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#include "Mesh.hpp"
#include <algorithm>
int Tags::SizeOf(VertexElementType type) {
switch (type) {
case VET_Float1:
return sizeof(float);
case VET_Float2:
return sizeof(float) * 2;
case VET_Float3:
return sizeof(float) * 3;
case VET_Float4:
return sizeof(float) * 4;
case VET_Double1:
return sizeof(double);
case VET_Double2:
return sizeof(double) * 2;
case VET_Double3:
return sizeof(double) * 3;
case VET_Double4:
return sizeof(double) * 4;
case VET_Short2:
case VET_Short2Norm:
case VET_Ushort2:
case VET_Ushort2Norm:
return sizeof(short) * 2;
case VET_Short4:
case VET_Short4Norm:
case VET_Ushort4:
case VET_Ushort4Norm:
return sizeof(short) * 4;
case VET_Int1:
case VET_Uint1:
return sizeof(int);
case VET_Int2:
case VET_Uint2:
return sizeof(int) * 2;
case VET_Int3:
case VET_Uint3:
return sizeof(int) * 3;
case VET_Int4:
case VET_Uint4:
return sizeof(int) * 4;
case VET_Byte4:
case VET_Byte4Norm:
case VET_Ubyte4:
case VET_Ubyte4Norm:
return sizeof(char) * 4;
}
return 0;
}
bool Tags::IsNormalized(VertexElementType type) {
return type >= VET_NORM_BEGIN && type <= VET_NORM_END;
}
int Tags::SizeOf(IndexType type) {
switch (type) {
case IT_16Bit: return sizeof(uint16_t);
case IT_32Bit: return sizeof(uint32_t);
}
return 0;
}
GpuVertexBuffer::GpuVertexBuffer() {
glGenBuffers(1, &handle);
}
GpuVertexBuffer::~GpuVertexBuffer() {
glDeleteBuffers(1, &handle);
}
void GpuVertexBuffer::Upload(const std::byte* data, size_t sizeInBytes) {
glBindBuffer(GL_ARRAY_BUFFER, handle);
glBufferData(GL_ARRAY_BUFFER, sizeInBytes, data, GL_DYNAMIC_DRAW);
}
GpuIndexBuffer::GpuIndexBuffer() {
glGenBuffers(1, &handle);
}
GpuIndexBuffer::~GpuIndexBuffer() {
glDeleteBuffers(1, &handle);
}
void GpuIndexBuffer::Upload(const std::byte* data, size_t count) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * Tags::SizeOf(indexType), data, GL_DYNAMIC_DRAW);
}
void GpuIndexBuffer::Upload(const std::byte* data, Tags::IndexType type, size_t count) {
indexType = type;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, handle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * Tags::SizeOf(type), data, GL_DYNAMIC_DRAW);
}
int BufferBindings::GetMaxBindingIndex() const {
return bindings.size() - 1;
}
GpuVertexBuffer* BufferBindings::GetBinding(int index) const {
if (index >= 0 && index < bindings.size()) {
return bindings[index].Get();
} else {
return nullptr;
}
}
void BufferBindings::SetBinding(int index, GpuVertexBuffer* buffer) {
int maxBindingIndex = GetMaxBindingIndex();
if (index > maxBindingIndex) {
int countDelta = index - maxBindingIndex;
bindings.resize(bindings.size() + countDelta);
}
bindings[index].Attach(buffer);
if (index == maxBindingIndex && buffer == nullptr) {
bindings.pop_back();
}
}
void BufferBindings::Clear() {
bindings.clear();
}
int VertexElementFormat::GetStride() const {
return Tags::SizeOf(type);
}
void VertexFormat::AddElement(VertexElementFormat element) {
vertexSize += element.GetStride();
elements.push_back(std::move(element));
}
void VertexFormat::RemoveElement(int index) {
auto& element = elements[index];
vertexSize -= element.GetStride();
elements.erase(elements.begin() + index);
}
void VertexFormat::Sort() {
std::sort(elements.begin(), elements.end());
}
void VertexFormat::CompactBindingIndex() {
if (elements.empty()) {
return;
}
Sort();
int targetIdx = 0;
int lastIdx = elements[0].bindingIndex;
int c = 0;
for (auto& elm : elements) {
if (lastIdx != elm.bindingIndex) {
targetIdx++;
lastIdx = elm.bindingIndex;
}
if (targetIdx != elm.bindingIndex) {
elements[c] = elm;
elements[c].bindingIndex = targetIdx;
}
++c;
}
}
GpuMesh::GpuMesh(VertexFormat* vertexFormat, BufferBindings* bindings, GpuIndexBuffer* indexBuffer)
: vertFormat(vertexFormat)
, vertBufBindings(bindings)
, indexBuf(indexBuffer) {
}
bool GpuMesh::IsEmpty() const {
return vertFormat != nullptr;
}
void GpuMesh::SetVertex(VertexFormat* vertexFormat, BufferBindings* bindings) {
vertFormat.Attach(vertexFormat);
vertBufBindings.Attach(bindings);
}
VertexFormat* GpuMesh::GetVertexFormat() const {
return vertFormat.Get();
}
BufferBindings* GpuMesh::GetVertexBufferBindings() const {
return vertBufBindings.Get();
}
GpuIndexBuffer* GpuMesh::GetIndexBuffer() const {
return indexBuf.Get();
}
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