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-rw-r--r--src/mesh/mesh.c152
-rw-r--r--src/mesh/mesh.h38
2 files changed, 92 insertions, 98 deletions
diff --git a/src/mesh/mesh.c b/src/mesh/mesh.c
index 99210eb..55de82c 100644
--- a/src/mesh/mesh.c
+++ b/src/mesh/mesh.c
@@ -1,86 +1,90 @@
#include "mesh.h"
-honey_result honey_mesh_new(honey_mesh* mesh,
- float* vertices,
- unsigned int n_vertices,
- unsigned int n_attributes,
- unsigned int* attribute_sizes,
- unsigned int* indices,
- unsigned int n_indices) {
- if (vertices == NULL || n_vertices == 0) {
- return HONEY_MESH_BAD_VERTEX_DATA;
- }
- if (indices == NULL || n_indices == 0) {
- return HONEY_MESH_BAD_INDEX_DATA;
- }
-
- unsigned int vertex_size = 0;
- for (int i=0; i<n_attributes; i++) {
- vertex_size += attribute_sizes[i];
- }
-
- (*mesh).vertices = malloc(vertex_size*n_vertices * sizeof(float));
- if ((*mesh).vertices == NULL) {
- return HONEY_MEMORY_ALLOCATION_ERROR;
- }
- memcpy((*mesh).vertices, vertices, vertex_size*n_vertices*sizeof(float));
-
- (*mesh).indices = malloc(n_indices * sizeof(unsigned int));
- if ((*mesh).indices == NULL) {
- return HONEY_MEMORY_ALLOCATION_ERROR;
- }
- memcpy((*mesh).indices, indices, n_indices * sizeof(unsigned int));
-
- (*mesh).n_vertices = n_vertices;
- (*mesh).n_indices = n_indices;
-
- glGenVertexArrays(1, &((*mesh).vertex_array));
- glGenBuffers(1, &((*mesh).vertex_buffer));
- glGenBuffers(1, &((*mesh).element_buffer));
-
- glBindVertexArray((*mesh).vertex_array);
-
- glBindBuffer(GL_ARRAY_BUFFER, (*mesh).vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, vertex_size*n_vertices*sizeof(float), (*mesh).vertices, GL_STATIC_DRAW);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (*mesh).element_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, n_indices * sizeof(unsigned int), (*mesh).indices, GL_STATIC_DRAW);
-
- /* set up vertex attributes */
- unsigned int offset = 0;
- for (int i=0; i<n_attributes; i++) {
- glEnableVertexAttribArray(i);
- glVertexAttribPointer(i,
- attribute_sizes[i],
- GL_FLOAT,
- GL_FALSE,
- vertex_size*sizeof(float),
- (void*) (offset*sizeof(float)));
- offset += attribute_sizes[i];
- }
-
- glBindVertexArray(0);
-
- return HONEY_OK;
+int honey_mesh_new(lua_State* L)
+{
+ float* vertices;
+ unsigned int* indices;
+ int n_vertices, n_indices;
+ honey_lua_parse_arguments(L, 5,
+ HONEY_USERDATA, &vertices,
+ HONEY_USERDATA, &indices,
+ HONEY_TABLE,
+ HONEY_INTEGER, &n_vertices,
+ HONEY_INTEGER, &n_indices);
+
+ size_t n_attributes = lua_objlen(L, 3);
+ unsigned int* attribute_sizes = malloc(n_attributes * sizeof(unsigned int));
+ if (attribute_sizes == NULL) {
+ lua_pushstring(L, "failed to allocate memory for vertex attributes");
+ lua_error(L);
+ }
+
+ unsigned int vertex_size = 0;
+ for (int i=0; i<n_attributes; i++) {
+ lua_rawgeti(L, 2, i+1);
+ attribute_sizes[i] = lua_tointeger(L, -1);
+ vertex_size += attribute_sizes[i];
+ }
+ lua_pop(L, n_attributes);
+
+ honey_mesh* mesh = lua_newuserdata(L, sizeof(honey_mesh));
+ mesh->n_indices = n_indices;
+
+ glGenVertexArrays(1, &mesh->vertex_array);
+ glGenBuffers(1, &mesh->vertex_buffer);
+ glGenBuffers(1, &mesh->element_buffer);
+
+ glBindVertexArray(mesh->vertex_array);
+
+ glBindBuffer(GL_ARRAY_BUFFER, mesh->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER,
+ vertex_size * n_vertices * sizeof(float),
+ vertices, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->element_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,
+ n_indices * sizeof(unsigned int),
+ indices, GL_STATIC_DRAW);
+
+ unsigned int offset = 0;
+ for (int i=0; i<n_attributes; i++) {
