feat: refactor code + optimizations for obj file parsing
This commit is contained in:
@ -1,78 +1,98 @@
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <cstring>
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#include <memory>
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#include <filesystem>
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#include <GL/glew.h>
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#include "IO/parser.h"
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#include "renderer/mesh.h"
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#include "renderer/wavefront.h"
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ObjElement toElement(const std::string &s) {
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if (s == "#") return ObjElement::OHASH;
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if (s == "mtllib") return ObjElement::MTLLIB;
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if (s == "usemtl") return ObjElement::USEMTL;
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if (s == "o") return ObjElement::O;
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if (s == "v") return ObjElement::V;
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if (s == "vn") return ObjElement::VN;
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if (s == "vt") return ObjElement::VT;
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if (s == "f") return ObjElement::F;
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#define DEFAULT_MATERIAL_NAME "default"
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// ObjElement toElement(const std::string &s) {
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// if (s == "#") return ObjElement::OHASH;
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// if (s == "mtllib") return ObjElement::MTLLIB;
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// if (s == "usemtl") return ObjElement::USEMTL;
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// if (s == "o") return ObjElement::O;
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// if (s == "v") return ObjElement::V;
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// if (s == "vn") return ObjElement::VN;
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// if (s == "vt") return ObjElement::VT;
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// if (s == "f") return ObjElement::F;
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// return ObjElement::OUNKNOWN;
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// }
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inline ObjElement toElement(const char* s) {
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switch (s[0]) {
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case '#': return ObjElement::OHASH;
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case 'm': if (strcmp(s, "mtllib") == 0) return ObjElement::MTLLIB; break;
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case 'u': if (strcmp(s, "usemtl") == 0) return ObjElement::USEMTL; break;
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case 'o': if (s[1] == '\0') return ObjElement::O; break;
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case 'v':
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if (s[1] == '\0') return ObjElement::V;
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if (s[1] == 'n' && s[2] == '\0') return ObjElement::VN;
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if (s[1] == 't' && s[2] == '\0') return ObjElement::VT;
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break;
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case 'f': if (s[1] == '\0') return ObjElement::F; break;
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}
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return ObjElement::OUNKNOWN;
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}
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MtlElement toMtlElement(const std::string &s) {
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if (s == "#") return MtlElement::MHASH;
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if (s == "newmtl") return MtlElement::NEWMTL;
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if (s == "Ns") return MtlElement::NS;
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if (s == "Ka") return MtlElement::KA;
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if (s == "Ks") return MtlElement::KS;
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if (s == "Kd") return MtlElement::KD;
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if (s == "Ni") return MtlElement::NI;
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if (s == "d") return MtlElement::D;
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if (s == "illum") return MtlElement::ILLUM;
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if (s == "map_Kd") return MtlElement::MAP_KD;
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if (s == "map_Ka") return MtlElement::MAP_KA;
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// if (s == "map_Ke") return MtlElement::MAP_KE;
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// MtlElement toMtlElement(const std::string &s) {
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// if (s == "#") return MtlElement::MHASH;
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// if (s == "newmtl") return MtlElement::NEWMTL;
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// if (s == "Ns") return MtlElement::NS;
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// if (s == "Ka") return MtlElement::KA;
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// if (s == "Ks") return MtlElement::KS;
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// if (s == "Kd") return MtlElement::KD;
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// if (s == "Ni") return MtlElement::NI;
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// if (s == "d") return MtlElement::D;
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// if (s == "illum") return MtlElement::ILLUM;
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// if (s == "map_Kd") return MtlElement::MAP_KD;
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// if (s == "map_Ka") return MtlElement::MAP_KA;
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// // if (s == "map_Ke") return MtlElement::MAP_KE;
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// return MtlElement::MUNKNOWN;
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// }
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inline MtlElement toMtlElement(const char* s) {
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switch (s[0]) {
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case '#': return MtlElement::MHASH;
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case 'n':
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if (strcmp(s, "newmtl") == 0) return MtlElement::NEWMTL;
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break;
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case 'N':
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if (s[1] == 's' && s[2] == '\0') return MtlElement::NS;
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if (s[1] == 'i' && s[2] == '\0') return MtlElement::NI;
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break;
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case 'K':
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if (s[1] == 'a' && s[2] == '\0') return MtlElement::KA;
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if (s[1] == 's' && s[2] == '\0') return MtlElement::KS;
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if (s[1] == 'd' && s[2] == '\0') return MtlElement::KD;
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break;
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case 'd':
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if (s[1] == '\0') return MtlElement::D;
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break;
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case 'i':
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if (strcmp(s, "illum") == 0) return MtlElement::ILLUM;
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break;
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case 'm':
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if (strcmp(s, "map_Kd") == 0) return MtlElement::MAP_KD;
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if (strcmp(s, "map_Ka") == 0) return MtlElement::MAP_KA;
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// if (strcmp(s, "map_Ke") == 0) return MtlElement::MAP_KE;
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break;
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}
