Refactor mesh handling to use templated vertex structures for improved type safety and flexibility

This commit is contained in:
REDxEYE 2025-03-29 22:20:54 +03:00
parent bba647db5c
commit 1ffbeb8148
28 changed files with 591 additions and 521 deletions

View file

@ -1,31 +1,43 @@
#pragma once
#include <stdlib.h>
#include "typedefs.hpp"
#include "MeshData.hpp"
struct MeshStats {
static int meshesCount;
static int drawCalls;
};
template<typename VertexStructure>
class Mesh {
unsigned int vao;
unsigned int vbo;
unsigned int ibo;
size_t vertices;
size_t indices;
size_t vertexCount;
size_t indexCount;
size_t vertexSize;
public:
Mesh(const MeshData& data);
Mesh(const float* vertexBuffer, size_t vertices, const int* indexBuffer, size_t indices, const VertexAttribute* attrs);
Mesh(const float* vertexBuffer, size_t vertices, const VertexAttribute* attrs) :
Mesh(vertexBuffer, vertices, nullptr, 0, attrs) {};
explicit Mesh(const MeshData<VertexStructure> &data);
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const uint32_t *indexBuffer, size_t indices,
const VertexAttribute *attrs);
Mesh(const VertexStructure *vertexBuffer, size_t vertices, const VertexAttribute *attrs) : Mesh<VertexStructure>(
vertexBuffer, vertices, nullptr, 0, attrs) {
};
~Mesh();
/// @brief Update GL vertex and index buffers data without changing VAO attributes
/// @param vertexBuffer vertex data buffer
/// @param vertices number of vertices in new buffer
/// @param vertexCount number of vertices in new buffer
/// @param indexBuffer indices buffer
/// @param indices number of values in indices buffer
void reload(const float* vertexBuffer, size_t vertices, const int* indexBuffer = nullptr, size_t indices = 0);
/// @param indexCount number of values in indices buffer
void reload(const VertexStructure *vertexBuffer, size_t vertexCount, const uint32_t *indexBuffer = nullptr,
size_t indexCount = 0);
/// @brief Draw mesh with specified primitives type
/// @param primitive primitives type
void draw(unsigned int primitive) const;
@ -34,6 +46,6 @@ public:
void draw() const;
/// @brief Total numbers of alive mesh objects
static int meshesCount;
static int drawCalls;
};
#include "graphics/core/Mesh.inl"