feat: draw instanced
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@ -1,3 +1,5 @@
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#include <cstddef>
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#include "renderer/mesh.h"
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#include "renderer/mesh.h"
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Mesh::Mesh() {
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Mesh::Mesh() {
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@ -13,13 +15,21 @@ Mesh::Mesh() {
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// VBO (vertex buffer)
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// VBO (vertex buffer)
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
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// EBO (index buffer)
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// EBO (index buffer)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_DYNAMIC_DRAW);
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Vertex::DefineAttrib();
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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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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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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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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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@ -29,18 +39,22 @@ void Mesh::Upload() const {
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glBindVertexArray(m_vao);
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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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_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_DYNAMIC_DRAW);
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// Upload indices
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// Upload indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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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_STATIC_DRAW);
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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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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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void Mesh::Render()
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void Mesh::Render(unsigned int count)
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{
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{
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Bind();
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Bind();
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if (count > 1) {
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glDrawElementsInstanced(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0, count);
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} else {
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
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}
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Unbind();
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Unbind();
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}
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}
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