feat: refactor wavefront to support new mesh + material system

This commit is contained in:
2025-11-04 18:03:18 +01:00
parent 4bc74d0d2c
commit 9e3bc4790b
2 changed files with 159 additions and 193 deletions

View File

@@ -9,8 +9,7 @@
#include "engine/renderer/shader.h" #include "engine/renderer/shader.h"
#include "engine/renderer/renderer.h" #include "engine/renderer/renderer.h"
#include "engine/renderer/material.h" #include "engine/3d/mesh.hpp"
#include "engine/renderer/mesh.h"
#include "engine/opengl/buffers.h" #include "engine/opengl/buffers.h"
#include "engine/export.h" #include "engine/export.h"
@@ -20,40 +19,44 @@ namespace Core {
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN }; enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN }; enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class ENGINE_API Object { class ENGINE_API Object : public MeshGroup {
friend class Renderer; friend class Renderer;
private: private:
static inline int NormalizeIndex(int idx, int baseCount); static inline int NormalizeIndex(int idx, int baseCount);
private:
Object(); Object();
public: public:
~Object() = default; ~Object() = default;
public: public:
static Object* LoadFile(const std::string& filename); static Object* LoadFile(const std::string& filename);
private: private:
void LoadMaterials(const std::filesystem::path& filename); void LoadMTL(const std::filesystem::path& filename);
private:
void AddMaterial(std::string name, std::shared_ptr<Material> material);
std::shared_ptr<Material> GetMaterial(std::string name);
private: private:
void CreateNewMesh();
void CreateNewMesh(const Material& material);
Mesh& GetLastMesh(); Mesh& GetLastMesh();
void CreateNewMesh(const std::string& materialName);
void AddMaterial(MaterialID id, const Material& material);
Material* GetMaterial(const MaterialID& id);
public: public:
void Render(Shader& shader, unsigned int count); void Render(Shader& shader, unsigned int count);
[[nodiscard]] inline const std::string Name() const { return m_name; } [[nodiscard]] inline const std::string Name() const { return m_name; }
protected: protected:
void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer); void EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer);
private: private:
std::string m_name; std::string m_name;
std::vector<glm::vec3> m_vertices; std::vector<glm::vec3> m_vertices;
std::vector<glm::vec3> m_normals; std::vector<glm::vec3> m_normals;
std::vector<glm::vec2> m_texCoords; std::vector<glm::vec2> m_texCoords;
std::vector<Mesh> m_meshes; std::unordered_map<MaterialID, Material> m_materials;
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
}; };
} }

View File

@@ -8,24 +8,10 @@
#include "engine/renderer/wavefront.h" #include "engine/renderer/wavefront.h"
#include "engine/IO/parser.h" #include "engine/IO/parser.h"
#include "engine/renderer/mesh.h" #include "engine/3d/mesh.hpp"
#define DEFAULT_MATERIAL_NAME "default"
namespace Core { namespace Core {
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;
// if (s == "mtllib") return ObjElement::MTLLIB;
// if (s == "usemtl") return ObjElement::USEMTL;
// if (s == "o") return ObjElement::O;
// if (s == "v") return ObjElement::V;
// if (s == "vn") return ObjElement::VN;
// if (s == "vt") return ObjElement::VT;
// if (s == "f") return ObjElement::F;
// return ObjElement::OUNKNOWN;
// }
inline ObjElement toElement(const char* s) { inline ObjElement toElement(const char* s) {
switch (s[0]) { switch (s[0]) {
case '#': return ObjElement::OHASH; case '#': return ObjElement::OHASH;
@@ -42,22 +28,6 @@ inline ObjElement toElement(const char* s) {
return ObjElement::OUNKNOWN; return ObjElement::OUNKNOWN;
} }
// MtlElement toMtlElement(const std::string &s) {
// if (s == "#") return MtlElement::MHASH;
// if (s == "newmtl") return MtlElement::NEWMTL;
// if (s == "Ns") return MtlElement::NS;
// if (s == "Ka") return MtlElement::KA;
// if (s == "Ks") return MtlElement::KS;
// if (s == "Kd") return MtlElement::KD;