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return MtlElement::MUNKNOWN;
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}
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void Vertex::DefineAttrib()
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{
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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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}
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inline int Object::NormalizeIndex(const std::string &s, int baseCount) {
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if (s.empty()) return -1;
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int idx = std::stoi(s);
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if (idx > 0) return idx - 1;
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return baseCount + idx;
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}
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Mesh::Mesh() {
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_ebo);
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glBindVertexArray(m_vao);
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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_STATIC_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_STATIC_DRAW);
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Vertex::DefineAttrib();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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inline int Object::NormalizeIndex(int idx, int baseCount) {
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// idx is the raw value returned by parser:
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// 0 -> means "not present" or invalid in our convention
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// >0 -> 1-based index -> convert to 0-based
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// <0 -> negative index -> relative to baseCount: baseCount + idx
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if (idx == 0) return -1; // absent / invalid
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if (idx > 0) return idx - 1; // 1-based -> 0-based
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return baseCount + idx; // negative -> count from end
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}
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Object::Object() {
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@ -83,91 +103,130 @@ Object::Object() {
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void Object::LoadMaterials(const std::filesystem::path& filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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std::cerr << "Failed to open MTL file: " << filename << std::endl;
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return;
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}
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std::string currentMaterialName;
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std::shared_ptr<Material> currentMaterial;
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std::string line;
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while (std::getline(file, line)) {
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std::istringstream iss(line);
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std::string prefix;
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iss >> prefix;
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switch(toMtlElement(prefix)) {
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case MtlElement::MHASH:
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{
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std::cout << "comment: " << line << std::endl;
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char line[1024]; // buffer per line
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while (file.getline(line, sizeof(line))) {
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Parser p(line);
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char* prefix = p.TakeWord();
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if (!prefix) continue;
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switch (toMtlElement(prefix)) {
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case MtlElement::MHASH: // comment
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continue;
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}
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case MtlElement::NEWMTL:
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{
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// If a material was being built, commit it first
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if (currentMaterial) {
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m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
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AddMaterial(currentMaterialName, std::move(currentMaterial));
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currentMaterial = nullptr;
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}
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std::string materialName;
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iss >> materialName;
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currentMaterialName = materialName;
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currentMaterial = std::make_shared<Material>();
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break;
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}
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case MtlElement::NS:
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{
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float weight;
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iss >> weight;
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currentMaterial->SetSpecularWeight(weight);
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}
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case MtlElement::KA:
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{
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float r, g, b;
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iss >> r >> g >> b;
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currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::KS:
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{
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float r, g, b;
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iss >> r >> g >> b;
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currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::KD:
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{
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float r, g, b;
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iss >> r >> g >> b;
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currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::D:
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{
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float d;
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iss >> d;
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currentMaterial->SetOpacity(d);
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break;
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}
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case MtlElement::ILLUM:
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{
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int illum;
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iss >> illum;
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currentMaterial->SetIllumination(illum);
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break;
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}
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case MtlElement::MAP_KD:
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{
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std::string texturePath;
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std::string part;
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while (iss >> part) {
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texturePath += part + " ";
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char* materialName = p.TakeWord();
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if (materialName) {
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currentMaterialName = materialName;
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currentMaterial = std::make_shared<Material>();
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}
