Added basic object wrapper for VAOs

This commit is contained in:
Robert 2021-01-20 16:51:55 +01:00
parent c3e49cd78e
commit 8921957161
7 changed files with 162 additions and 17 deletions

View file

@ -12,10 +12,58 @@ namespace oglu
const VertexAttribute* topology, size_t topologySize) :
VAO(0)
{
GLuint VBO;
//glGenBuffers(1, &VBO);
topologySize /= sizeof(VertexAttribute);
//glBindBuffer(GL_ARRAY_BUFFER, VBO);
//glBufferData(GL_ARRAY_BUFFER, verticesSize, vertices, GL_STATIC_DRAW);
GLuint VBO;
glGenBuffers(1, &VBO);
GLuint EBO;
glGenBuffers(1, &EBO);
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, verticesSize, vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indicesSize, indices, GL_STATIC_DRAW);
for (int i = 0; i < topologySize; i++)
{
RegisterVertexAttribPointer(i, topology[i]);
}
glBindVertexArray(0);
count = indicesSize / sizeof(GLuint);
}
void Object::Bind()
{
glBindVertexArray(VAO);
}
void Object::Unbind()
{
}
void Object::Draw()
{
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (GLvoid*)0);
}
void Object::BindAndDraw()
{
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_INT, (GLvoid*)0);
glBindVertexArray(0);
}
void Object::RegisterVertexAttribPointer(GLuint index, const VertexAttribute& topology)
{
glVertexAttribPointer(topology.index, topology.size, topology.type, topology.normalized, topology.stride, topology.pointer);
glEnableVertexAttribArray(index);
}
}

View file

@ -10,11 +10,67 @@ namespace oglu
Shader::Shader(const char* vertexShaderFile, const char* fragmentShaderFile) :
vertexShader(0), fragmentShader(0)
{
std::cout << "jkskdjks" << std::endl;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
// Load vertex shader
char* source = nullptr;
LoadShaderSource(vertexShaderFile, &source);
std::cout << source << std::endl;
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &source, NULL);
glCompileShader(vertexShader);
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
delete source;
throw std::exception(std::string("Failed to compile shader " + std::string(vertexShaderFile) + "\n" + infoLog).c_str());
}
delete source;
// Load Fragment shader
LoadShaderSource(fragmentShaderFile, &source);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &source, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
delete source;
throw std::exception(std::string("Failed to compile shader " + std::string(fragmentShaderFile) + "\n" + infoLog).c_str());
}
delete source;
// Link into program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &success);
if (!success)
{
glGetProgramInfoLog(program, 512, NULL, infoLog);
throw std::exception(std::string("Failed to link program.\n" + std::string(infoLog)).c_str());
}
// Dispose of shader objects
glDeleteShader(fragmentShader);
glDeleteShader(vertexShader);
}
Shader::~Shader()
{
}
void Shader::Use()
{
glUseProgram(program);
}
void Shader::LoadShaderSource(const char* filename, char** buffer)
@ -28,9 +84,7 @@ namespace oglu
std::string str((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
(*buffer) = (char*)malloc(str.size() + 1);
std::cout << "dsnskdnksdnk" << std::endl;
memcpy(*buffer, str.c_str(), str.size());
std::cout << "diufoisdufo34" << std::endl;
(*buffer)[str.size()] = '\x00';
}
}