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VertexBuffer.cpp
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VertexBuffer.cpp
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#include <GL\glew.h>
#include "VertexBuffer.h"
//Constructor
VertexBuffer::VertexBuffer(void)
{
vertexHandle = 0;
normalHandle = 0;
texCoordHandle = 0;
vaoHandle = 0;
numberOfVerticies = 0;
usingBones = false;
}
//Destructor
VertexBuffer::~VertexBuffer(void)
{
Release();
}
//Release from graphics memory
void VertexBuffer::Release(void)
{
if (vaoHandle)
{
glBindVertexArray(0);
glDeleteVertexArrays(1, &vaoHandle);
glDeleteBuffers(1, &vertexHandle);
if (normalHandle)
{
glDeleteBuffers(1, &normalHandle);
}
if (texCoordHandle)
{
glDeleteBuffers(1, &texCoordHandle);
}
vertexHandle = normalHandle = texCoordHandle = vaoHandle = numberOfVerticies = 0;
}
}
//init VAO
int VertexBuffer::Initialize(unsigned int numVertices, bool useNormals, bool useTexCoords, bool useBones)
{
usingTexcoords = useTexCoords;
usingNormals = useNormals;
usingBones = useBones;
if (!vaoHandle)
{
numberOfVerticies = numVertices;
glGenVertexArrays(1, &vaoHandle);
glBindVertexArray(vaoHandle);
glGenBuffers(1, &vertexHandle);
glBindBuffer(GL_ARRAY_BUFFER, vertexHandle);
const unsigned int vertexBufferSize = numVertices * sizeof(float)* 3;
glBufferData(GL_ARRAY_BUFFER, vertexBufferSize, 0, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
if (useNormals)
{
glGenBuffers(1, &normalHandle);
glBindBuffer(GL_ARRAY_BUFFER, normalHandle);
const unsigned int normalBufferSize = numVertices * sizeof(float)* 3;
glBufferData(GL_ARRAY_BUFFER, normalBufferSize, 0, GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
}
if (useTexCoords)
{
glGenBuffers(1, &texCoordHandle);
glBindBuffer(GL_ARRAY_BUFFER, texCoordHandle);
const unsigned int texCoordBufferSize = numVertices * sizeof(float)* 2;
glBufferData(GL_ARRAY_BUFFER, texCoordBufferSize, 0, GL_STATIC_DRAW);
glEnableVertexAttribArray(8);
glVertexAttribPointer(8, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
if (useBones)
{
//Generate the bone index handle
glGenBuffers(1, &boneIndexHandle);
glBindBuffer(GL_ARRAY_BUFFER, boneIndexHandle);
const unsigned int boneIndexBufferSize = numVertices * sizeof(float) * 4;
glBufferData(GL_ARRAY_BUFFER, boneIndexBufferSize, 0, GL_STATIC_DRAW);
glEnableVertexAttribArray(10);
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, 0, 0);
//Generate the bone weights handle
glGenBuffers(1, &boneWeightHandle);
glBindBuffer(GL_ARRAY_BUFFER, boneWeightHandle);
const unsigned int bonewWeightBufferSize = numVertices * sizeof(float) * 4;
glBufferData(GL_ARRAY_BUFFER, bonewWeightBufferSize, 0, GL_STATIC_DRAW);
glEnableVertexAttribArray(11);
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, 0, 0);
}
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
//Add attribute data
int VertexBuffer::AddVerticies(float *rawVertices)
{
if (vertexHandle && rawVertices)
{
const unsigned int bufferSize = numberOfVerticies * sizeof(float)* 3;
glBindBuffer(GL_ARRAY_BUFFER, vertexHandle);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, rawVertices);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
int VertexBuffer::AddNormals(float *rawNormals)
{
if (normalHandle && rawNormals)
{
const unsigned int bufferSize = numberOfVerticies * sizeof(float)* 3;
glBindBuffer(GL_ARRAY_BUFFER, normalHandle);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, rawNormals);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
int VertexBuffer::AddTexCoords(float *rawTexCoords)
{
if (texCoordHandle && rawTexCoords)
{
const unsigned int bufferSize = numberOfVerticies * sizeof(float)* 2;
glBindBuffer(GL_ARRAY_BUFFER, texCoordHandle);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, rawTexCoords);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
int VertexBuffer::AddBoneIndexes(float *rawBoneIndexes, unsigned int size)
{
if (boneIndexHandle && rawBoneIndexes)
{
const unsigned int bufferSize = numberOfVerticies * sizeof(float)* 4;
glBindBuffer(GL_ARRAY_BUFFER, boneIndexHandle);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, rawBoneIndexes);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
int VertexBuffer::AddBoneWeights(float *rawBoneWeights, unsigned int size)
{
if (boneWeightHandle && rawBoneWeights)
{
const unsigned int bufferSize = numberOfVerticies * sizeof(float)* 4;
glBindBuffer(GL_ARRAY_BUFFER, boneWeightHandle);
glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, rawBoneWeights);
glBindBuffer(GL_ARRAY_BUFFER, 0);
return 1;
}
return 0;
}
//Activate VAO for rendering
void VertexBuffer::Activate(void)
{
glBindVertexArray(vaoHandle);
}
//Deactivate VAO from rendering
void VertexBuffer::Deactivate(void)
{
//Set to NULL
glBindVertexArray(0);
}
//Render this VAO
void VertexBuffer::Render(void)
{
//if this vao exists in memory
if (vaoHandle)
{
//Render it
glDrawArrays(GL_TRIANGLES, 0, numberOfVerticies);
int a = 0;
}
}
void VertexBuffer::ActivateAndRender(void)
{
//Call both activate and render
//the lazy way...
Activate();
Render();
}