Add vao RAII class

This commit is contained in:
rexy712 2020-08-31 10:12:10 -07:00
parent f6bc17f71b
commit aad6db9b29
2 changed files with 373 additions and 0 deletions

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include/graphics/vao.hpp Normal file
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/**
This file is a part of our_dick
Copyright (C) 2020 rexy712
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero 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 Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef OUR_DICK_GRAPHICS_VAO_HPP
#define OUR_DICK_GRAPHICS_VAO_HPP
#include "gl_include.hpp"
#include "math/math.hpp"
namespace graphics{
using namespace math;
class vertex_attribute;
//class representing a vertex array object
class vao
{
private:
GLuint m_buffer; //handle to the vertex array
public:
//create a default initialized opengl vao
vao();
vao(const vao&) = delete;
vao(vao&&);
~vao();
vao& operator=(const vao&) = delete;
vao& operator=(vao&&);
//Get access to a generic vertex attribute within this vao
vertex_attribute get_attribute(int index);
//bind this vao for use with rendering program
void bind();
//unbind this vao and rebind state machine to 0
void unbind();
};
//class representing a generic vertex attribute in a vao
class vertex_attribute
{
private:
GLuint m_vao; //handle to vertex array object
int m_index; //index of this attribute
public:
constexpr vertex_attribute(GLuint vao, int index):
m_vao(vao),
m_index(index){}
constexpr vertex_attribute(const vertex_attribute&) = default;
constexpr vertex_attribute(vertex_attribute&&) = default;
~vertex_attribute() = default;
constexpr vertex_attribute& operator=(const vertex_attribute&) = default;
constexpr vertex_attribute& operator=(vertex_attribute&&) = default;
//enable use as an array attribute (most likely what is desired)
void enable_array_mode();
//disable use as an array attribute. used for static data in attributes during rendering
void disable_array_mode();
//setters for use in array mode. Same arguments as glVertexAttribPointer but these take arguments
//as object counts rather than bytes. a valid vbo must be bound to buffers::array_buffer before these are called.
void set_float_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_double_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_byte_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_ubyte_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_short_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_ushort_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_int_pointer(GLint size, GLsizei stride, GLsizei offset);
void set_uint_pointer(GLint size, GLsizei stride, GLsizei offset);
//setters for use in non array mode
void set(GLfloat);
void set(GLshort);
void set(GLdouble);
void set(GLint);
void set(GLuint);
void set(GLfloat, GLfloat);
void set(GLshort, GLshort);
void set(GLdouble, GLdouble);
void set(GLint, GLint);
void set(GLuint, GLuint);
void set(GLfloat, GLfloat, GLfloat);
void set(GLshort, GLshort, GLshort);
void set(GLdouble, GLdouble, GLdouble);
void set(GLint, GLint, GLint);
void set(GLuint, GLuint, GLuint);
void set(GLfloat, GLfloat, GLfloat, GLfloat);
void set(GLshort, GLshort, GLshort, GLshort);
void set(GLdouble, GLdouble, GLdouble, GLdouble);
void set(GLint, GLint, GLint, GLint);
void set(GLuint, GLuint, GLuint, GLuint);
void set(const vec2<GLfloat>&);
void set(const vec2<GLshort>&);
void set(const vec2<GLdouble>&);
void set(const vec2<GLint>&);
void set(const vec2<GLuint>&);
void set(const vec3<GLfloat>&);
void set(const vec3<GLshort>&);
