The binding point needs to be part of the ShaderUniforms class because Vulkan will need this value to generate the declaration in the shader source. There's still one issue here: Since OpenGL has no local render state, the buffer must be bound every time it is used. Once the code is better abstracted this should be moved to a higher level class that knows all associated data and how to set it up.
84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2018 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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/*
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** gl_uniformbuffer.cpp
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** Uniform buffer abstraction class.
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**
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**/
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#include "gl_load/gl_system.h"
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#include "gl_load/gl_interface.h"
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#include "gl_uniformbuffer.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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GLUniformBuffer::GLUniformBuffer(size_t size, bool staticdraw)
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: IUniformBuffer(size), mStaticDraw(staticdraw)
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{
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glGenBuffers(1, &mBufferId);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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GLUniformBuffer::~GLUniformBuffer()
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{
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if (mBufferId != 0)
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{
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glDeleteBuffers(1, &mBufferId);
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void GLUniformBuffer::SetData(const void *data)
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{
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if (mBufferId != 0)
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{
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glBindBuffer(GL_UNIFORM_BUFFER, mBufferId);
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glBufferData(GL_UNIFORM_BUFFER, mSize, data, mStaticDraw? GL_STATIC_DRAW : GL_STREAM_DRAW);
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}
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}
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//==========================================================================
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//
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// This needs to go away later.
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//
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//==========================================================================
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void GLUniformBuffer::Bind(int bindingpoint)
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{
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glBindBufferBase(GL_UNIFORM_BUFFER, bindingpoint, mBufferId);
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}
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