2020-09-27 13:53:45 -07:00

247 lines
7.9 KiB
C++

/**
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 gfx{
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;
}
GLuint vao::raw()const{
return m_buffer;
}
vertex_attribute vao::get_attribute(int index){
return vertex_attribute(m_buffer, index);
}
void vao::bind(){
glBindVertexArray(m_buffer);
}
void vao::unbind(){
glBindVertexArray(0);
}
}