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#if defined(CEL_REND_BACKEND_OPENGL)
#pragma once
#include "backend_opengl.h"
#include "log.h"
#include "ral.h"
#include "ral_types.h"
#include <glad/glad.h>
#include <glfw3.h>
#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) {
DEBUG("Vertex format name %s", desc.debug_label);
// 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
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