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path: root/gfx/src/core/buffer.c
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#include "buffer.h"

#include <gfx/core.h>
#include <gfx_assert.h>

#include <math/vec2.h>
#include <math/vec3.h>
#include <math/vec4.h>

static size_t get_buffer_size_bytes(
    BufferType type, const BufferDataDesc* desc) {
  return desc->count * gfx_get_buffer_type_size_bytes(type);
}

static GLenum get_buffer_usage(BufferUsage usage) {
  switch (usage) {
  case BufferStatic:
    return GL_STATIC_DRAW;
  case BufferDynamic:
    return GL_DYNAMIC_DRAW;
  }
  FAIL("Unhandled buffer usage");
  return GL_STATIC_DRAW;
}

size_t gfx_get_buffer_type_size_bytes(BufferType type) {
  switch (type) {
  case BufferUntyped:
    return 1;
  case Buffer2d:
    return sizeof(vec2);
  case Buffer3d:
    return sizeof(vec3);
  case Buffer4d:
    return sizeof(vec4);
  case BufferFloat:
    return sizeof(float);
  case BufferU8:
    return sizeof(uint8_t);
  case BufferU16:
    return sizeof(uint16_t);
  }
  FAIL("Unhandled buffer type");
  return 0;
}

bool gfx_init_buffer(Buffer* buffer, const BufferDesc* desc) {
  assert(buffer);

  buffer->type       = desc->type;
  buffer->usage      = desc->usage;
  buffer->size_bytes = get_buffer_size_bytes(desc->type, &desc->data);
  const GLenum usage = get_buffer_usage(desc->usage);

  glGenBuffers(1, &buffer->vbo);
  glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
  glBufferData(GL_ARRAY_BUFFER, buffer->size_bytes, desc->data.data, usage);
  glBindBuffer(GL_ARRAY_BUFFER, 0);
  ASSERT_GL;

  return true;
}

void gfx_del_buffer(Buffer* buffer) {
  assert(buffer);
  if (buffer->vbo) {
    glDeleteBuffers(1, &buffer->vbo);
    buffer->vbo = 0;
  }
}

void gfx_update_buffer(Buffer* buffer, const BufferDataDesc* desc) {
  assert(buffer);
  assert(desc);
  // OpenGL allows updating static buffers, but it is not optimal for
  // performance, so we enforce data in static buffers remain static.
  assert(buffer->usage == BufferDynamic);

  const size_t update_size_bytes = get_buffer_size_bytes(buffer->type, desc);
  assert(update_size_bytes <= buffer->size_bytes);

  glBindBuffer(GL_ARRAY_BUFFER, buffer->vbo);
  glBufferSubData(GL_ARRAY_BUFFER, 0, update_size_bytes, desc->data);
  glBindBuffer(GL_ARRAY_BUFFER, 0);
}