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Add new structures for renderer data

This commit is contained in:
Daniel Evans 2014-02-10 05:43:20 +00:00
parent 0773829dfc
commit 975c7a5c32
4 changed files with 142 additions and 0 deletions

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#pragma once
#ifndef _DRAWBUFFER_HPP_
#define _DRAWBUFFER_HPP_
#include <GL/glew.h>
class GeometryBuffer;
class DrawBuffer {
GLuint vao;
public:
DrawBuffer();
~DrawBuffer();
GLuint getVAOName() const
{ return vao; }
/**
* Adds a Geometry Buffer to the Draw Buffer.
*/
void addGeometry(GeometryBuffer* gbuff);
};
#endif

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#pragma once
#ifndef _GEOMETRYBUFFER_HPP_
#define _GEOMETRYBUFFER_HPP_
#include <GL/glew.h>
#include <vector>
/**
* Enum used to determine which shader input an attribute maps to
*/
enum AttributeSemantic {
ATRS_Position,
ATRS_Normal,
ATRS_Colour,
ATRS_TexCoord
};
/**
* Stores Vertex Attribute data
*/
struct AttributeIndex {
AttributeSemantic sem;
GLsizei size;
/*GLenum type*/
GLsizei stride;
GLsizei offset;
};
typedef std::vector<AttributeIndex> AttributeList;
class GeometryBuffer {
GLuint vbo;
GLsizei num;
AttributeList attributes;
public:
GeometryBuffer();
~GeometryBuffer();
GLuint getVBOName() const
{ return vbo; }
/**
* Uploads Vertex Buffer data from an STL vector
*/
template<class T> void uploadVertices(const std::vector<T>& data) {
uploadVertices(data.size(), data.size()*sizeof(T), data.data());
// Assume T has a static method for attributes;
attributes = T::vertex_attributes();
}
/**
* Uploads raw memory into the buffer.
*/
void uploadVertices(GLsizei num, GLsizeiptr size, const GLvoid* mem);
const AttributeList& getDataAttributes() const
{ return attributes; }
};
#endif

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#include <render/DrawBuffer.hpp>
#include <render/GeometryBuffer.hpp>
#include <map>
/* TODO: Come up with a more elegant solution to "WHICH ARRAY IS IT?" */
std::map<AttributeSemantic, GLuint> semantic_to_attrib_array = {
{ATRS_Position, 0},
{ATRS_Normal, 4},
{ATRS_Colour, 8},
{ATRS_TexCoord, 12}
};
DrawBuffer::DrawBuffer()
: vao(0)
{
}
DrawBuffer::~DrawBuffer()
{
if(vao) {
glDeleteVertexArrays(1, &vao);
}
}
void DrawBuffer::addGeometry(GeometryBuffer* gbuff)
{
if(vao == 0) {
glGenVertexArrays(1, &vao);
}
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, gbuff->getVBOName());
// Iterate the attributes present in the gbuff
for(const AttributeIndex& at : gbuff->getDataAttributes()) {
GLuint vaoindex = semantic_to_attrib_array[at.sem];
glEnableVertexAttribArray(vaoindex);
glVertexAttribPointer(vaoindex, at.size, GL_FLOAT, GL_FALSE, at.stride, reinterpret_cast<GLvoid*>(at.offset));
}
}

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#include <render/GeometryBuffer.hpp>
GeometryBuffer::GeometryBuffer()
: vbo(0), num(0)
{
}
void GeometryBuffer::uploadVertices(GLsizei num, GLsizeiptr size, const GLvoid* mem)
{
if(vbo == 0) {
glGenBuffers(1, &vbo);
}
this->num = num;
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, size, mem, GL_STATIC_DRAW);
}