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LibAccelGfx: Create VBO to pass vertices data to GPU

Before, we were using a feature of OpenGL that allows specifying a
pointer to allocated vertex data without creating VBO and VAO, but as
I found out, it does not work on macOS.
This commit is contained in:
Aliaksandr Kalenik 2023-11-11 14:07:10 +01:00 committed by Andreas Kling
parent 20734ac335
commit 2d12d1538d
3 changed files with 110 additions and 7 deletions

View file

@ -143,9 +143,9 @@ void set_uniform(Uniform const& uniform, float value1, float value2, float value
verify_no_error();
}
void set_vertex_attribute(VertexAttribute const& attribute, Span<float> values, int number_of_components)
void set_vertex_attribute(VertexAttribute const& attribute, u32 offset, int number_of_components)
{
glVertexAttribPointer(attribute.id, number_of_components, GL_FLOAT, GL_FALSE, number_of_components * sizeof(float), values.data());
glVertexAttribPointer(attribute.id, number_of_components, GL_FLOAT, GL_FALSE, number_of_components * sizeof(float), reinterpret_cast<void*>(offset));
glEnableVertexAttribArray(attribute.id);
verify_no_error();
}
@ -173,4 +173,51 @@ void draw_arrays(DrawPrimitive draw_primitive, size_t count)
verify_no_error();
}
Buffer create_buffer()
{
GLuint buffer;
glGenBuffers(1, &buffer);
verify_no_error();
return { buffer };
}
void bind_buffer(Buffer const& buffer)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer.id);
verify_no_error();
}
void upload_to_buffer(Buffer const& buffer, Span<float> values)
{
glBindBuffer(GL_ARRAY_BUFFER, buffer.id);
glBufferData(GL_ARRAY_BUFFER, values.size() * sizeof(float), values.data(), GL_STATIC_DRAW);
verify_no_error();
}
void delete_buffer(Buffer const& buffer)
{
glDeleteBuffers(1, &buffer.id);
verify_no_error();
}
VertexArray create_vertex_array()
{
GLuint vertex_array;
glGenVertexArrays(1, &vertex_array);
verify_no_error();
return { vertex_array };
}
void bind_vertex_array(VertexArray const& vertex_array)
{
glBindVertexArray(vertex_array.id);
verify_no_error();
}
void delete_vertex_array(VertexArray const& vertex_array)
{
glDeleteVertexArrays(1, &vertex_array.id);
verify_no_error();
}
}