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
+92
View File
@@ -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);
}