// if (s == "Ni") return MtlElement::NI;
// if (s == "d") return MtlElement::D;
// if (s == "illum") return MtlElement::ILLUM;
// if (s == "map_Kd") return MtlElement::MAP_KD;
// if (s == "map_Ka") return MtlElement::MAP_KA;
// // if (s == "map_Ke") return MtlElement::MAP_KE;
// return MtlElement::MUNKNOWN;
// }
inline MtlElement toMtlElement(const char* s) { inline MtlElement toMtlElement(const char* s) {
switch (s[0]) { switch (s[0]) {
case '#': return MtlElement::MHASH; case '#': return MtlElement::MHASH;
@@ -104,7 +74,11 @@ Object::Object() {
m_texCoords = std::vector<glm::vec2>(); m_texCoords = std::vector<glm::vec2>();
} }
void Object::LoadMaterials(const std::filesystem::path& filename) { void Object::AddMaterial(MaterialID id, const Material& material) {
m_materials.insert(std::make_pair(id, material));
}
void Object::LoadMTL(const std::filesystem::path& filename) {
std::ifstream file(filename); std::ifstream file(filename);
if (!file.is_open()) { if (!file.is_open()) {
std::cerr << "Failed to open MTL file: " << filename << std::endl; std::cerr << "Failed to open MTL file: " << filename << std::endl;
@@ -112,7 +86,8 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
} }
std::string currentMaterialName; std::string currentMaterialName;
std::shared_ptr<Material> currentMaterial; Material currentMaterial;
bool hasCurrent = false;
char line[1024]; // buffer per line char line[1024]; // buffer per line
@@ -128,15 +103,15 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NEWMTL: case MtlElement::NEWMTL:
{ {
// If a material was being built, commit it first // If a material was being built, commit it first
if (currentMaterial) { if (hasCurrent) {
AddMaterial(currentMaterialName, std::move(currentMaterial)); AddMaterial(currentMaterialName, currentMaterial);
currentMaterial = nullptr;
} }
char* materialName = p.TakeWord(); char* materialName = p.TakeWord();
if (materialName) { if (materialName) {
currentMaterialName = materialName; currentMaterialName = materialName;
currentMaterial = std::make_shared<Material>(); currentMaterial = Material(currentMaterialName);
hasCurrent = true;
} }
break; break;
} }
@@ -144,7 +119,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::NS: // specular weight case MtlElement::NS: // specular weight
{ {
float weight = p.TakeFloat(); float weight = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularWeight(weight); if (hasCurrent) currentMaterial.SetSpecularWeight(weight);
break; break;
} }
@@ -153,7 +128,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat(); float r = p.TakeFloat();
float g = p.TakeFloat(); float g = p.TakeFloat();
float b = p.TakeFloat(); float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b)); if (hasCurrent) currentMaterial.SetAmbientColor(glm::vec3(r, g, b));
break; break;
} }
@@ -162,7 +137,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat(); float r = p.TakeFloat();
float g = p.TakeFloat(); float g = p.TakeFloat();
float b = p.TakeFloat(); float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b)); if (hasCurrent) currentMaterial.SetSpecularColor(glm::vec3(r, g, b));
break; break;
} }
@@ -171,21 +146,21 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
float r = p.TakeFloat(); float r = p.TakeFloat();
float g = p.TakeFloat(); float g = p.TakeFloat();
float b = p.TakeFloat(); float b = p.TakeFloat();
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b)); if (hasCurrent) currentMaterial.SetDiffuseColor(glm::vec3(r, g, b));
break; break;
} }
case MtlElement::D: // opacity case MtlElement::D: // opacity
{ {
float d = p.TakeFloat(); float d = p.TakeFloat();
if (currentMaterial) currentMaterial->SetOpacity(d); if (hasCurrent) currentMaterial.SetOpacity(d);
break; break;
} }
case MtlElement::ILLUM: // illumination model case MtlElement::ILLUM: // illumination model
{ {
int illum = p.TakeInt(); int illum = p.TakeInt();
if (currentMaterial) currentMaterial->SetIllumination(illum); if (hasCurrent) currentMaterial.SetIllumination(illum);
