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#pragma once
#include "gfx/gl/vertexArrayObject.h"
#include <GL/glew.h>
#include <glArrays.h>
#include <memory>
#include <span>
#include <stdTypeDefs.h>
class Vertex;
class MeshBase {
public:
void Draw() const;
void DrawInstanced(GLuint vao, GLsizei count) const;
protected:
MeshBase(GLsizei m_numIndices, GLenum mode);
glVertexArray m_vertexArrayObject;
glBuffers<2> m_vertexArrayBuffers;
GLsizei m_numIndices;
GLenum mode;
};
template<typename V> class MeshT : public MeshBase, public ConstTypeDefs<MeshT<V>> {
public:
MeshT(const std::span<const V> vertices, const std::span<const unsigned int> indices, GLenum mode = GL_TRIANGLES) :
MeshBase {static_cast<GLsizei>(indices.size()), mode}
{
VertexArrayObject::data(vertices, m_vertexArrayBuffers[0], GL_ARRAY_BUFFER);
VertexArrayObject::data(indices, m_vertexArrayBuffers[1], GL_ARRAY_BUFFER);
configureVAO(m_vertexArrayObject);
}
VertexArrayObject &
configureVAO(VertexArrayObject && vao) const
{
return vao.addAttribsFor<V>(m_vertexArrayBuffers[0]).addIndices(m_vertexArrayBuffers[1]);
}
};
using Mesh = MeshT<Vertex>;
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