Refactor mesh handling to use templated vertex structures for improved type safety and flexibility

This commit is contained in:
REDxEYE
2025-04-13 17:14:28 +03:00
parent bba647db5c
commit 1ffbeb8148
28 changed files with 591 additions and 521 deletions
+20 -33
View File
@@ -8,15 +8,10 @@
#include <cmath>
inline constexpr uint B2D_VERTEX_SIZE = 8;
Batch2D::Batch2D(size_t capacity) : capacity(capacity), color(1.0f){
const VertexAttribute attrs[] = {
{2}, {2}, {4}, {0}
};
buffer = std::make_unique<float[]>(capacity * B2D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<Batch2DVertex[]>(capacity );
mesh = std::make_unique<Mesh<Batch2DVertex>>(buffer.get(), 0, Batch2DVertex::ATTRIBUTES);
index = 0;
const ubyte pixels[] = {
@@ -51,28 +46,20 @@ void Batch2D::vertex(
float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = u * region.getWidth() + region.u1;
buffer[index++] = v * region.getHeight() + region.v1;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = {x, y};
buffer[index].uv = {u * region.getWidth() + region.u1, v * region.getHeight() + region.v1};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch2D::vertex(
glm::vec2 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = uvpoint.x * region.getWidth() + region.u1;
buffer[index++] = uvpoint.y * region.getHeight() + region.v1;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = point;
buffer[index].uv = {uvpoint.x * region.getWidth() + region.u1, uvpoint.y * region.getHeight() + region.v1};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch2D::texture(const Texture* new_texture){
@@ -99,14 +86,14 @@ void Batch2D::setRegion(UVRegion region) {
}
void Batch2D::point(float x, float y, float r, float g, float b, float a){
if (index + 6*B2D_VERTEX_SIZE >= capacity)
if (index + 6 >= capacity)
flush();
setPrimitive(DrawPrimitive::point);
vertex(x, y, 0, 0, r,g,b,a);
}
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::line);
@@ -119,7 +106,7 @@ void Batch2D::rect(float x, float y, float w, float h){
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@@ -142,7 +129,7 @@ void Batch2D::rect(
bool flippedY,
glm::vec4 tint
) {
if (index + 6 * B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@@ -230,14 +217,14 @@ void Batch2D::rect(
}
void Batch2D::lineRect(float x, float y, float w, float h) {
if (index + 8 * B2D_VERTEX_SIZE >= capacity) {
if (index + 8 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::line);
vertex(x, y, 0.0f, 0.0f, color.r, color.g, color.b, color.a);
vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
vertex(x, y+h, 0.0f, 1.0f, color.r, color.g, color.b, color.a);
vertex(x+w, y+h, 1.0f, 1.0f, color.r, color.g, color.b, color.a);
@@ -253,7 +240,7 @@ void Batch2D::rect(
float u, float v, float tx, float ty,
float r, float g, float b, float a
){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@@ -271,7 +258,7 @@ void Batch2D::parallelogram(
float u, float v, float tx, float ty,
float r, float g, float b, float a
){
if (index + 6*B2D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@@ -292,7 +279,7 @@ void Batch2D::rect(
float r3, float g3, float b3,
float r4, float g4, float b4, int sh
){
if (index + 30*B2D_VERTEX_SIZE >= capacity) {
if (index + 30 >= capacity) {
flush();
}
setPrimitive(DrawPrimitive::triangle);
@@ -378,7 +365,7 @@ void Batch2D::sprite(
void Batch2D::flush() {
if (index == 0)
return;
mesh->reload(buffer.get(), index / B2D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw(gl::to_glenum(primitive));
index = 0;
}
+17 -3
View File
@@ -1,19 +1,33 @@
#pragma once
#include <memory>
#include <stdlib.h>
#include <glm/glm.hpp>
#include "commons.hpp"
#include "maths/UVRegion.hpp"