break; break;
} }
@@ -193,7 +168,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
{ {
// take rest of line as texture path (can contain spaces) // take rest of line as texture path (can contain spaces)
char* texPath = p.TakeUntil('\0'); char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) { if (texPath && hasCurrent) {
// trim trailing spaces // trim trailing spaces
size_t len = std::strlen(texPath); size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t')) while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
@@ -201,7 +176,7 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
std::filesystem::path texturePath = filename.parent_path() / texPath; std::filesystem::path texturePath = filename.parent_path() / texPath;
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath.string())); currentMaterial.SetDiffuseTexture(Texture::LoadFile(texturePath.string()));
} }
break; break;
} }
@@ -209,13 +184,13 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
case MtlElement::MAP_KA: // ambient texture map case MtlElement::MAP_KA: // ambient texture map
{ {
char* texPath = p.TakeUntil('\0'); char* texPath = p.TakeUntil('\0');
if (texPath && currentMaterial) { if (texPath && hasCurrent) {
size_t len = std::strlen(texPath); size_t len = std::strlen(texPath);
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t')) while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
texPath[--len] = '\0'; texPath[--len] = '\0';
// optional: handle ambient texture // optional: handle ambient texture
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath)); // currentMaterial.SetAmbientTexture(Texture::LoadFile(texPath));
} }
break; break;
} }
@@ -227,41 +202,36 @@ void Object::LoadMaterials(const std::filesystem::path& filename) {
} }
// Commit last material if pending // Commit last material if pending
if (currentMaterial) { if (hasCurrent) {
AddMaterial(currentMaterialName, std::move(currentMaterial)); AddMaterial(currentMaterialName, currentMaterial);
} }
file.close(); file.close();
} }
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material) Material* Object::GetMaterial(const MaterialID& id)
{ {
m_materials.insert(std::make_pair(std::move(name), std::move(material))); auto material = m_materials.find(id);
}
std::shared_ptr<Material> Object::GetMaterial(std::string name)
{
auto material = m_materials.find(name);
if (material == m_materials.end()) return nullptr; if (material == m_materials.end()) return nullptr;
return material->second; return &material->second;
} }
void Object::CreateNewMesh(const std::string& materialName) void Object::CreateNewMesh(const Material& material)
{ {
Mesh mesh; EmplaceBack(material);
mesh.materialName = materialName; }
m_meshes.push_back(mesh);
void Object::CreateNewMesh()
{
EmplaceBack();
} }
Mesh& Object::GetLastMesh() Mesh& Object::GetLastMesh()
{ {
if (m_meshes.empty()) { if (Empty()) {
auto material = std::make_shared<Material>(); CreateNewMesh(Material::Default());
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
CreateNewMesh(DEFAULT_MATERIAL_NAME);
} }
return m_meshes.back(); return Back();
} }
Object* Object::LoadFile(const std::string& filename) { Object* Object::LoadFile(const std::string& filename) {
@@ -289,7 +259,7 @@ Object* Object::LoadFile(const std::string& filename) {
if (mtlFile) { if (mtlFile) {
std::filesystem::path fullPath = filename; std::filesystem::path fullPath = filename;
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile); std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
obj->LoadMaterials(mtlPath); obj->LoadMTL(mtlPath);
} }
break; break;
} }
@@ -298,11 +268,16 @@ Object* Object::LoadFile(const std::string& filename) {
{ {
char* materialName = p.TakeWord(); char* materialName = p.TakeWord();
if (materialName) { if (materialName) {
auto& mesh = obj->GetLastMesh(); auto material = obj->GetMaterial(materialName);
if (mesh.materialName != materialName) { if (!material) {
Mesh newMesh; // Not defined material being used.
