75 lines
1.8 KiB
C++
75 lines
1.8 KiB
C++
#include "Mesh.h"
|
|
#include <GL/glew.h>
|
|
|
|
int Mesh::meshesCount = 0;
|
|
|
|
Mesh::Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const vattr* attrs) :
|
|
ibo(0),
|
|
vertices(vertices),
|
|
indices(indices)
|
|
{
|
|
meshesCount++;
|
|
vertexSize = 0;
|
|
for (int i = 0; attrs[i].size; i++) {
|
|
vertexSize += attrs[i].size;
|
|
}
|
|
|
|
glGenVertexArrays(1, &vao);
|
|
glGenBuffers(1, &vbo);
|
|
|
|
reload(vertexBuffer, vertices, indexBuffer, indices);
|
|
|
|
// attributes
|
|
int offset = 0;
|
|
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);
|
|
offset += size;
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
Mesh::~Mesh(){
|
|
meshesCount--;
|
|
glDeleteVertexArrays(1, &vao);
|
|
glDeleteBuffers(1, &vbo);
|
|
if (ibo != 0) glDeleteBuffers(1, &ibo);
|
|
}
|
|
|
|
void Mesh::reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices){
|
|
glBindVertexArray(vao);
|
|
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
|
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);
|
|
if (ibo != 0) {
|
|
glDrawElements(primitive, indices, GL_UNSIGNED_INT, 0);
|
|
}
|
|
else {
|
|
glDrawArrays(primitive, 0, vertices);
|
|
}
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
void Mesh::draw() {
|
|
draw(GL_TRIANGLES);
|
|
} |