void set(const vec3<GLdouble>&);
void set(const vec3<GLint>&);
void set(const vec3<GLuint>&);
void set(const vec4<GLfloat>&);
void set(const vec4<GLshort>&);
void set(const vec4<GLdouble>&);
void set(const vec4<GLint>&);
void set(const vec4<GLuint>&);
void set(const vec4<GLbyte>&);
void set(const vec4<GLubyte>&);
void set(const vec4<GLushort>&);
};
}
#endif

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src/graphics/vao.cpp Normal file
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/**
This file is a part of our_dick
Copyright (C) 2020 rexy712
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero 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 Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "graphics/vao.hpp"
#include <utility> //exchange, swap
namespace graphics{
void vertex_attribute::enable_array_mode(){
glBindVertexArray(m_vao);
glEnableVertexAttribArray(m_index);
}
void vertex_attribute::disable_array_mode(){
glBindVertexArray(m_vao);
glEnableVertexAttribArray(m_index);
}
void vertex_attribute::set_float_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * stride, (void*)(sizeof(GLfloat) * offset));
}
void vertex_attribute::set_double_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_DOUBLE, GL_FALSE, sizeof(GLdouble) * stride, (void*)(sizeof(GLdouble) * offset));
}
void vertex_attribute::set_byte_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_BYTE, GL_FALSE, sizeof(GLbyte) * stride, (void*)(sizeof(GLbyte) * offset));
}
void vertex_attribute::set_ubyte_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(GLubyte) * stride, (void*)(sizeof(GLubyte) * offset));
}
void vertex_attribute::set_short_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_SHORT, GL_FALSE, sizeof(GLshort) * stride, (void*)(sizeof(GLshort) * offset));
}
void vertex_attribute::set_ushort_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_UNSIGNED_SHORT, GL_FALSE, sizeof(GLushort) * stride, (void*)(sizeof(GLushort) * offset));
}
void vertex_attribute::set_int_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_INT, GL_FALSE, sizeof(GLint) * stride, (void*)(sizeof(GLint) * offset));
}
void vertex_attribute::set_uint_pointer(GLint size, GLsizei stride, GLsizei offset){
glBindVertexArray(m_vao);
glVertexAttribPointer(m_index, size, GL_UNSIGNED_INT, GL_FALSE, sizeof(GLuint) * stride, (void*)(sizeof(GLuint) * offset));
}
void vertex_attribute::set(GLfloat x){
glBindVertexArray(m_vao);
glVertexAttrib1f(m_index, x);
}
void vertex_attribute::set(GLshort x){
glBindVertexArray(m_vao);
glVertexAttrib1s(m_index, x);
}
void vertex_attribute::set(GLdouble x){
glBindVertexArray(m_vao);
glVertexAttrib1d(m_index, x);
}
void vertex_attribute::set(GLint x){
glBindVertexArray(m_vao);
glVertexAttribI1i(m_index, x);
}
void vertex_attribute::set(GLuint x){
glBindVertexArray(m_vao);
glVertexAttribI1ui(m_index, x);
}
void vertex_attribute::set(GLfloat x, GLfloat y){
glBindVertexArray(m_vao);
glVertexAttrib2f(m_index, x, y);
}
void vertex_attribute::set(GLshort x, GLshort y){
glBindVertexArray(m_vao);
glVertexAttrib2s(m_index, x, y);
}
void vertex_attribute::set(GLdouble x, GLdouble y){
glBindVertexArray(m_vao);
glVertexAttrib2d(m_index, x, y);
}
void vertex_attribute::set(GLint x, GLint y){
glBindVertexArray(m_vao);
glVertexAttribI2i(m_index, x, y);
}
void vertex_attribute::set(GLuint x, GLuint y){
glBindVertexArray(m_vao);
glVertexAttribI2ui(m_index, x, y);
}
void vertex_attribute::set(GLfloat x, GLfloat y, GLfloat z){
glBindVertexArray(m_vao);
glVertexAttrib3f(m_index, x, y, z);
}
void vertex_attribute::set(GLshort x, GLshort y, GLshort z){