newMesh.materialName = materialName; std::cerr << "[WARN] WavefrontError: use of undefined material '"
obj->m_meshes.push_back(newMesh); << materialName << "'" << std::endl;
material = new Material();
}
auto mesh = obj->FindMeshByMaterial(material);
if (mesh == obj->End()) {
obj->CreateNewMesh(*material);
} }
} }
break; break;
@@ -349,8 +324,11 @@ Object* Object::LoadFile(const std::string& filename) {
case ObjElement::F: // face case ObjElement::F: // face
{ {
auto& mesh = obj->GetLastMesh(); auto& mesh = obj->GetLastMesh();
int raw_vi, raw_ti, raw_ni;
std::vector<uint32_t> faceIndices;
faceIndices.reserve(8);
int raw_vi, raw_ti, raw_ni;
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) { while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
// Convert raw OBJ indices to 0-based / -1 sentinel // Convert raw OBJ indices to 0-based / -1 sentinel
int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size()); int vi = Object::NormalizeIndex(raw_vi, (int)obj->m_vertices.size());
@@ -362,15 +340,22 @@ Object* Object::LoadFile(const std::string& filename) {
continue; continue;
} }
glm::vec3 vert = obj->m_vertices[vi]; Vertex v;
glm::vec3 norm(0.0f); v.position = obj->m_vertices[vi];
glm::vec2 texCoord(0.0f); v.normal = (ni >= 0) ? obj->m_normals[ni] : glm::vec3(0.0f);
v.uv = (ti >= 0) ? obj->m_texCoords[ti] : glm::vec3(0.0f);
if (ni >= 0) norm = obj->m_normals[ni]; uint32_t idx = mesh.PushVertex(v);
if (ti >= 0) texCoord = obj->m_texCoords[ti]; faceIndices.push_back(idx);
// mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
// mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
}
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord); // triangulate polygon (fan)
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1); if (faceIndices.size() >= 3) {
for (size_t i = 1; i + 1 < faceIndices.size(); ++i) {
mesh.PushTriangle(faceIndices[0], faceIndices[i], faceIndices[i+1]);
}
} }
break; break;
} }
@@ -385,130 +370,108 @@ Object* Object::LoadFile(const std::string& filename) {
std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl; std::cout << "Vertices count: " << obj->m_vertices.size() << std::endl;
std::cout << "Normals count: " << obj->m_normals.size() << std::endl; std::cout << "Normals count: " << obj->m_normals.size() << std::endl;
std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl; std::cout << "TexCoords count: " << obj->m_texCoords.size() << std::endl;
std::cout << "Meshes count: " << obj->m_meshes.size() << std::endl; std::cout << "Meshes count: " << obj->GetSize() << std::endl;
std::cout << "Materials count: " << obj->m_materials.size() << std::endl; std::cout << "Materials count: " << obj->m_materials.size() << std::endl;
file.close(); file.close();
for (auto &mesh : obj->m_meshes) { // FIXME:
mesh.Upload();
} // for (auto it = obj->Begin(); it != obj->End(); ++it) {
// it->Upload();
// }
return obj; return obj;
} }
void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) { void Object::EnableBatch(const OpenGL::InstanceBuffer* instanceBuffer) {
for (auto &mesh : m_meshes) { // FIXME:
mesh.Bind();
instanceBuffer->StartConfigure(); // for (auto &mesh : m_meshes) {
std::size_t vec4Size = sizeof(glm::vec4); // mesh.Bind();
for (int i = 0; i < 4; ++i) {
glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix // instanceBuffer->StartConfigure();
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE, // std::size_t vec4Size = sizeof(glm::vec4);
sizeof(glm::mat4), (void*)(i * vec4Size)); // for (int i = 0; i < 4; ++i) {
glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex // glEnableVertexAttribArray(3 + i); // use locations 3,4,5,6 for instance matrix
} // glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE,
instanceBuffer->EndConfigure(); // sizeof(glm::mat4), (void*)(i * vec4Size));
// glVertexAttribDivisor(3 + i, 1); // IMPORTANT: one per instance, not per vertex
// }
// instanceBuffer->EndConfigure();
mesh.Unbind(); // mesh.Unbind();
} // }
} }
// void Object::Render(Shader& shader)
// {
// for (auto &mesh : m_meshes) {
// auto material = GetMaterial(mesh.materialName);
// shader.setFloat("ambientStrength", 0.2f);
// shader.setFloat("shininess", material->GetSpecularWeight());
// shader.setFloat("opacity", material->GetOpacity());
