Files
fall-fever/VertexBuffer.cpp

50 lines
1.5 KiB
C++

#include <cstddef>
#include "VertexBuffer.h"
#include "defines.h"
VertexBuffer::VertexBuffer(void *vertexData, void *indexData, uint32_t numVertices, uint32_t numIndices) {
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &bufferId);
glBindBuffer(GL_ARRAY_BUFFER, bufferId);
glBufferData(GL_ARRAY_BUFFER, numVertices * sizeof(Vertex), vertexData, GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(uint32_t), indexData, GL_STATIC_DRAW);
// Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, position));
// UV Texture Mapping
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, textureCoords));
// Normal vectors
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, normalVec));
// Color
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) offsetof(struct Vertex, color));
// This will also unbind the vertex buffer and index buffer
glBindVertexArray(0);
}
VertexBuffer::~VertexBuffer() {
glDeleteBuffers(1, &bufferId);
}
void VertexBuffer::bind() {
glBindVertexArray(VAO);
}
void VertexBuffer::unbind() {
glBindVertexArray(0);
}