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#include <GL/glew.h>
#include "Binder.hpp"
#include "Mesh.hpp"
namespace MC::GFX {
BindableMesh Binder::load(const Mesh& mesh) {
auto vao = create_vao();
if (!mesh.indices().empty()) {
store_indices(mesh.indices().data(), mesh.indices().size());
}
int attribute_index = 0;
for (const auto& attribute : mesh.attributes()) {
store_in_attribute_list(
attribute_index++,
attribute.attribute_size,
attribute.type_size,
attribute.data,
attribute.data_size
);
}
unbind_vao();
return {vao, mesh.indices().size(), mesh.attributes().size()};
}
uint32_t Binder::create_vao() {
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
return vao;
}
void Binder::unbind_vao() {
glBindVertexArray(0);
}
void Binder::store_indices(const 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, int attribute_size, int type_size, const void* data, long data_size) {
assert(type_size == sizeof(float));
GLuint vbo;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data_size * attribute_size * type_size, data, GL_STATIC_DRAW);
glVertexAttribPointer(attribute, attribute_size, GL_FLOAT, GL_FALSE, attribute_size * type_size, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void BindableMesh::bind() const {
glBindVertexArray(m_vao);
for (int i = 0; i < m_attribute_count; i++) {
glEnableVertexAttribArray(i);
}
}
void BindableMesh::unbind() const {
glBindVertexArray(0);
for (int i = 0; i < m_attribute_count; i++) {
glDisableVertexAttribArray(i);
}
}
bool BindableMesh::has_indices() const {
return m_has_indices;
}
size_t BindableMesh::size() const {
return m_vertex_count;
}
}
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