#include #include "Binder.hpp" #include "Mesh.hpp" namespace MC { BindableMesh Binder::load(Mesh& mesh) { auto vao = create_vao(); store_indices(mesh.raw_indices(), mesh.indices_size()); store_in_attribute_list(0, 3, mesh.raw(), mesh.size() * 3); store_in_attribute_list(1, 2, mesh.raw_tex_coords(), mesh.tex_coords_size() * 2); unbind_vao(); return {vao, mesh.indices_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_indices(uint32_t* indices, size_t indices_size) { GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_size * sizeof(float), indices, GL_STATIC_DRAW); } 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, size * sizeof(float), nullptr); glBindBuffer(GL_ARRAY_BUFFER, 0); } void BindableMesh::bind() const { glBindVertexArray(m_vao); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); } void BindableMesh::unbind() { glBindVertexArray(0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } size_t BindableMesh::size() const { return m_vertex_count; } }