#include "MeshData.hpp"
template<typename VertexStructure>
class Mesh;
class Texture;
struct Batch2DVertex {
glm::vec2 position;
glm::vec2 uv;
glm::vec4 color;
static constexpr VertexAttribute ATTRIBUTES[] {
{GL_FLOAT, false, 2},
{GL_FLOAT, false,2},
{GL_FLOAT, false, 4},
{0}
};
};
class Batch2D : public Flushable {
std::unique_ptr<float[]> buffer;
std::unique_ptr<Batch2DVertex[]> buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Mesh<Batch2DVertex>> mesh;
std::unique_ptr<Texture> blank;
size_t index;
glm::vec4 color;
+55 -75
View File
@@ -7,17 +7,12 @@
#include "typedefs.hpp"
#include "maths/UVRegion.hpp"
/// xyz, uv, rgba
inline constexpr uint B3D_VERTEX_SIZE = 9;
Batch3D::Batch3D(size_t capacity)
Batch3D::Batch3D(size_t capacity)
: capacity(capacity) {
const VertexAttribute attrs[] = {
{3}, {2}, {4}, {0}
};
buffer = std::make_unique<float[]>(capacity * B3D_VERTEX_SIZE);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<Batch3DVertex[]>(capacity);
mesh = std::make_unique<Mesh<Batch3DVertex>>(buffer.get(), 0, Batch3DVertex::ATTRIBUTES);
index = 0;
const ubyte pixels[] = {
@@ -40,69 +35,54 @@ void Batch3D::vertex(
float x, float y, float z, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = x;
buffer[index++] = y;
buffer[index++] = z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = {x, y, z};
buffer[index].uv = {u, v};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::vertex(
glm::vec3 coord, float u, float v,
float r, float g, float b, float a
) {
buffer[index++] = coord.x;
buffer[index++] = coord.y;
buffer[index++] = coord.z;
buffer[index++] = u;
buffer[index++] = v;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = coord;
buffer[index].uv = {u, v};
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::vertex(
glm::vec3 point,
glm::vec2 uvpoint,
float r, float g, float b, float a
) {
buffer[index++] = point.x;
buffer[index++] = point.y;
buffer[index++] = point.z;
buffer[index++] = uvpoint.x;
buffer[index++] = uvpoint.y;
buffer[index++] = r;
buffer[index++] = g;
buffer[index++] = b;
buffer[index++] = a;
buffer[index].position = point;
buffer[index].uv = uvpoint;
buffer[index].color = {r, g, b, a};
index++;
}
void Batch3D::face(
const glm::vec3& coord,
const glm::vec3& coord,
float w, float h,
const glm::vec3& axisX,
const glm::vec3& axisY,
const UVRegion& region,
const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE * 6 > capacity) {
if (index + 6 >= capacity) {
flush();
}
vertex(coord, region.u1, region.v1,
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w, region.u2, region.v1,
vertex(coord + axisX * w, region.u2, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord, region.u1, region.v1,
vertex(coord, region.u1, region.v1,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisX * w + axisY * h, region.u2, region.v2,
tint.r, tint.g, tint.b, tint.a);
vertex(coord + axisY * h, region.u1, region.v2,
vertex(coord + axisY * h, region.u1, region.v2,
tint.r, tint.g, tint.b, tint.a);
}
@@ -134,18 +114,18 @@ void Batch3D::sprite(
}
void Batch3D::sprite(
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
const glm::vec3& pos,
const glm::vec3& up,
const glm::vec3& right,
float w, float h,
const UVRegion& uv,
const glm::vec4& color
){
const float r = color.r;
const float g = color.g;
const float b = color.b;
const float a = color.a;
if (index + 6*B3D_VERTEX_SIZE >= capacity) {
if (index + 6 >= capacity) {
flush();
}
@@ -194,17 +174,17 @@ void Batch3D::xSprite(
float w, float h, const UVRegion& uv, const glm::vec4& tint, bool shading
) {
face(
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
w, h,
glm::vec3(1, 0, 0),
glm::vec3(0, 1, 0),
glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
w, h,
glm::vec3(1, 0, 0),
glm::vec3(0, 1, 0),
uv, (shading ? do_tint(1.0f)*tint : tint)
);
face(
glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
w, h,
glm::vec3(0, 0, -1),
glm::vec3(0, 1, 0),
glm::vec3(0, 0, -1),
glm::vec3(0, 1, 0),
uv, (shading ? do_tint(0.9f)*tint : tint)
);
}
@@ -221,41 +201,41 @@ void Batch3D::cube(
const glm::vec3 Z(0.0f, 0.0f, 1.0f);
face(
coord+glm::vec3(0.0f, 0.0f, 0.0f),
size.x, size.y, X, Y, texfaces[5],
coord+glm::vec3(0.0f, 0.0f, 0.0f),
size.x, size.y, X, Y, texfaces[5],
(shading ? do_tint(0.8)*tint : tint)
);
face(
coord+glm::vec3(size.x, 0.0f, -size.z),
size.x, size.y, -X, Y, texfaces[4],
coord+glm::vec3(size.x, 0.0f, -size.z),
size.x, size.y, -X, Y, texfaces[4],
(shading ? do_tint(0.8f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, size.y, 0.0f),
size.x, size.z, X, -Z, texfaces[3],
coord+glm::vec3(0.0f, size.y, 0.0f),
size.x, size.z, X, -Z, texfaces[3],
(shading ? do_tint(1.0f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.x, size.z, X, Z, texfaces[2],
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.x, size.z, X, Z, texfaces[2],
(shading ? do_tint(0.7f)*tint : tint)
);
face(
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.z, size.y, Z, Y, texfaces[0],
coord+glm::vec3(0.0f, 0.0f, -size.z),
size.z, size.y, Z, Y, texfaces[0],
(shading ? do_tint(0.9f)*tint : tint)
);
face(
coord+glm::vec3(size.x, 0.0f, 0.0f),
size.z, size.y, -Z, Y, texfaces[1],
coord+glm::vec3(size.x, 0.0f, 0.0f),
size.z, size.y, -Z, Y, texfaces[1],
(shading ? do_tint(0.9f)*tint : tint)
);
}
void Batch3D::blockCube(
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
const glm::vec3& size,
const UVRegion(&texfaces)[6],
const glm::vec4& tint,
bool shading
) {
cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
@@ -264,27 +244,27 @@ void Batch3D::blockCube(
void Batch3D::vertex(
const glm::vec3& coord, const glm::vec2& uv, const glm::vec4& tint
) {
if (index + B3D_VERTEX_SIZE >= capacity) {
if (index + 1 >= capacity) {
flush();
}
vertex(coord, uv, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::point(const glm::vec3& coord, const glm::vec4& tint) {
if (index + B3D_VERTEX_SIZE >= capacity) {
if (index + 1 >= capacity) {
flushPoints();
}
vertex(coord, {}, tint.r, tint.g, tint.b, tint.a);
}
void Batch3D::flush() {
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw();
index = 0;
}
void Batch3D::flushPoints() {
mesh->reload(buffer.get(), index / B3D_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw(GL_POINTS);
index = 0;
}
+19 -4
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@@ -2,19 +2,34 @@
#include "typedefs.hpp"
#include "commons.hpp"
#include "MeshData.hpp"
#include <memory>
#include <stdlib.h>
#include <cstdlib>
#include <glm/glm.hpp>
class Mesh;
template<typename VertexStructure> class Mesh;
class Texture;
struct UVRegion;
struct Batch3DVertex {
glm::vec3 position;
glm::vec2 uv;
glm::vec4 color;
static constexpr VertexAttribute ATTRIBUTES[] {
{GL_FLOAT, false, 3},
{GL_FLOAT, false, 2},
{GL_FLOAT, false, 4},
{0}
};
};
class Batch3D : public Flushable {
std::unique_ptr<float[]> buffer;
std::unique_ptr<Batch3DVertex[]> buffer;
size_t capacity;
std::unique_ptr<Mesh> mesh;
std::unique_ptr<Mesh<Batch3DVertex>> mesh;
std::unique_ptr<Texture> blank;
size_t index;
glm::vec4 tint {1.0f};
+13 -24
View File
@@ -3,12 +3,11 @@
#include <GL/glew.h>
inline constexpr uint LB_VERTEX_SIZE = (3+4);
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
const VertexAttribute attrs[] = { {3},{4}, {0} };
buffer = std::make_unique<float[]>(capacity * LB_VERTEX_SIZE * 2);
mesh = std::make_unique<Mesh>(buffer.get(), 0, attrs);
