idk
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+52
-52
@@ -4,72 +4,72 @@
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int Mesh::meshesCount = 0;
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Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
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ibo(0),
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vertices(vertices),
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indices(indices)
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ibo(0),
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vertices(vertices),
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indices(indices)
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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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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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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo);
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reload(vertexBuffer, vertices, indexBuffer, indices);
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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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// 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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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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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_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_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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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_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_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){
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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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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() {
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draw(GL_TRIANGLES);
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}
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draw(GL_TRIANGLES);
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}
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+24
-24
@@ -5,38 +5,38 @@
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#include "../../typedefs.h"
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struct vattr {
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ubyte size;
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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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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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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 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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/// @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 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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/// @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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