VertexLayout

This commit is contained in:
Light3039 2021-05-29 15:40:15 +04:30
parent 1e48369bb8
commit ca7a41740a
4 changed files with 169 additions and 0 deletions

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#include "ltpch.h"
#include "VertexLayout.h"
#include "OpenGL/glVertexLayout.h"
#include "GraphicsContext.h"
#include "Buffers.h"
namespace Light {
VertexLayout* VertexLayout::Create(VertexBuffer* buffer, const std::vector<VertexElementType> elements)
{
switch (GraphicsContext::GetGraphicsAPI())
{
case GraphicsAPI::OpenGL:
return new glVertexLayout(buffer, elements);
default:
LT_ENGINE_ASSERT(false, "VertexLayout::Create: invalid/unsupported GraphicsAPI {}", GraphicsContext::GetGraphicsAPI());
return nullptr;
}
}
}

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#pragma once
#include "Base.h"
#include <vector>
namespace Light {
class VertexBuffer;
enum class VertexElementType
{
Int1, Int2, Int3, Int4,
UInt1, UInt2, UInt3, UInt4,
Float1, Float2, Float3, Float4,
Double1, Double2, Double3, Double4
};
class VertexLayout
{
public:
static VertexLayout* Create(VertexBuffer* buffer, const std::vector<VertexElementType> elements);
virtual void Bind() = 0;
virtual void UnBind() = 0;
protected:
VertexLayout() = default;
};
}

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#include "ltpch.h"
#include "glVertexLayout.h"
#include "glBuffers.h"
#include <glad/glad.h>
namespace Light {
glVertexLayout::glVertexLayout(VertexBuffer* buffer, std::vector<VertexElementType> elements)
{
// sanity check
LT_ENGINE_ASSERT(dynamic_cast<glVertexBuffer*>(buffer), "glVertexLayout::glVertexLayout: failed to cast VertexBuffer to glVertexBuffer");
// elements desc
std::vector<glVertexElementDesc> elementsDesc(elements.size());
unsigned int stride = 0u;
for(const auto& element : elements)
{
elementsDesc.push_back(GetElementDesc(element, stride));
stride += elementsDesc.back().typeSize * elementsDesc.back().count;
}
// bind
glCreateVertexArrays(1, &m_ArrayID);
buffer->Bind();
Bind();
// vertex attributes
unsigned int index = 0u;
for (const auto& elementDesc : elementsDesc)
{
glVertexAttribPointer(index, elementDesc.count, elementDesc.type, GL_FALSE, stride, (const void*)elementDesc.offset);
glEnableVertexAttribArray(index++);
}
}
glVertexLayout::~glVertexLayout()
{
glDeleteVertexArrays(1, &m_ArrayID);
}
void glVertexLayout::Bind()
{
glBindVertexArray(m_ArrayID);
}
void glVertexLayout::UnBind()
{
glBindVertexArray(NULL);
}
glVertexElementDesc glVertexLayout::GetElementDesc(VertexElementType type, unsigned int offset)
{
switch (type)
{
case VertexElementType::Int1: return { GL_INT, 1, sizeof(int), offset };
case VertexElementType::Int2: return { GL_INT, 2, sizeof(int), offset };
case VertexElementType::Int3: return { GL_INT, 3, sizeof(int), offset };
case VertexElementType::Int4: return { GL_INT, 4, sizeof(int), offset };
case VertexElementType::UInt1: return { GL_UNSIGNED_INT, 1, sizeof(unsigned int), offset };
case VertexElementType::UInt2: return { GL_UNSIGNED_INT, 2, sizeof(unsigned int), offset };
case VertexElementType::UInt3: return { GL_UNSIGNED_INT, 3, sizeof(unsigned int), offset };
case VertexElementType::UInt4: return { GL_UNSIGNED_INT, 4, sizeof(unsigned int), offset };
case VertexElementType::Float1: return { GL_FLOAT, 1, sizeof(float), offset };
case VertexElementType::Float2: return { GL_FLOAT, 2, sizeof(float), offset };
case VertexElementType::Float3: return { GL_FLOAT, 3, sizeof(float), offset };
case VertexElementType::Float4: return { GL_FLOAT, 4, sizeof(float), offset };
case VertexElementType::Double1: return { GL_DOUBLE, 1, sizeof(float), offset };
case VertexElementType::Double2: return { GL_DOUBLE, 2, sizeof(float), offset };
case VertexElementType::Double3: return { GL_DOUBLE, 3, sizeof(float), offset };
case VertexElementType::Double4: return { GL_DOUBLE, 4, sizeof(float), offset };
default:
LT_ENGINE_ASSERT(false, "glVertexLayout::GetElementDesc: invalid vertex element type");
return {};
}
}
}

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#pragma once
#include "Base.h"
#include "Graphics/VertexLayout.h"
namespace Light {
struct glVertexElementDesc
{
unsigned int type;
unsigned int count;
unsigned int typeSize;
unsigned int offset;
};
class glVertexLayout : public VertexLayout
{
private:
unsigned int m_ArrayID;
public:
glVertexLayout(VertexBuffer* buffer, std::vector<VertexElementType> elements);
~glVertexLayout();
void Bind() override;
void UnBind() override;
private:
glVertexElementDesc GetElementDesc(VertexElementType type, unsigned int offset);
};
}