buffer = std::make_unique<LineVertex[]>(capacity * 2);
mesh = std::make_unique<Mesh<LineVertex>>(buffer.get(), 0, LineVertex::ATTRIBUTES);
index = 0;
}
@@ -16,31 +15,21 @@ LineBatch::~LineBatch(){
}
void LineBatch::line(
float x1, float y1,
float z1, float x2,
float x1, float y1,
float z1, float x2,
float y2, float z2,
float r, float g, float b, float a
) {
if (index + LB_VERTEX_SIZE * 2 >= capacity) {
if (index + 2 >= capacity) {
flush();
}
buffer[index] = x1;
buffer[index+1] = y1;
buffer[index+2] = z1;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
buffer[index].position = {x1,y1,z1};
buffer[index].color = {r,g,b,a};
index++;
buffer[index] = x2;
buffer[index+1] = y2;
buffer[index+2] = z2;
buffer[index+3] = r;
buffer[index+4] = g;
buffer[index+5] = b;
buffer[index+6] = a;
index += LB_VERTEX_SIZE;
buffer[index].position = {x2,y2,z2};
buffer[index].color = {r,g,b,a};
index++;
}
void LineBatch::box(float x, float y, float z, float w, float h, float d,
@@ -68,7 +57,7 @@ void LineBatch::box(float x, float y, float z, float w, float h, float d,
void LineBatch::flush(){
if (index == 0)
return;
mesh->reload(buffer.get(), index / LB_VERTEX_SIZE);
mesh->reload(buffer.get(), index);
mesh->draw(GL_LINES);
index = 0;
}
+11 -2
View File
@@ -5,12 +5,21 @@
#include <glm/glm.hpp>
#include "commons.hpp"
#include "MeshData.hpp"
template<typename VertexStructure>
class Mesh;
struct LineVertex {
glm::vec3 position;
glm::vec4 color;
static constexpr VertexAttribute ATTRIBUTES[] { {GL_FLOAT,false,3},{GL_FLOAT,false,4}, {0} };
};
class LineBatch : public Flushable {
std::unique_ptr<Mesh> mesh;
std::unique_ptr<float[]> buffer;
std::unique_ptr<Mesh<LineVertex>> mesh;
std::unique_ptr<LineVertex[]> buffer;
size_t index;
size_t capacity;
public:
+6 -91
View File
@@ -1,93 +1,8 @@
#include "Mesh.hpp"
#include <assert.h>
#include <GL/glew.h>
//
// Created by RED on 24.03.2025.
//
int Mesh::meshesCount = 0;
int Mesh::drawCalls = 0;
#include "graphics/core/Mesh.hpp"
inline size_t calc_vertex_size(const VertexAttribute* attrs) {
size_t vertexSize = 0;
for (int i = 0; attrs[i].size; i++) {
vertexSize += attrs[i].size;
}
assert(vertexSize != 0);
return vertexSize;
}
Mesh::Mesh(const MeshData& data)
: Mesh(data.vertices.data(),
data.vertices.size() / calc_vertex_size(data.attrs.data()),
data.indices.data(),
data.indices.size(),
data.attrs.data()) {}
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
ibo(0),
vertices(0),
indices(0)
{
meshesCount++;
vertexSize = 0;
for (int i = 0; attrs[i].size; i++) {
vertexSize += attrs[i].size;
}
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
reload(vertexBuffer, vertices, indexBuffer, indices);
// attributes
int offset = 0;
for (int i = 0; attrs[i].size; i++) {
int size = attrs[i].size;
glVertexAttribPointer(i, size, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (GLvoid*)(offset * sizeof(float)));
glEnableVertexAttribArray(i);
offset += size;
}
glBindVertexArray(0);
}
Mesh::~Mesh(){
meshesCount--;
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
if (ibo != 0) glDeleteBuffers(1, &ibo);
}
void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertices != 0) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STREAM_DRAW);
} else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
}
if (indexBuffer != nullptr && indices != 0) {
if (ibo == 0) glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices, indexBuffer, GL_STATIC_DRAW);
}
else if (ibo != 0) {
glDeleteBuffers(1, &ibo);
}
this->vertices = vertices;
this->indices = indices;
}
void Mesh::draw(unsigned int primitive) const {
drawCalls++;
glBindVertexArray(vao);
if (ibo != 0) {
