Files
coding-game/engine/src/opengl/buffers.cpp

65 lines
1.6 KiB
C++

#include "engine/opengl/buffers.h"
namespace Core {
namespace OpenGL {
Buffer::Buffer(BufferTarget target, BufferUsage usage)
: m_target(target), m_usage(usage)
{
glGenBuffers(1, &m_buffer);
Bind();
Data(nullptr, 0);
Unbind();
}
void Buffer::Bind() {
glBindBuffer(m_target, m_buffer);
}
void Buffer::Unbind() {
glBindBuffer(m_target, 0);
}
void Buffer::Data(void *data, size_t size) {
Bind();
glBufferData(m_target, size, data, m_usage);
Unbind();
}
void Buffer::SubData(void *data, size_t size, size_t offset) {
Bind();
glBufferSubData(m_target, offset, size, data);
Unbind();
}
void Buffer::BindBuffer(unsigned int index) {
Bind();
glBindBufferBase(m_target, index, m_buffer);
Unbind();
}
void Buffer::BindBufferRanged(unsigned int index, size_t offset, size_t size) {
Bind();
glBindBufferRange(m_target, index, m_buffer, offset, size);
Unbind();
}
unsigned int UniformBuffer::s_bufferNextId = 1;
UniformBuffer::UniformBuffer(size_t size, unsigned int index)
: Buffer(GL_UNIFORM_BUFFER, GL_STATIC_DRAW), m_uniformBinding(s_bufferNextId++)
{
Data(nullptr, size);
BindBuffer(m_uniformBinding);
}
void UniformBuffer::ConfigureShader(Shader& shader, const char* uniformName) {
auto uniformIndex = glGetUniformBlockIndex(shader.GetID(), uniformName);
glUniformBlockBinding(shader.GetID(), uniformIndex, m_uniformBinding);
}
} // namespace OpenGL
} // namespace Core