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#include <GL/glew.h>
#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);
unbind_vao();
return {vao, mesh.indices_size()};
}
uint32_t Binder::create_vao() {
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
return static_cast<uint32_t>(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, 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;
}
}
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