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https://github.com/guezoloic/LearnOpenGL.git
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feat(ebo): rework and add comments
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@@ -1,24 +1,38 @@
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#ifndef EBO_HPP
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#define EBO_HPP
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#include <stddef.h>
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#include <cstddef>
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#include "glad/glad.h"
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namespace core
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{
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// An EBO (Element Buffer Object) is a contiguous block of GPU memory that
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// stores indices for indexed drawing (used with glDrawElements). Unlike VBOs,
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// the EBO binding is stored in the VAO when bound while a VAO is active.
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class EBO
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{
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private:
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GLuint id;
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GLuint id; // OpenGL handle for this buffer
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public:
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EBO();
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// EBO constructor
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// Uploads index data into GPU memory (VRAM) using GL_ELEMENT_ARRAY_BUFFER.
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// The indices are used for indexed rendering with glDrawElements.
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EBO(const GLuint *indices, std::size_t size);
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// EBO destructor
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// Deletes the GPU buffer when the EBO object goes out of scope, freeing VRAM.
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~EBO();
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void setData(const unsigned int* indices, size_t size);
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// Binds this EBO to the GL_ELEMENT_ARRAY_BUFFER target.
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// If a VAO is bound, this binding is stored in the VAO.
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void bind();
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void unbind();
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// Unbinds the current GL_ELEMENT_ARRAY_BUFFER by binding 0.
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// This can be useful to avoid accidental modifications to the EBO.
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static void unbind();
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};
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}; // namespace core
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} // namespace core
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#endif // EBO_HPP
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@@ -1,16 +1,34 @@
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#include "ebo.hpp"
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#include "core/ebo.hpp"
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EBO::EBO() : id(0) {}
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void EBO::setData(const unsigned int* indices, size_t size)
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core::EBO::EBO(const GLuint* indices, std::size_t size)
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{
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if (this->id == 0) glGenBuffers(1, &this->id);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->id);
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// Generate a unique OpenGL buffer handle (ID)
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glGenBuffers(1, &id);
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// Binding the EBO is mandatory before allocating GPU memory
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// This makes OpenGL know which buffer we are uploading data to
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bind();
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// Allocate GPU memory and upload index data to the buffer
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
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}
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EBO::~EBO() { glDeleteBuffers(1, &this->id); }
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core::EBO::~EBO()
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{
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// Delete the OpenGL buffer handle and free GPU memory
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glDeleteBuffers(1, &id);
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}
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void EBO::bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->id); }
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void core::EBO::bind()
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{
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// Bind this buffer to the GL_ELEMENT_ARRAY_BUFFER target
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// OpenGL will use this buffer for indexed drawing (glDrawElements)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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void EBO::unbind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }
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void core::EBO::unbind()
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{
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// Unbind any buffer from GL_ELEMENT_ARRAY_BUFFER
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// This prevents accidental modification of the previously bound EBO
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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