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path: root/src/GFX/Mesh.cpp
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#include "Mesh.hpp"
#include "../Common/Assert.hpp"

namespace MC::GFX {

USize Mesh::size() const {
    return m_indices.size();
}

void Mesh::bind() {
    if (!m_vao.has_value()) upload();

    glBindVertexArray(m_vao.value());
    for (Int i = 0; i < m_attributes.size(); i++) {
        glEnableVertexAttribArray(i);
    }
}

void Mesh::unbind() const {
    glBindVertexArray(0);
    for (Int i = 0; i < m_attributes.size(); i++) {
        glDisableVertexAttribArray(i);
    }
}

void Mesh::upload() {
    auto vao = create_vao();
    if (!m_indices.empty()) {
        store_indices(m_indices.data(), m_indices.size());
    }

    Int attribute_index = 0;
    for (const auto& attribute : m_attributes) {
        store_in_attribute_list(
            attribute_index++,
            attribute.attribute_size,
            attribute.type_size,
            attribute.data,
            attribute.data_size
        );
    }
    unbind_vao();

    m_vao = {vao};
}

GLuint Mesh::create_vao() {
    GLuint vao;
    glGenVertexArrays(1, &vao);
    glBindVertexArray(vao);

    return vao;
}

void Mesh::unbind_vao() {
    glBindVertexArray(0);
}

void Mesh::store_indices(const U32* indices, USize indices_size) {
    GLuint ebo;
    glGenBuffers(1, &ebo);

    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_size * sizeof(U32), indices, GL_STATIC_DRAW);
}

void Mesh::store_in_attribute_list(U32 attribute, Int attribute_size, Int type_size, const void* data, long data_size) {
    ASSERT(type_size == sizeof(F32), "Only F32 is supported for now");

    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);
}

}