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texturePath = texturePath.substr(0, texturePath.size() - 1);
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currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath));
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break;
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}
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case MtlElement::NS: // specular weight
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{
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float weight = p.TakeFloat();
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if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
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break;
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}
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case MtlElement::KA: // ambient color
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{
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float r = p.TakeFloat();
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float g = p.TakeFloat();
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float b = p.TakeFloat();
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if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::KS: // specular color
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{
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float r = p.TakeFloat();
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float g = p.TakeFloat();
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float b = p.TakeFloat();
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if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::KD: // diffuse color
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{
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float r = p.TakeFloat();
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float g = p.TakeFloat();
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float b = p.TakeFloat();
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if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
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break;
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}
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case MtlElement::D: // opacity
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{
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float d = p.TakeFloat();
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if (currentMaterial) currentMaterial->SetOpacity(d);
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break;
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}
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case MtlElement::ILLUM: // illumination model
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{
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int illum = p.TakeInt();
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if (currentMaterial) currentMaterial->SetIllumination(illum);
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break;
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}
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case MtlElement::MAP_KD: // diffuse texture map
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{
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// take rest of line as texture path (can contain spaces)
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char* texPath = p.TakeUntil('\0');
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if (texPath && currentMaterial) {
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// trim trailing spaces
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size_t len = std::strlen(texPath);
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while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
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texPath[--len] = '\0';
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currentMaterial->SetDiffuseTexture(Texture::LoadFile(texPath));
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}
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break;
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}
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case MtlElement::MAP_KA: // ambient texture map
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{
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char* texPath = p.TakeUntil('\0');
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if (texPath && currentMaterial) {
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size_t len = std::strlen(texPath);
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while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
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texPath[--len] = '\0';
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// optional: handle ambient texture
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// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
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}
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break;
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}
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default:
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// ignore unknown tokens
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break;
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}
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}
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// Commit last material if pending
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if (currentMaterial) {
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// m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
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AddMaterial(currentMaterialName, std::move(currentMaterial));
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}
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file.close();
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}
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void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
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@ -194,116 +253,126 @@ Mesh& Object::GetLastMesh()
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if (m_meshes.empty()) {
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auto material = std::make_shared<Material>();
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material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
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// TODO: come up with name for a default material
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AddMaterial("", std::move(material));
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CreateNewMesh("");
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AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
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CreateNewMesh(DEFAULT_MATERIAL_NAME);
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}
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return m_meshes.back();
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}
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Object Object::LoadFile(const std::string& filename) {
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std::ifstream file(filename);
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if (!file.is_open()) {
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std::cerr << "Failed to open OBJ file: " << filename << std::endl;
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return {};
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}
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Object obj;
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char line[1024]; // static buffer for each line (enough for OBJ lines)
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std::string line;
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while (std::getline(file, line)) {
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std::istringstream iss(line);
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std::string prefix;
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iss >> prefix;
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switch(toElement(prefix)) {
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// comment
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case ObjElement::OHASH:
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{
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std::cout << "comment: " << line << std::endl;
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while (file.getline(line, sizeof(line))) {
