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#include "../../../include/RenderBackend/OpenGL/DeviceMemory.hpp"
#include "../../../include/RenderBackend/OpenGL/opengl.hpp"
#include <cassert>
namespace amalgine
{
u32 getOpenglStorageType(DeviceMemory::StorageType storageType)
{
switch(storageType)
{
case DeviceMemory::StorageType::STATIC: return GL_STATIC_DRAW;
case DeviceMemory::StorageType::DYNAMIC: return GL_DYNAMIC_DRAW;
case DeviceMemory::StorageType::STREAM: return GL_STREAM_DRAW;
default: assert(false); return -1;
}
}
u32 getOpenglPrimitiveType(DeviceMemory::PrimitiveType primitiveType)
{
switch(primitiveType)
{
case DeviceMemory::PrimitiveType::TRIANGLE: return GL_TRIANGLES;
default: assert(false); return -1;
}
}
u32 getPrimitiveTypePointsPerVertices(DeviceMemory::PrimitiveType primitiveType)
{
switch(primitiveType)
{
case DeviceMemory::PrimitiveType::TRIANGLE: return 3;
default: assert(false); return -1;
}
}
DeviceMemory::DeviceMemory() : primitiveType(0), numVertices(0), type(DeviceMemoryType::NONE)
{
glGenBuffers(1, &vertexBufferObjectId);
}
DeviceMemory::~DeviceMemory()
{
glDeleteBuffers(1, &vertexBufferObjectId);
}
void DeviceMemory::use() const
{
// TODO: Bind vao here?
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
}
/*
void DeviceMemory::copy(const DataView<f32> &data, StorageType storageType, PrimitiveType primitiveType)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
glBufferData(GL_ARRAY_BUFFER, data.getByteSize(), data.data, getOpenglStorageType(storageType));
this->primitiveType = getOpenglPrimitiveType(primitiveType);
numVertices = getPrimitiveTypePointsPerVertices(primitiveType);
}
*/
void DeviceMemory::copy(const DataView<Triangle2D> &triangles, StorageType storageType)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
glBufferData(GL_ARRAY_BUFFER, triangles.getByteSize(), triangles.data, getOpenglStorageType(storageType));
primitiveType = GL_TRIANGLES;
numVertices = triangles.size * 3;
type = DeviceMemoryType::VEC2;
}
void DeviceMemory::copy(const DataView<Triangle3D> &triangles, StorageType storageType)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjectId);
glBufferData(GL_ARRAY_BUFFER, triangles.getByteSize(), triangles.data, getOpenglStorageType(storageType));
primitiveType = GL_TRIANGLES;
numVertices = triangles.size * 3;
type = DeviceMemoryType::VEC3;
}
void DeviceMemory::draw()
{
glDrawArrays(primitiveType, 0, numVertices);
}
}
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