glBindVertexArray(m_vao);
glVertexAttrib3s(m_index, x, y, z);
}
void vertex_attribute::set(GLdouble x, GLdouble y, GLdouble z){
glBindVertexArray(m_vao);
glVertexAttrib3d(m_index, x, y, z);
}
void vertex_attribute::set(GLint x, GLint y, GLint z){
glBindVertexArray(m_vao);
glVertexAttribI3i(m_index, x, y, z);
}
void vertex_attribute::set(GLuint x, GLuint y, GLuint z){
glBindVertexArray(m_vao);
glVertexAttribI3ui(m_index, x, y, z);
}
void vertex_attribute::set(GLfloat x, GLfloat y, GLfloat z, GLfloat w){
glBindVertexArray(m_vao);
glVertexAttrib4f(m_index, x, y, z, w);
}
void vertex_attribute::set(GLshort x, GLshort y, GLshort z, GLshort w){
glBindVertexArray(m_vao);
glVertexAttrib4s(m_index, x, y, z, w);
}
void vertex_attribute::set(GLdouble x, GLdouble y, GLdouble z, GLdouble w){
glBindVertexArray(m_vao);
glVertexAttrib4d(m_index, x, y, z, w);
}
void vertex_attribute::set(GLint x, GLint y, GLint z, GLint w){
glBindVertexArray(m_vao);
glVertexAttribI4i(m_index, x, y, z, w);
}
void vertex_attribute::set(GLuint x, GLuint y, GLuint z, GLuint w){
glBindVertexArray(m_vao);
glVertexAttribI4ui(m_index, x, y, z, w);
}
void vertex_attribute::set(const vec2<GLfloat>& v){
glBindVertexArray(m_vao);
glVertexAttrib2fv(m_index, v);
}
void vertex_attribute::set(const vec2<GLshort>& v){
glBindVertexArray(m_vao);
glVertexAttrib2sv(m_index, v);
}
void vertex_attribute::set(const vec2<GLdouble>& v){
glBindVertexArray(m_vao);
glVertexAttrib2dv(m_index, v);
}
void vertex_attribute::set(const vec2<GLint>& v){
glBindVertexArray(m_vao);
glVertexAttribI2iv(m_index, v);
}
void vertex_attribute::set(const vec2<GLuint>& v){
glBindVertexArray(m_vao);
glVertexAttribI2uiv(m_index, v);
}
void vertex_attribute::set(const vec3<GLfloat>& v){
glBindVertexArray(m_vao);
glVertexAttrib3fv(m_index, v);
}
void vertex_attribute::set(const vec3<GLshort>& v){
glBindVertexArray(m_vao);
glVertexAttrib3sv(m_index, v);
}
void vertex_attribute::set(const vec3<GLdouble>& v){
glBindVertexArray(m_vao);
glVertexAttrib3dv(m_index, v);
}
void vertex_attribute::set(const vec3<GLint>& v){
glBindVertexArray(m_vao);
glVertexAttribI3iv(m_index, v);
}
void vertex_attribute::set(const vec3<GLuint>& v){
glBindVertexArray(m_vao);
glVertexAttribI3uiv(m_index, v);
}
void vertex_attribute::set(const vec4<GLfloat>& v){
glBindVertexArray(m_vao);
glVertexAttrib4fv(m_index, v);
}
void vertex_attribute::set(const vec4<GLshort>& v){
glBindVertexArray(m_vao);
glVertexAttrib4sv(m_index, v);
}
void vertex_attribute::set(const vec4<GLdouble>& v){
glBindVertexArray(m_vao);
glVertexAttrib4dv(m_index, v);
}
void vertex_attribute::set(const vec4<GLint>& v){
glBindVertexArray(m_vao);
glVertexAttrib4iv(m_index, v);
}
void vertex_attribute::set(const vec4<GLuint>& v){
glBindVertexArray(m_vao);
glVertexAttrib4uiv(m_index, v);
}
void vertex_attribute::set(const vec4<GLbyte>& v){
glBindVertexArray(m_vao);
glVertexAttrib4bv(m_index, v);
}
void vertex_attribute::set(const vec4<GLubyte>& v){
glBindVertexArray(m_vao);
glVertexAttrib4ubv(m_index, v);
}
void vertex_attribute::set(const vec4<GLushort>& v){
glBindVertexArray(m_vao);
glVertexAttrib4usv(m_index, v);
}
vao::vao(){
glGenVertexArrays(1, &m_buffer);
}
vao::vao(vao&& v):
m_buffer(std::exchange(v.m_buffer, 0)){}
vao::~vao(){
if(m_buffer)
glDeleteVertexArrays(1, &m_buffer);
}
vao& vao::operator=(vao&& v){
std::swap(m_buffer, v.m_buffer);
return *this;
}
vertex_attribute vao::get_attribute(int index){
return vertex_attribute(m_buffer, index);
}
void vao::bind(){
glBindVertexArray(m_buffer);
}
void vao::unbind(){
glBindVertexArray(0);
}
}