#include #include "Binder.hpp" #include "Mesh.hpp" namespace MC { BindableMesh Binder::load(Mesh& mesh) { auto vao = create_vao(); store_in_attribute_list(0, 3, mesh.flat(), mesh.size() * 3); unbind_vao(); return {vao, mesh.size()}; } uint32_t Binder::create_vao() { GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); return static_cast(vao); } uint32_t Binder::unbind_vao() { glBindVertexArray(0); } void Binder::store_in_attribute_list(uint32_t attribute, size_t size, float* data, size_t data_size) { GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, data_size * sizeof(float), data, GL_STATIC_DRAW); glVertexAttribPointer(attribute, size, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr); } void BindableMesh::bind() const { glBindVertexArray(m_vao); glEnableVertexAttribArray(0); } void BindableMesh::unbind() { glBindVertexArray(0); glDisableVertexAttribArray(0); } size_t BindableMesh::size() const { return m_vertex_count; } }