feat: multiple index buffers per mesh support

This commit is contained in:
MihailRis 2025-07-24 21:40:00 +03:00
parent 6debc92ae5
commit 4a6ccf4847
7 changed files with 81 additions and 43 deletions

View file

@ -11,13 +11,21 @@ inline constexpr size_t calc_size(const VertexAttribute attrs[]) {
return vertexSize;
}
template <typename VertexStructure>
inline std::vector<IndexBufferData> convert_to_ibd(const MeshData<VertexStructure>& data) {
std::vector<IndexBufferData> indices;
for (const auto& buffer : data.indices) {
indices.push_back(IndexBufferData {buffer.data(), buffer.size()});
}
return indices;
}
template <typename VertexStructure>
Mesh<VertexStructure>::Mesh(const MeshData<VertexStructure>& data)
: Mesh(
data.vertices.data(),
data.vertices.size(),
data.indices.data(),
data.indices.size()
convert_to_ibd<VertexStructure>(data)
) {
}
@ -25,10 +33,9 @@ template <typename VertexStructure>
Mesh<VertexStructure>::Mesh(
const VertexStructure* vertexBuffer,
size_t vertices,
const uint32_t* indexBuffer,
size_t indices
std::vector<IndexBufferData> indices
)
: vao(0), vbo(0), ibo(0), vertexCount(0), indexCount(0) {
: vao(0), vbo(0), ibos(), vertexCount(0) {
static_assert(
calc_size(VertexStructure::ATTRIBUTES) == sizeof(VertexStructure)
);
@ -39,8 +46,9 @@ Mesh<VertexStructure>::Mesh(
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
reload(vertexBuffer, vertices, indexBuffer, indices);
reload(vertexBuffer, vertices, std::move(indices));
glBindVertexArray(vao);
// attributes
int offset = 0;
for (int i = 0; attrs[i].count; i++) {
@ -65,8 +73,8 @@ Mesh<VertexStructure>::~Mesh() {
MeshStats::meshesCount--;
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &vbo);
if (ibo != 0) {
glDeleteBuffers(1, &ibo);
for (int i = ibos.size() - 1; i >= 0; i--) {
glDeleteBuffers(1, &ibos[i].ibo);
}
}
@ -74,11 +82,9 @@ template <typename VertexStructure>
void Mesh<VertexStructure>::reload(
const VertexStructure* vertexBuffer,
size_t vertexCount,
const uint32_t* indexBuffer,
size_t indexCount
const std::vector<IndexBufferData>& indices
) {
this->vertexCount = vertexCount;
this->indexCount = indexCount;
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
if (vertexBuffer != nullptr && vertexCount != 0) {
@ -92,30 +98,47 @@ void Mesh<VertexStructure>::reload(
glBufferData(GL_ARRAY_BUFFER, 0, {}, GL_STREAM_DRAW);
}
if (indexBuffer != nullptr && indexCount != 0) {
if (ibo == 0) glGenBuffers(1, &ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
for (int i = indices.size(); i < ibos.size(); i++) {
glDeleteBuffers(1, &ibos[i].ibo);
}
ibos.clear();
for (int i = 0; i < indices.size(); i++) {
const auto& indexBuffer = indices[i];
ibos.push_back(IndexBuffer {0, 0});
glGenBuffers(1, &ibos[i].ibo);
ibos[i].indexCount = indexBuffer.indicesCount;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[i].ibo);
glBufferData(
GL_ELEMENT_ARRAY_BUFFER,
sizeof(uint32_t) * indexCount,
indexBuffer,
sizeof(uint32_t) * indexBuffer.indicesCount,
indexBuffer.indices,
GL_STATIC_DRAW
);
} else if (ibo != 0) {
glDeleteBuffers(1, &ibo);
}
glBindVertexArray(0);
}
template <typename VertexStructure>
void Mesh<VertexStructure>::draw(unsigned int primitive) const {
void Mesh<VertexStructure>::draw(unsigned int primitive, int iboIndex) const {
MeshStats::drawCalls++;
glBindVertexArray(vao);
if (ibo != 0) {
glDrawElements(primitive, indexCount, GL_UNSIGNED_INT, nullptr);
} else {
if (!ibos.empty()) {
if (iboIndex < ibos.size()) {
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibos[
std::min(static_cast<size_t>(iboIndex), ibos.size())
].ibo);
glDrawElements(
primitive, ibos.at(0).indexCount, GL_UNSIGNED_INT, nullptr
);
glBindVertexArray(0);
}
} else if (vertexCount > 0) {
glBindVertexArray(vao);
glDrawArrays(primitive, 0, vertexCount);
glBindVertexArray(0);
}
glBindVertexArray(0);
}
template <typename VertexStructure>