Refactor mesh handling to use templated vertex structures for improved type safety and flexibility
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@@ -1,93 +1,8 @@
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#include "Mesh.hpp"
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#include <assert.h>
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#include <GL/glew.h>
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//
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// Created by RED on 24.03.2025.
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//
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int Mesh::meshesCount = 0;
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int Mesh::drawCalls = 0;
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#include "graphics/core/Mesh.hpp"
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inline size_t calc_vertex_size(const VertexAttribute* attrs) {
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size_t vertexSize = 0;
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for (int i = 0; attrs[i].size; i++) {
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vertexSize += attrs[i].size;
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}
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assert(vertexSize != 0);
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return vertexSize;
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}
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Mesh::Mesh(const MeshData& data)
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: Mesh(data.vertices.data(),
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data.vertices.size() / calc_vertex_size(data.attrs.data()),
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data.indices.data(),
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data.indices.size(),
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data.attrs.data()) {}
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Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs) :
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ibo(0),
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vertices(0),
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indices(0)
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{
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meshesCount++;
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vertexSize = 0;
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for (int i = 0; attrs[i].size; i++) {
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vertexSize += attrs[i].size;
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}
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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reload(vertexBuffer, vertices, indexBuffer, indices);
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// attributes
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int offset = 0;
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for (int i = 0; attrs[i].size; i++) {
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int size = attrs[i].size;
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glVertexAttribPointer(i, size, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (GLvoid*)(offset * sizeof(float)));
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glEnableVertexAttribArray(i);
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offset += size;
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}
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glBindVertexArray(0);
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}
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Mesh::~Mesh(){
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meshesCount--;
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glDeleteVertexArrays(1, &vao);
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glDeleteBuffers(1, &vbo);
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if (ibo != 0) glDeleteBuffers(1, &ibo);
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}
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void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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if (vertexBuffer != nullptr && vertices != 0) {
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STREAM_DRAW);
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} else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
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}
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if (indexBuffer != nullptr && indices != 0) {
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if (ibo == 0) glGenBuffers(1, &ibo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices, indexBuffer, GL_STATIC_DRAW);
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}
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else if (ibo != 0) {
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glDeleteBuffers(1, &ibo);
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}
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this->vertices = vertices;
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this->indices = indices;
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}
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void Mesh::draw(unsigned int primitive) const {
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drawCalls++;
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glBindVertexArray(vao);
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if (ibo != 0) {
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glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
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}
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else {
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glDrawArrays(primitive, 0, vertices);
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}
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glBindVertexArray(0);
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}
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void Mesh::draw() const {
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draw(GL_TRIANGLES);
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}
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int MeshStats::meshesCount = 0;
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int MeshStats::drawCalls = 0;
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