125 lines
3.2 KiB
C++
125 lines
3.2 KiB
C++
#pragma once
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#include "MeshData.hpp"
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#include "gl_util.hpp"
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inline constexpr size_t calc_size(const VertexAttribute attrs[]) {
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size_t vertexSize = 0;
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for (int i = 0; attrs[i].count; i++) {
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vertexSize += attrs[i].size();
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}
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return vertexSize;
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}
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template <typename VertexStructure>
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Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
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: Mesh(
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data.vertices.data(),
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data.vertices.size(),
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data.indices.data(),
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data.indices.size()
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) {
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}
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template <typename VertexStructure>
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Mesh<VertexStructure>::Mesh(
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const VertexStructure* vertexBuffer,
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size_t vertices,
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const uint32_t* indexBuffer,
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size_t indices
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)
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: vao(0), vbo(0), ibo(0), vertexCount(0), indexCount(0) {
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static_assert(
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calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
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);
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const auto& attrs = VertexStructure::ATTRIBUTES;
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MeshStats::meshesCount++;
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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reload(vertexBuffer, vertices, indexBuffer, indices);
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// attributes
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int offset = 0;
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for (int i = 0; attrs[i].count; i++) {
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const VertexAttribute& attr = attrs[i];
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glVertexAttribPointer(
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i,
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attr.count,
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gl::to_glenum(attr.type),
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attr.normalized,
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sizeof(VertexStructure),
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(GLvoid*)(size_t)offset
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);
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glEnableVertexAttribArray(i);
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offset += attr.size();
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}
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glBindVertexArray(0);
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}
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template <typename VertexStructure>
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Mesh<VertexStructure>::~Mesh() {
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MeshStats::meshesCount--;
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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if (ibo != 0) {
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glDeleteBuffers(1, &ibo);
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}
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}
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template <typename VertexStructure>
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void Mesh<VertexStructure>::reload(
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const VertexStructure* vertexBuffer,
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size_t vertexCount,
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const uint32_t* indexBuffer,
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size_t indexCount
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) {
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this->vertexCount = vertexCount;
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this->indexCount = indexCount;
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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if (vertexBuffer != nullptr && vertexCount != 0) {
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glBufferData(
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GL_ARRAY_BUFFER,
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vertexCount * sizeof(VertexStructure),
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vertexBuffer,
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GL_STREAM_DRAW
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);
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} else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
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}
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if (indexBuffer != nullptr && indexCount != 0) {
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if (ibo == 0) glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glBufferData(
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GL_ELEMENT_ARRAY_BUFFER,
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sizeof(uint32_t) * indexCount,
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indexBuffer,
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GL_STATIC_DRAW
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);
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} else if (ibo != 0) {
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glDeleteBuffers(1, &ibo);
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}
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}
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template <typename VertexStructure>
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void Mesh<VertexStructure>::draw(unsigned int primitive) const {
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MeshStats::drawCalls++;
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glBindVertexArray(vao);
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if (ibo != 0) {
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glDrawElements(primitive, indexCount, GL_UNSIGNED_INT, nullptr);
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} else {
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glDrawArrays(primitive, 0, vertexCount);
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}
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glBindVertexArray(0);
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}
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template <typename VertexStructure>
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void Mesh<VertexStructure>::draw() const {
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draw(GL_TRIANGLES);
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}
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