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#include "vao.h"
#include <iostream>
VAO::VAO(std::shared_ptr<VBO> vbo, VAOAttrib attribs):
m_vbo(vbo),
m_curr_offset(0),
m_vert_size(0)
{
glGenVertexArrays(1, &m_handle);
bind();
if(attribs & VAOAttrib::POS){
m_vert_size += 3;
}
if(attribs & VAOAttrib::NORM){
m_vert_size += 3;
}
if(attribs & VAOAttrib::UV){
m_vert_size += 2;
}
if(attribs & VAOAttrib::COLOR){
m_vert_size += 3;
}
//Attach layout to vbo depending on which of the above attributes it has
m_vbo->bind();
if(attribs & VAOAttrib::POS){
addAttribute(0, 3);
}
if(attribs & VAOAttrib::NORM){
addAttribute(1, 3);
}
if(attribs & VAOAttrib::UV){
addAttribute(2, 2);
}
if(attribs & VAOAttrib::COLOR){
addAttribute(3, 3);
}
m_vbo->unbind();
unbind();
}
VAO::~VAO(){
glDeleteVertexArrays(1, &m_handle);
}
void VAO::bind(){
glBindVertexArray(m_handle);
}
void VAO::unbind(){
glBindVertexArray(0);
}
void VAO::draw(){
bind();
glDrawArrays(GL_TRIANGLES, 0, m_vbo->getLength()/m_vert_size);
unbind();
}
void VAO::addAttribute(GLuint attrib_index, GLint attrib_size){
glEnableVertexAttribArray(attrib_index);
glVertexAttribPointer(attrib_index, attrib_size, GL_FLOAT, GL_FALSE, m_vert_size*sizeof(GLfloat), reinterpret_cast<void*>(m_curr_offset*sizeof(GLfloat)));
m_curr_offset += attrib_size;
}
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