// shader.setBool("useSpecular", material->GetIllumination() >= 2);
// shader.setFloat("specularStrength", 1.0f);
// shader.setVec3("ambientColor", material->GetAmbientColor());
// shader.setVec3("diffuseColor", material->GetDiffuseColor());
// shader.setVec3("specularColor", material->GetSpecularColor());
// if (material->HasDiffuseTexture()) {
// shader.setBool("useTexture", true);
// glActiveTexture(GL_TEXTURE0);
// glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
// shader.setInt("diffuseTex", 0);
// } else {
// shader.setBool("useTexture", false);
// }
// mesh.Render();
// }
// }
void Object::Render(Shader& shader, unsigned int count) void Object::Render(Shader& shader, unsigned int count)
{ {
for (auto &mesh : m_meshes) // FIXME:
{
auto material = GetMaterial(mesh.materialName);
// --- Basic material properties --- // for (auto &mesh : m_meshes)
shader.setFloat("opacity", material->GetOpacity()); // {
// auto material = GetMaterial(mesh.GetMaterialName());
// Albedo (base color) // // --- Basic material properties ---
shader.setVec3("albedo", material->GetDiffuseColor()); // shader.setFloat("opacity", material->GetOpacity());
// Metallic and roughness (defaults) // // Albedo (base color)
shader.setFloat("metallic", 0.8f); // shader.setVec3("albedo", material->GetDiffuseColor());
shader.setFloat("roughness", 0.5f);
shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// --- Optional textures --- // // Metallic and roughness (defaults)
int texUnit = 0; // shader.setFloat("metallic", 0.8f);
// shader.setFloat("roughness", 0.5f);
// shader.setFloat("ao", 1.0f); // default ambient occlusion if none
// Albedo texture // // --- Optional textures ---
if (material->HasDiffuseTexture()) { // int texUnit = 0;
shader.setBool("useAlbedoMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit);
glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
shader.setInt("albedoTex", texUnit++);
} else {
shader.setBool("useAlbedoMap", false);
}
// Metallic texture // // Albedo texture
// if (material->HasMetallicTexture()) { // if (material->HasDiffuseTexture()) {
if (false) { // shader.setBool("useAlbedoMap", true);
shader.setBool("useMetallicMap", true); // glActiveTexture(GL_TEXTURE0 + texUnit);
glActiveTexture(GL_TEXTURE0 + texUnit); // glBindTexture(GL_TEXTURE_2D, material->GetDiffuseTexture()->GetID());
// glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID()); // shader.setInt("albedoTex", texUnit++);
shader.setInt("metallicTex", texUnit++); // } else {
} else { // shader.setBool("useAlbedoMap", false);
shader.setBool("useMetallicMap", false); // }
}
// Roughness texture // // Metallic texture
// if (material->HasRoughnessTexture()) { // // if (material->HasMetallicTexture()) {
if (false) { // if (false) {
shader.setBool("useRoughnessMap", true); // shader.setBool("useMetallicMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit); // glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID()); // // glBindTexture(GL_TEXTURE_2D, material->GetMetallicTexture()->GetID());
shader.setInt("roughnessTex", texUnit++); // shader.setInt("metallicTex", texUnit++);
} else { // } else {
shader.setBool("useRoughnessMap", false); // shader.setBool("useMetallicMap", false);
} // }
// AO texture // // Roughness texture
// if (material->HasAoTexture()) { // // if (material->HasRoughnessTexture()) {
if (false) { // if (false) {
shader.setBool("useAoMap", true); // shader.setBool("useRoughnessMap", true);
glActiveTexture(GL_TEXTURE0 + texUnit); // glActiveTexture(GL_TEXTURE0 + texUnit);
// glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID()); // // glBindTexture(GL_TEXTURE_2D, material->GetRoughnessTexture()->GetID());
shader.setInt("aoTex", texUnit++); // shader.setInt("roughnessTex", texUnit++);
} else { // } else {
shader.setBool("useAoMap", false); // shader.setBool("useRoughnessMap", false);
} // }
// --- Render mesh --- // // AO texture
mesh.Render(count); // // if (material->HasAoTexture()) {
} // if (false) {
// shader.setBool("useAoMap", true);
// glActiveTexture(GL_TEXTURE0 + texUnit);
// // glBindTexture(GL_TEXTURE_2D, material->GetAoTexture()->GetID());
// shader.setInt("aoTex", texUnit++);
// } else {
// shader.setBool("useAoMap", false);
// }
// // --- Render mesh ---
// mesh.Render(count);
// }
} }
} }