OpenGLUniformBuffer::OpenGLUniformBuffer(uint32_t size, uint32_t binding) { glGenBuffers(1, & rendererID); } gNamedBufferData(_rendererID, size, nullptr, GL_DYNAMIC_DRAW); glBindBufferBase (GL_UNIFORM_BUFFER, binding, _rendererID); OpenGLUniformBuffer::~ OpenGLUniformBuffer(){ } glDeleteBuffers(1, & rendererID); void OpenGLUniformBuffer::setData(const void* data, uint32_t size, uint32_t offset) { gNamedBufferSubData(_rendererID, offset, size, data); }
OpenGLUniformBuffer::OpenGLUniformBuffer(uint32_t size, uint32_t binding) { glGenBuffers(1, & rendererID); } gNamedBufferData(_rendererID, size, nullptr, GL_DYNAMIC_DRAW); glBindBufferBase (GL_UNIFORM_BUFFER, binding, _rendererID); OpenGLUniformBuffer::~ OpenGLUniformBuffer(){ } glDeleteBuffers(1, & rendererID); void OpenGLUniformBuffer::setData(const void* data, uint32_t size, uint32_t offset) { gNamedBufferSubData(_rendererID, offset, size, data); }
New Perspectives on HTML5, CSS3, and JavaScript
6th Edition
ISBN:9781305503922
Author:Patrick M. Carey
Publisher:Patrick M. Carey
Chapter14: Exploring Object-based Programming: Designing An Online Poker
Section14.1: Visual Overview: Custom Objects, Properties, And Methods
Problem 7QC
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Including how they work in the case of implementing a material system. I know that when looking at a material, it contains some of these properties. A vertex array, shader/texture, and a uniform. I am confused on what information uniforms contain, and what does that tell us in the context of a Material or Material system?
Using OpenGL code as an example, if you can also reference to the code I had also attached as well.
![OpenGLUniformBuffer::OpenGLUniformBuffer(uint32_t size, uint32_t binding) {
glGenBuffers(1, & rendererID);
}
gNamedBufferData(_rendererID, size, nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase (GL_UNIFORM_BUFFER, binding, _rendererID);
OpenGLUniformBuffer::~ OpenGLUniformBuffer(){
}
glDeleteBuffers(1, & rendererID);
void OpenGLUniformBuffer::setData(const void* data, uint32_t size, uint32_t offset) {
gNamedBufferSubData(_rendererID, offset, size, data);
}](/v2/_next/image?url=https%3A%2F%2Fcontent.bartleby.com%2Fqna-images%2Fquestion%2F55f0ae31-0bcc-45bd-bd65-ca5ef078588e%2F2c141ddf-a627-4fd5-903d-4b472149fbd5%2Fk8g1vli_processed.png&w=3840&q=75)
Transcribed Image Text:OpenGLUniformBuffer::OpenGLUniformBuffer(uint32_t size, uint32_t binding) {
glGenBuffers(1, & rendererID);
}
gNamedBufferData(_rendererID, size, nullptr, GL_DYNAMIC_DRAW);
glBindBufferBase (GL_UNIFORM_BUFFER, binding, _rendererID);
OpenGLUniformBuffer::~ OpenGLUniformBuffer(){
}
glDeleteBuffers(1, & rendererID);
void OpenGLUniformBuffer::setData(const void* data, uint32_t size, uint32_t offset) {
gNamedBufferSubData(_rendererID, offset, size, data);
}
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