PrimeWorldEditor/OpenGL/CVertexArrayManager.cpp

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#include "CVertexArrayManager.h"
// ************ STATIC MEMBER INITIALIZATION ************
std::vector<CVertexArrayManager*> CVertexArrayManager::sVAManagers;
CVertexArrayManager *CVertexArrayManager::spCurrentManager;
// ************ CONSTRUCTORS/DESTRUCTORS ************
CVertexArrayManager::CVertexArrayManager()
{
mVectorIndex = sVAManagers.size();
sVAManagers.push_back(this);
}
CVertexArrayManager::~CVertexArrayManager()
{
for (auto it = mVBOMap.begin(); it != mVBOMap.end(); it = mVBOMap.begin())
DeleteVAO(it->first);
for (auto it = mDynamicVBOMap.begin(); it != mDynamicVBOMap.end(); it = mDynamicVBOMap.begin())
DeleteVAO(it->first);
sVAManagers.erase(sVAManagers.begin() + mVectorIndex);
if (sVAManagers.size() > mVectorIndex)
for (auto it = sVAManagers.begin() + mVectorIndex; it != sVAManagers.end(); it++)
(*it)->mVectorIndex--;
}
// ************ PUBLIC ************
void CVertexArrayManager::SetCurrent()
{
spCurrentManager = this;
}
void CVertexArrayManager::BindVAO(CVertexBuffer *pVBO)
{
auto it = mVBOMap.find(pVBO);
if (it != mVBOMap.end())
glBindVertexArray(it->second);
else
{
GLuint VAO = pVBO->CreateVAO();
mVBOMap[pVBO] = VAO;
glBindVertexArray(VAO);
}
}
void CVertexArrayManager::BindVAO(CDynamicVertexBuffer *pVBO)
{
// Overload for CDynamicVertexBuffer
auto it = mDynamicVBOMap.find(pVBO);
if (it != mDynamicVBOMap.end())
glBindVertexArray(it->second);
else
{
GLuint VAO = pVBO->CreateVAO();
mDynamicVBOMap[pVBO] = VAO;
glBindVertexArray(VAO);
}
}
void CVertexArrayManager::DeleteVAO(CVertexBuffer *pVBO)
{
auto it = mVBOMap.find(pVBO);
if (it != mVBOMap.end())
{
glDeleteVertexArrays(1, &it->second);
mVBOMap.erase(it);
}
}
void CVertexArrayManager::DeleteVAO(CDynamicVertexBuffer *pVBO)
{
// Overload for CDynamicVertexBuffer
auto it = mDynamicVBOMap.find(pVBO);
if (it != mDynamicVBOMap.end())
{
glDeleteVertexArrays(1, &it->second);
mDynamicVBOMap.erase(it);
}
}
// ************ STATIC ************
CVertexArrayManager* CVertexArrayManager::Current()
{
return spCurrentManager;
}
void CVertexArrayManager::DeleteAllArraysForVBO(CVertexBuffer *pVBO)
{
for (u32 iVAM = 0; iVAM < sVAManagers.size(); iVAM++)
sVAManagers[iVAM]->DeleteVAO(pVBO);
}
void CVertexArrayManager::DeleteAllArraysForVBO(CDynamicVertexBuffer *pVBO)
{
for (u32 iVAM = 0; iVAM < sVAManagers.size(); iVAM++)
sVAManagers[iVAM]->DeleteVAO(pVBO);
}