#if defined(CEL_REND_BACKEND_OPENGL) #pragma once #include "backend_opengl.h" #include "log.h" #include "ral.h" #include "ral_types.h" #include #include #include "ral_types.h" typedef struct opengl_vertex_attr { u32 count; GLenum data_type; } opengl_vertex_attr; static opengl_vertex_attr format_from_vertex_attr(vertex_attrib_type attr) { switch (attr) { case ATTR_F32: return (opengl_vertex_attr){ .count = 1, .data_type = GL_FLOAT }; case ATTR_U32: return (opengl_vertex_attr){ .count = 1, .data_type = GL_UNSIGNED_INT }; case ATTR_I32: return (opengl_vertex_attr){ .count = 1, .data_type = GL_INT }; case ATTR_F32x2: return (opengl_vertex_attr){ .count = 2, .data_type = GL_FLOAT }; case ATTR_U32x2: // return VK_FORMAT_R32G32_UINT; case ATTR_I32x2: // return VK_FORMAT_R32G32_UINT; case ATTR_F32x3: return (opengl_vertex_attr){ .count = 3, .data_type = GL_FLOAT }; case ATTR_U32x3: // return VK_FORMAT_R32G32B32_UINT; case ATTR_I32x3: // return VK_FORMAT_R32G32B32_SINT; case ATTR_F32x4: return (opengl_vertex_attr){ .count = 4, .data_type = GL_FLOAT }; case ATTR_U32x4: // return VK_FORMAT_R32G32B32A32_UINT; case ATTR_I32x4: return (opengl_vertex_attr){ .count = 4, .data_type = GL_INT }; } } static u32 opengl_bindcreate_vao(gpu_buffer* buf, vertex_description desc) { // 1. Bind the buffer glBindBuffer(GL_ARRAY_BUFFER, buf->id.vbo); // 2. Create new VAO u32 vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); // Attributes u32 attr_count = desc.attributes_count; printf("N attributes %d\n", attr_count); u64 offset = 0; size_t vertex_size = desc.use_full_vertex_size ? sizeof(vertex) : desc.stride; for (u32 i = 0; i < desc.attributes_count; i++) { opengl_vertex_attr format = format_from_vertex_attr(desc.attributes[i]); glVertexAttribPointer(i, format.count, format.data_type, GL_FALSE, vertex_size, (void*)offset); TRACE(" %d %d %d %d %d %s", i, format.count, format.data_type, vertex_size, offset, desc.attr_names[i]); glEnableVertexAttribArray(i); // nth index size_t this_offset = vertex_attrib_size(desc.attributes[i]); printf("offset total %lld this attr %ld\n", offset, this_offset); offset += this_offset; } glBindBuffer(GL_ARRAY_BUFFER, 0); return vao; } #endif