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Parser p(line);
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char* prefix = p.TakeWord();
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if (!prefix) continue;
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switch (toElement(prefix)) {
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case ObjElement::OHASH: // comment
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continue;
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}
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case ObjElement::MTLLIB:
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{
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std::string mtlFile;
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iss >> mtlFile;
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std::filesystem::path fullPath = filename;
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std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
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obj.LoadMaterials(mtlPath);
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std::cout << "loaded mtl at '" << mtlPath << "' with "
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<< obj.m_materials.size() << " materials" << std::endl;
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break;
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}
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case ObjElement::USEMTL:
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{
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std::string materialName;
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iss >> materialName;
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auto& mesh = obj.GetLastMesh();
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if (mesh.materialName != materialName) {
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Mesh mesh;
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mesh.materialName = materialName;
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obj.m_meshes.push_back(mesh);
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char* mtlFile = p.TakeWord();
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if (mtlFile) {
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std::filesystem::path fullPath = filename;
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std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
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obj.LoadMaterials(mtlPath);
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}
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break;
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}
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// object name I suppose
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case ObjElement::O:
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case ObjElement::USEMTL:
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{
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obj.m_name = line.substr(2);
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char* materialName = p.TakeWord();
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if (materialName) {
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auto& mesh = obj.GetLastMesh();
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if (mesh.materialName != materialName) {
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Mesh newMesh;
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newMesh.materialName = materialName;
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obj.m_meshes.push_back(newMesh);
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}
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}
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break;
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}
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// vertex with its position
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case ObjElement::V:
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case ObjElement::O: // object name
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{
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float x, y, z, w;
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w = 1.0f;
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iss >> x >> y >> z;
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if (iss >> w) {
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x /= w;
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y /= w;
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z /= w;
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char* name = p.TakeWord();
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if (name) obj.m_name = name;
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break;
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}
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case ObjElement::V: // vertex
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{
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float x = p.TakeFloat();
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float y = p.TakeFloat();
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float z = p.TakeFloat();
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float w = p.TakeFloat();
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if (w != 0.0f && w != 1.0f) {
|
||||
x /= w; y /= w; z /= w;
|
||||
}
|
||||
obj.m_vertices.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
case ObjElement::VN:
|
||||
|
||||
case ObjElement::VN: // normal
|
||||
{
|
||||
float x, y, z;
|
||||
iss >> x >> y >> z;
|
||||
float x = p.TakeFloat();
|
||||
float y = p.TakeFloat();
|
||||
float z = p.TakeFloat();
|
||||
obj.m_normals.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
case ObjElement::VT:
|
||||
|
||||
case ObjElement::VT: // texcoord
|
||||
{
|
||||
float u, v;
|
||||
iss >> u >> v;
|
||||
float u = p.TakeFloat();
|
||||
float v = p.TakeFloat();
|
||||
obj.m_texCoords.emplace_back(u, 1.0f - v);
|
||||
break;
|
||||
}
|
||||
case ObjElement::F:
|
||||
|
||||
case ObjElement::F: // face
|
||||
{
|
||||
auto& mesh = obj.GetLastMesh();
|
||||
std::string token;
|
||||
int raw_vi, raw_ti, raw_ni;
|
||||
|
||||
while (iss >> token) {
|
||||
std::string a, b, c;
|
||||
std::istringstream ref(token);
|
||||
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
||||
// Convert raw OBJ indices to 0-based / -1 sentinel
|
||||
int vi = Object::NormalizeIndex(raw_vi, (int)obj.m_vertices.size());
|
||||
int ti = Object::NormalizeIndex(raw_ti, (int)obj.m_texCoords.size());
|
||||
int ni = Object::NormalizeIndex(raw_ni, (int)obj.m_normals.size());
|
||||
|
||||
std::getline(ref, a, '/');
|
||||
std::getline(ref, b, '/');
|
||||
std::getline(ref, c, '/');
|
||||
if (vi < 0) {
|
||||
// malformed token (no vertex) — skip
|
||||
continue;
|
||||
}
|
||||
|
||||
int vi = Object::NormalizeIndex(a, (int)obj.m_vertices.size());
|
||||
int ti = Object::NormalizeIndex(b, (int)obj.m_texCoords.size());
|
||||
int ni = Object::NormalizeIndex(c, (int)obj.m_normals.size());
|
||||
glm::vec3 vert = obj.m_vertices[vi];
|
||||
glm::vec3 norm(0.0f);
|
||||
glm::vec2 texCoord(0.0f);
|
||||
|
||||
glm::vec3 vert, norm;
|
||||
glm::vec2 texCoord;
|
||||
vert = obj.m_vertices[vi];
|
||||
if (ni >= 0) norm = obj.m_normals[ni];
|
||||
if (ti >= 0) texCoord = obj.m_texCoords[ti];
|
||||
|
||||
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
||||
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
// ignore unknown tokens
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -313,9 +382,6 @@ Object Object::LoadFile(const std::string& filename) {
|
||||
std::cout << "TexCoords count: " << obj.m_texCoords.size() << std::endl;
|
||||
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
|
||||
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
|
||||
|
||||
// std::cout << "Vertex Buffer size: " << obj.m_vertexBuffer.size() << std::endl;
|
||||
// std::cout << "Index Buffer size: " << obj.m_indexBuffer.size() << std::endl;
|
||||
|
||||
file.close();
|
||||
|
||||
@ -326,6 +392,7 @@ Object Object::LoadFile(const std::string& filename) {
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
||||
void Object::Render(Shader& shader)
|
||||
{
|
||||
for (auto &mesh : m_meshes) {
|
||||
@ -353,23 +420,4 @@ void Object::Render(Shader& shader)
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::Upload()
|
||||
{
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
|
||||
|
||||
// Upload indices
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Render()
|
||||
{
|
||||
Bind();
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
||||
Unbind();
|
||||
}
|
||||
|
Reference in New Issue
Block a user