+ glEnableVertexAttribArray(i);
+ glVertexAttribPointer(i,
+ attribute_sizes[i],
+ GL_FLOAT, GL_FALSE,
+ vertex_size * sizeof(float),
+ (void*) (offset * sizeof(float)));
+ offset += attribute_sizes[i];
+ }
+
+ glBindVertexArray(0);
+ return 1;
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-void honey_mesh_draw(honey_mesh mesh, int shader) {
- glUseProgram(shader);
+int honey_mesh_draw(lua_State* L)
+{
+ honey_mesh* mesh;
+ int shader;
+ honey_lua_parse_arguments(L, 2,
+ HONEY_USERDATA, &mesh,
+ HONEY_INTEGER, &shader);
+
+ glUseProgram(shader);
- glBindVertexArray(mesh.vertex_array);
- glDrawElements(GL_TRIANGLES, mesh.n_indices, GL_UNSIGNED_INT, 0);
- glBindVertexArray(0);
+ glBindVertexArray(mesh->vertex_array);
+ glDrawElements(GL_TRIANGLES, mesh->n_indices, GL_UNSIGNED_INT, 0);
+ glBindVertexArray(0);
}
/* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ */
-void honey_mesh_delete(honey_mesh mesh) {
- free(mesh.vertices);
- free(mesh.indices);
-
- glDeleteVertexArrays(1, &(mesh.vertex_array));
- glDeleteBuffers(1, &(mesh.vertex_buffer));
- glDeleteBuffers(1, &(mesh.element_buffer));
+int honey_mesh_delete(lua_State* L)
+{
+ honey_mesh* mesh;
+ honey_lua_parse_arguments(L, 1, HONEY_USERDATA, &mesh);
+ glDeleteVertexArrays(1, &(mesh->vertex_array));
+ glDeleteBuffers(1, &(mesh->vertex_buffer));
+ glDeleteBuffers(1, &(mesh->element_buffer));
}
diff --git a/src/mesh/mesh.h b/src/mesh/mesh.h
index 6392faa..a82db52 100644
--- a/src/mesh/mesh.h
+++ b/src/mesh/mesh.h
@@ -12,46 +12,36 @@
#include "../shader/shader.h"
typedef struct {
- float* vertices;
- unsigned int n_vertices;
- unsigned int* indices;
- unsigned int n_indices;
- unsigned int vertex_array, vertex_buffer, element_buffer;
+ unsigned int n_vertices, n_indices;
+ unsigned int vertex_array, vertex_buffer, element_buffer;
} honey_mesh;
/** @brief Create a new mesh from vertex and index arrays.
*
- * Note that this function creates copies of the vertex and index arrays,
- * so you can deallocate those immediately.
+ * This function copies the data, so you can safely permit vertices and
+ * indices to be garbage collected after calling it.
*
- * @param[out] mesh Pointer to the destination honey_mesh struct
- * @param[in] vertices Array of floats representing the vertices
- * @param[in] n_attributes The number of attributes per vertex
- * @param[in] attribute_sizes An array containing for each attribute how many floats it contains
- * @param[in] n_vertices The number of vertices (NOT the number of floats in the vertex array)
- * @param[in] indices Array of vertex indices
- * @param[in] n_indices The number of elements in the index array
+ * @param[in] vertices Userdata array containing the vertices.
+ * @param[in] indices Userdata array defining the mesh faces.
+ * @param[in] attributes Lua table containing the attribute sizes.
+ * @param[in] n_vertices Integer number of vertices.
+ * @param[in] n_indices Integer number of indices.
+ *
+ * @returns Userdata containing the mesh's OpenGL handles.
*/
-honey_result honey_mesh_new(honey_mesh* mesh,
- float* vertices,
- unsigned int n_vertices,
- unsigned int n_attributes,
- unsigned int* attribute_sizes,
- unsigned int* indices,
- unsigned int n_indices);
+int honey_mesh_new(lua_State* L);
/** @brief Draw a mesh on screen.
*
* @param[in] mesh The mesh to draw
* @param[in] shader The shader to use when drawing the mesh
*/
-void honey_mesh_draw(honey_mesh mesh,
- int shader);
+int honey_mesh_draw(lua_State* L);
/** @brief Delete a mesh.
*
* @param[in] mesh The mesh to delete
*/
-void honey_mesh_delete(honey_mesh mesh);
+int honey_mesh_delete(lua_State* L);
#endif