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Buffer.cpp
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Buffer.cpp
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#include "Buffer.h"
VertexBuffer::VertexBuffer(const void* data, unsigned int size)
{
glGenBuffers(1, &m_Renderer_ID);
glBindBuffer(GL_ARRAY_BUFFER, m_Renderer_ID);
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
}
VertexBuffer::~VertexBuffer()
{
glDeleteBuffers(1, &m_Renderer_ID);
}
void VertexBuffer::Bind()
{
glBindBuffer(GL_ARRAY_BUFFER, m_Renderer_ID);
}
void VertexBuffer::UnBind()
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
IndexBuffer::IndexBuffer(const void* data, unsigned int count)
{
glGenBuffers(1, &m_Renderer_ID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Renderer_ID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(unsigned int), data, GL_STATIC_DRAW);
}
IndexBuffer::~IndexBuffer()
{
glDeleteBuffers(1, &m_Renderer_ID);
}
void IndexBuffer::Bind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_Renderer_ID);
}
void IndexBuffer::UnBind()
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
VertixAttrib::VertixAttrib()
{
}
VertixAttrib::~VertixAttrib()
{
}
void VertixAttrib::AddBuffer(VertexBuffer& vb, BufferLayout& layout)
{
vb.Bind();
auto elements = layout.GetElements();
auto t_size = layout.GetTypeSize();
int offset = 0;
for (auto element : elements)
{
glEnableVertexAttribArray(element._id);
glVertexAttribPointer(
element._id,
element.count,
element.type,
element.normalize ? GL_NORMALIZE : GL_FALSE,
layout.GetStride() * t_size,
(void*)offset);
offset += element.count * t_size;
}
}