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); }

Database System Concepts
7th Edition
ISBN:9780078022159
Author:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Publisher:Abraham Silberschatz Professor, Henry F. Korth, S. Sudarshan
Chapter1: Introduction
Section: Chapter Questions
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In Computer Graphics, can you emphasize on what types of data uniforms are? Explaining in a very visual and detailed emphasis on what uniforms are?

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);
}
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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