feat: use custom buffers

This commit is contained in:
2025-11-04 18:03:45 +01:00
parent 103fdcaa26
commit 2d10e22a99

View File

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