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#pragma once
#include "collections.hpp"
#include "gl_traits.hpp"
#include <GL/glew.h>
#include <glm/common.hpp>
template<typename Vertex> class VertexArrayObject {
public:
template<auto Vertex::*... attribs>
static void
configure(const GLuint arrayObject, const GLuint arrayBuffer, const GLuint indexBuffer,
const SequentialCollection<Vertex> auto & vertices, const SequentialCollection<unsigned int> auto & indices)
{
glBindVertexArray(arrayObject);
configure_attribs<attribs...>(arrayBuffer);
data(vertices, arrayBuffer, GL_ARRAY_BUFFER);
data(indices, indexBuffer, GL_ELEMENT_ARRAY_BUFFER);
glBindVertexArray(0);
}
template<auto Vertex::*... attribs>
static void
configure(const GLuint arrayObject, const GLuint arrayBuffer, const SequentialCollection<Vertex> auto & vertices)
{
glBindVertexArray(arrayObject);
configure_attribs<attribs...>(arrayBuffer);
data(vertices, arrayBuffer, GL_ARRAY_BUFFER);
glBindVertexArray(0);
}
template<auto Vertex::*... attribs>
static void
configure(const GLuint arrayObject, const GLuint arrayBuffer)
{
glBindVertexArray(arrayObject);
configure_attribs<attribs...>(arrayBuffer);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizeiptr>(sizeof(Vertex)), nullptr, GL_DYNAMIC_DRAW);
glBindVertexArray(0);
}
private:
template<typename Data>
static void
data(const Data & data, const GLuint arrayBuffer, GLenum target)
{
using Value = typename Data::value_type;
glBindBuffer(target, arrayBuffer);
glBufferData(target, static_cast<GLsizeiptr>(sizeof(Value) * data.size()), data.data(), GL_STATIC_DRAW);
}
template<typename T>
static void
set_pointer(const GLuint vertexArrayId, const void * ptr)
{
glEnableVertexAttribArray(vertexArrayId);
using traits = gl_traits<T>;
glVertexAttribPointer(vertexArrayId, traits::size, traits::type, GL_FALSE, sizeof(Vertex), ptr);
}
template<auto Vertex::*attrib>
static void
set_pointer(const GLuint vertexArrayId)
{
set_pointer<std::decay_t<decltype(std::declval<Vertex>().*attrib)>>(
vertexArrayId, &(static_cast<const Vertex *>(nullptr)->*attrib));
}
template<auto Vertex::*... attribs>
static void
configure_attribs(const GLuint arrayBuffer)
{
glBindBuffer(GL_ARRAY_BUFFER, arrayBuffer);
if constexpr (sizeof...(attribs) == 0) {
set_pointer<Vertex>(0, nullptr);
}
else {
GLuint vertexArrayId {};
(set_pointer<attribs>(vertexArrayId++), ...);
}
}
};
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