArray(array))) switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
{
GL_ASSERT(glDrawElements(mode, count, type, static_cast<char *>(nullptr) + first));
return;
}
default:
if(ASSERT(!type))
GL_ASSERT(glDrawArrays(mode, first, count));
return;
}
}
void VAO::draw(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
{
if(ASSERT(array) && GL_ASSERT(glBindVertexArray(array))) switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT:
{
GL_ASSERT(glDrawElementsInstanced(mode, count, type, static_cast<char *>(nullptr) + first, instancecount));
return;
}
default:
if(ASSERT(!type))
GL_ASSERT(glDrawArraysInstanced(mode, first, count, instancecount));
return;
}
}*/
VAO::operator GLuint(void) const
{
return array;
}
/*
# define DATA_USAGE GL_STATIC_DRAW
/////////////////////////////////////////////////////////////////////////////////
VBO<void>::~VBO(void) { if(ID) GL_ASSERT(glDeleteBuffers(1, &ID)); }
VBO<void>::VBO(void) { ID = 0; }
VBO<void>::VBO(const void *p, size_t n)
{
GL_ASSERT(glGenBuffers(1, &ID));
GL_ASSERT(glBindBuffer(GL_ARRAY_BUFFER, ID));
GL_ASSERT(glBufferData(GL_ARRAY_BUFFER, n, p, DATA_USAGE));
//glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VBO<void>::operator =(VBO &&a)noexcept
{
this -> ~ VBO( );
ID = a.ID;
a.ID = 0;
}
VBO<void>::operator GLuint(void)const
{
return ID;
}
/////////////////////////////////////////////////////////////////////////////////
IBO::~IBO(void) { if(ID) GL_ASSERT(glDeleteBuffers(1, &ID)); }
IBO::IBO(void) { ID = 0; }
# define initialize(p, n) \
glGenBuffers(1, &ID); \
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ID); \
glBufferData(GL_ELEMENT_ARRAY_BUFFER, n, p, DATA_USAGE);
IBO::IBO(const GLubyte *p, size_t n){ initialize(p, n) }
IBO::IBO(const GLushort *p, size_t n){ initialize(p, n) }
IBO::IBO(const GLuint *p, size_t n){ initialize(p, n) }
# undef initialize
void IBO::operator =(IBO &&a)noexcept
{
this -> ~ IBO( );
ID = a.ID;
a.ID = 0;
}
IBO::operator GLuint(void)const
{
return ID;
}
/////////////////////////////////////////////////////////////////////////////////
VAO::~VAO(void)
{
if(ID) GL_ASSERT(glDeleteVertexArrays(1, &ID));
}
VAO::VAO(GLenum)
{
GL_ASSERT(glGenVertexArrays(1, &ID));
GL_ASSERT(glBindVertexArray(ID));
}
void VAO::clear(void)
{
if(ID) GL_ASSERT(glBindVertexArray(ID));
while(ID && N) GL_ASSERT(glDisableVertexAttribArray(--N));
}
VAO::operator GLuint(void)const
{
return ID;
}*/