just a minor refactor, nothing special
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#ifndef GRAPHICS_CORE_MESH_H_
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#define GRAPHICS_CORE_MESH_H_
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#include <stdlib.h>
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#include "../../typedefs.h"
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struct vattr {
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ubyte size;
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};
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class Mesh {
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unsigned int vao;
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unsigned int vbo;
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unsigned int ibo;
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size_t vertices;
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size_t indices;
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size_t vertexSize;
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public:
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Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs);
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Mesh(const float* vertexBuffer, size_t vertices, const vattr* attrs) :
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Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
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~Mesh();
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/// @brief Update GL vertex and index buffers data without changing VAO attributes
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/// @param vertexBuffer vertex data buffer
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/// @param vertices number of vertices in new buffer
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/// @param indexBuffer indices buffer
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/// @param indices number of values in indices buffer
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void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
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/// @brief Draw mesh with specified primitives type
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/// @param primitive primitives type
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void draw(unsigned int primitive);
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/// @brief Draw mesh as triangles
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void draw();
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/// @brief Total numbers of alive mesh objects
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static int meshesCount;
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};
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#endif // GRAPHICS_CORE_MESH_H_
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