Chunks meshes indexing

This commit is contained in:
@clasher113
2023-11-20 09:16:07 +02:00
parent 45d90cc693
commit cd3cf70710
4 changed files with 111 additions and 81 deletions
+31 -14
View File
@@ -3,28 +3,25 @@
int Mesh::meshesCount = 0;
Mesh::Mesh(const float* buffer, size_t vertices, const vattr* attrs) : vertices(vertices){
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
vertices(vertices),
indices(indices),
ibo(0)
{
meshesCount++;
vertexSize = 0;
for (int i = 0; attrs[i].size; i++){
for (int i = 0; attrs[i].size; i++) {
vertexSize += attrs[i].size;
}
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (buffer){
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
} else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_DRAW);
}
reload(vertexBuffer, vertices, indexBuffer, indices);
// attributes
int offset = 0;
for (int i = 0; attrs[i].size; i++){
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);
@@ -38,18 +35,38 @@ Mesh::~Mesh(){
meshesCount--;
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
if (ibo != 0) glDeleteBuffers(1, &ibo);
}
void Mesh::reload(const float* buffer, size_t vertices){
void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, buffer, GL_STATIC_DRAW);
if (vertexBuffer != nullptr && vertices != 0) {
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * vertexSize * vertices, vertexBuffer, GL_STATIC_DRAW);
}
else {
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STATIC_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){
glBindVertexArray(vao);
glDrawArrays(primitive, 0, vertices);
if (ibo != 0) {
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
}
else {
glDrawArrays(primitive, 0, vertices);
}
glBindVertexArray(0);
}