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#include "Mesh.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));
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);
}
}
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