58 lines
2.4 KiB
C++
58 lines
2.4 KiB
C++
#include "Uniforms.h"
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#include <GL/glew.h>
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namespace Uniforms
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{
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SceneUniforms SceneData;
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LightUniforms LightData;
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MaterialUniforms MaterialData;
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//IDs for the buffer objects holding the uniform block data
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GLuint scene_ubo = -1;
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GLuint light_ubo = -1;
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GLuint material_ubo = -1;
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namespace UboBinding
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{
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//These values come from the binding value specified in the shader block layout
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int scene = 0;
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int light = 1;
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int material = 2;
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};
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//Locations for the uniforms which are not in uniform blocks
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namespace UniformLocs
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{
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int M = 0; //model matrix
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int time = 1;
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};
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void Init()
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{
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//Create and initialize uniform buffers
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glGenBuffers(1, &Uniforms::scene_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, scene_ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneUniforms), nullptr, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
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glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::scene, scene_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
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glGenBuffers(1, &light_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, light_ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniforms), &LightData, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
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glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::light, light_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
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glGenBuffers(1, &material_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, material_ubo);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(MaterialUniforms), &MaterialData, GL_STREAM_DRAW); //Allocate memory for the buffer, but don't copy (since pointer is null).
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glBindBufferBase(GL_UNIFORM_BUFFER, UboBinding::material, material_ubo); //Associate this uniform buffer with the uniform block in the shader that has the same binding.
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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void BufferSceneData()
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{
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glBindBuffer(GL_UNIFORM_BUFFER, scene_ubo); //Bind the OpenGL UBO before we update the data.
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(SceneData), &SceneData); //Upload the new uniform values.
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glBindBuffer(GL_UNIFORM_BUFFER, 0); //unbind the ubo
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}
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};
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