feat: use custom buffers
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@ -1,52 +1,55 @@
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#include <iostream>
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#include <cstddef>
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#include "engine/renderer/mesh.h"
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namespace Core {
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Mesh::Mesh() {
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Mesh::Mesh(const std::string& name) : m_materialName(name.c_str()) {
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std::cout << "Mesh init" << std::endl;
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// m_vao = 0;
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m_vbo = 0;
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// m_vbo = 0;
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m_ebo = 0;
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// glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vbo);
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// glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_ebo);
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Bind();
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// VBO (vertex buffer)
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
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SetupVertexBuffer(GL_DYNAMIC_DRAW);
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// EBO (index buffer)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
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// attributes
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, position)));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, normal)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, uv)));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// TODO: delete after ebo moved in VertexArray
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// glBindBuffer(GL_DYNAMIC_DRAW, 0);
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Unbind();
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}
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void Mesh::Upload() {
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Bind();
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
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VertexBufferData(m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data());
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// Upload indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_DYNAMIC_DRAW);
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// TODO: delete after ebo moved in VertexArray
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// glBindBuffer(GL_DYNAMIC_DRAW, 0);
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Unbind();
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}
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