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
}
else {
glDrawArrays(primitive, 0, vertices);
}
glBindVertexArray(0);
}
void Mesh::draw() const {
draw(GL_TRIANGLES);
}
int MeshStats::meshesCount = 0;
int MeshStats::drawCalls = 0;
+27 -15
View File
@@ -1,31 +1,43 @@
#pragma once
#include <stdlib.h>
#include "typedefs.hpp"
#include "MeshData.hpp"
struct MeshStats {
static int meshesCount;
static int drawCalls;
};
template<typename VertexStructure>
class Mesh {
unsigned int vao;
unsigned int vbo;
unsigned int ibo;
size_t vertices;
size_t indices;
size_t vertexCount;
size_t indexCount;
size_t vertexSize;
public:
Mesh(const MeshData& data);
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs);
Mesh(const float* vertexBuffer, size_t vertices, const VertexAttribute* attrs) :
Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
explicit Mesh(const MeshData<VertexStructure> &data);
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const uint32_t *indexBuffer, size_t indices,
const VertexAttribute *attrs);
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const VertexAttribute *attrs) : Mesh<VertexStructure>(
vertexBuffer, vertices, nullptr, 0, attrs) {
};
~Mesh();
/// @brief Update GL vertex and index buffers data without changing VAO attributes
/// @param vertexBuffer vertex data buffer
/// @param vertices number of vertices in new buffer
/// @param vertexCount number of vertices in new buffer
/// @param indexBuffer indices buffer
/// @param indices number of values in indices buffer
void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
/// @param indexCount number of values in indices buffer
void reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer = nullptr,
size_t indexCount = 0);
/// @brief Draw mesh with specified primitives type
/// @param primitive primitives type
void draw(unsigned int primitive) const;
@@ -34,6 +46,6 @@ public:
void draw() const;
/// @brief Total numbers of alive mesh objects
static int meshesCount;
static int drawCalls;
};
#include "graphics/core/Mesh.inl"
+92
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@@ -0,0 +1,92 @@
#pragma once
#include <GL/glew.h>
#include "MeshData.hpp"
template<typename VertexStructure>
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
: Mesh(data.vertices.data(),
data.vertices.size(),
data.indices.data(),
data.indices.size(),
data.attrs.data()) {}
template<typename VertexStructure>
Mesh<VertexStructure>::Mesh(const VertexStructure* vertexBuffer, size_t vertices, const uint32_t* indexBuffer, size_t indices, const VertexAttribute* attrs) :
ibo(0),
vao(0),
vbo(0),
vertexCount(0),
indexCount(0)
{
MeshStats::meshesCount++;
vertexSize = 0;
for (int i = 0; attrs[i].count; i++) {
vertexSize += attrs[i].size();
}
size_t tmp = sizeof(VertexStructure);
assert(vertexSize==tmp);
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
reload(vertexBuffer, vertices, indexBuffer, indices);
// attributes
int offset = 0;
for (int i = 0; attrs[i].count; i++) {
const VertexAttribute &attr = attrs[i];
glVertexAttribPointer(i, attr.count, attr.type, attr.normalized, sizeof(VertexStructure), (GLvoid*)(size_t)offset);
glEnableVertexAttribArray(i);
offset += attr.size();
}
glBindVertexArray(0);
}
template<typename VertexStructure>
Mesh<VertexStructure>::~Mesh(){
MeshStats::meshesCount--;
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
if (ibo != 0) glDeleteBuffers(1, &ibo);
}
template<typename VertexStructure>
void Mesh<VertexStructure>::reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer, size_t indexCount) {
this->vertexCount = vertexCount;
this->indexCount = indexCount;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertexCount != 0) {
glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vertexBuffer, GL_STREAM_DRAW);
} else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
}
if (indexBuffer != nullptr && indexCount != 0) {
if (ibo == 0)
glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(uint32_t) * indexCount, indexBuffer, GL_STATIC_DRAW);
} else if (ibo != 0) {
glDeleteBuffers(1, &ibo);
}
}
template<typename VertexStructure>
void Mesh<VertexStructure>::draw(unsigned int primitive) const {
MeshStats::drawCalls++;
glBindVertexArray(vao);
if (ibo != 0) {
glDrawElements(primitive, indexCount, GL_UNSIGNED_INT, nullptr);
} else {
glDrawArrays(primitive, 0, vertexCount);
}
glBindVertexArray(0);
}
template<typename VertexStructure>
void Mesh<VertexStructure>::draw() const {
draw(GL_TRIANGLES);
}
+29 -6
View File
@@ -1,19 +1,42 @@
#pragma once
#include <vector>
#include <stdexcept>
#include <GL/glew.h>
#include "typedefs.hpp"
#include "util/Buffer.hpp"
/// @brief Vertex attribute info
struct VertexAttribute {
ubyte size;
uint32_t type;
bool normalized;
ubyte count;
[[nodiscard]] uint32_t size() const {
switch (type) {
case GL_FLOAT:
return count * sizeof(float);
case GL_UNSIGNED_INT:
case GL_INT:
return count * sizeof(uint32_t);
case GL_UNSIGNED_SHORT:
case GL_SHORT:
return count * sizeof(uint16_t);
case GL_UNSIGNED_BYTE:
case GL_BYTE:
return count * sizeof(uint8_t);
default:
throw std::runtime_error("VertexAttribute type is not supported");
}
}
};
/// @brief Raw mesh data structure
template<typename VertexStructure>
struct MeshData {
util::Buffer<float> vertices;
util::Buffer<int> indices;
util::Buffer<VertexStructure> vertices;
util::Buffer<uint32_t> indices;
util::Buffer<VertexAttribute> attrs;
MeshData() = default;
@@ -22,8 +45,8 @@ struct MeshData {
/// @param indices nullable indices buffer
/// @param attrs vertex attribute sizes (must be null-terminated)
MeshData(
util::Buffer<float> vertices,
util::Buffer<int> indices,
util::Buffer<VertexStructure> vertices,
util::Buffer<uint32_t> indices,
util::Buffer<VertexAttribute> attrs
) : vertices(std::move(vertices)),
indices(std::move(indices)),
+9 -5
View File
@@ -12,12 +12,16 @@
PostProcessing::PostProcessing(size_t effectSlotsCount)
: effectSlots(effectSlotsCount) {
// Fullscreen quad mesh bulding
float vertices[] {
-1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f
PostProcessingVertex meshData[]{
{{-1.0f, -1.0f}},
{{-1.0f, 1.0f}},
{{1.0f, 1.0f}},
{{-1.0f, -1.0f}},
{{1.0f, 1.0f}},
{{1.0f, -1.0f}},
};
VertexAttribute attrs[] {{2}, {0}};
quadMesh = std::make_unique<Mesh>(vertices, 6, attrs);
quadMesh = std::make_unique<Mesh<PostProcessingVertex>>(meshData, 6, PostProcessingVertex::ATTRIBUTES);
}
PostProcessing::~PostProcessing() = default;
+13 -2
View File
@@ -2,14 +2,25 @@
#include <vector>
#include <memory>
#include <glm/glm.hpp>
#include "MeshData.hpp"
class Mesh;
template<typename VertexStructure> class Mesh;
class Assets;
class Framebuffer;
class DrawContext;
class ImageData;
class PostEffect;
struct PostProcessingVertex {
glm::vec2 position;
static constexpr VertexAttribute ATTRIBUTES[] {
{GL_FLOAT,false,2},
{0}
};
};
/// @brief Framebuffer with blitting with shaders.
/// @attention Current implementation does not support multiple render passes
/// for multiple effects. Will be implemented in v0.21
@@ -18,7 +29,7 @@ class PostProcessing {
std::unique_ptr<Framebuffer> fbo;
std::unique_ptr<Framebuffer> fboSecond;
/// @brief Fullscreen quad mesh as the post-processing canvas
std::unique_ptr<Mesh> quadMesh;
std::unique_ptr<Mesh<PostProcessingVertex>> quadMesh;
std::vector<std::shared_ptr<PostEffect>> effectSlots;
public:
PostProcessing(size_t effectSlotsCount);