feat(ebo): rework and add comments

This commit is contained in:
2026-01-07 16:38:07 +01:00
parent bf782efa85
commit 8985c7812d
2 changed files with 48 additions and 16 deletions

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@@ -1,24 +1,38 @@
#ifndef EBO_HPP
#define EBO_HPP
#include <stddef.h>
#include <cstddef>
#include "glad/glad.h"
namespace core
{
// An EBO (Element Buffer Object) is a contiguous block of GPU memory that
// stores indices for indexed drawing (used with glDrawElements). Unlike VBOs,
// the EBO binding is stored in the VAO when bound while a VAO is active.
class EBO
{
private:
GLuint id;
GLuint id; // OpenGL handle for this buffer
public:
EBO();
// EBO constructor
// Uploads index data into GPU memory (VRAM) using GL_ELEMENT_ARRAY_BUFFER.
// The indices are used for indexed rendering with glDrawElements.
EBO(const GLuint *indices, std::size_t size);
// EBO destructor
// Deletes the GPU buffer when the EBO object goes out of scope, freeing VRAM.
~EBO();
void setData(const unsigned int* indices, size_t size);
// Binds this EBO to the GL_ELEMENT_ARRAY_BUFFER target.
// If a VAO is bound, this binding is stored in the VAO.
void bind();
void unbind();
// Unbinds the current GL_ELEMENT_ARRAY_BUFFER by binding 0.
// This can be useful to avoid accidental modifications to the EBO.
static void unbind();
};
}; // namespace core
} // namespace core
#endif // EBO_HPP

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@@ -1,16 +1,34 @@
#include "ebo.hpp"
#include "core/ebo.hpp"
EBO::EBO() : id(0) {}
void EBO::setData(const unsigned int* indices, size_t size)
core::EBO::EBO(const GLuint* indices, std::size_t size)
{
if (this->id == 0) glGenBuffers(1, &this->id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->id);
// Generate a unique OpenGL buffer handle (ID)
glGenBuffers(1, &id);
// Binding the EBO is mandatory before allocating GPU memory
// This makes OpenGL know which buffer we are uploading data to
bind();
// Allocate GPU memory and upload index data to the buffer
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, indices, GL_STATIC_DRAW);
}
EBO::~EBO() { glDeleteBuffers(1, &this->id); }
core::EBO::~EBO()
{
// Delete the OpenGL buffer handle and free GPU memory
glDeleteBuffers(1, &id);
}
void EBO::bind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->id); }
void core::EBO::bind()
{
// Bind this buffer to the GL_ELEMENT_ARRAY_BUFFER target
// OpenGL will use this buffer for indexed drawing (glDrawElements)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
}
void EBO::unbind() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); }
void core::EBO::unbind()
{
// Unbind any buffer from GL_ELEMENT_ARRAY_BUFFER
// This prevents accidental modification of the previously bound EBO
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}