#include "uniform_buffer.h" #include namespace Donut { UniformBuffer::UniformBuffer(uint32_t size, uint32_t binding) : m_size(size), m_binding(binding) { glGenBuffers(1, &m_renderer_id); glBindBuffer(GL_UNIFORM_BUFFER, m_renderer_id); glBufferData(GL_UNIFORM_BUFFER, size, nullptr, GL_DYNAMIC_DRAW); glBindBufferBase(GL_UNIFORM_BUFFER, binding, m_renderer_id); } UniformBuffer::~UniformBuffer() { glDeleteBuffers(1, &m_renderer_id); } auto UniformBuffer::set_data(const void* data, uint32_t size, uint32_t offset) -> void { glBindBuffer(GL_UNIFORM_BUFFER, m_renderer_id); glBufferSubData(GL_UNIFORM_BUFFER, offset, size, data); } auto UniformBuffer::bind(uint32_t binding) -> void { glBindBufferBase(GL_UNIFORM_BUFFER, binding, m_renderer_id); } auto UniformBuffer::create(uint32_t size, uint32_t binding) -> Ref { return create_ref(size, binding); } };