From 45dbe47d17303050cbea7c2c51e838acfe21c2fb Mon Sep 17 00:00:00 2001 From: sanine-a Date: Tue, 28 Mar 2023 16:35:22 -0500 Subject: add cached mesh loading --- honey.bak/mesh.lua | 95 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 95 insertions(+) create mode 100644 honey.bak/mesh.lua (limited to 'honey.bak/mesh.lua') diff --git a/honey.bak/mesh.lua b/honey.bak/mesh.lua new file mode 100644 index 0000000..430d5c3 --- /dev/null +++ b/honey.bak/mesh.lua @@ -0,0 +1,95 @@ +local mesh = {} +local gl = honey.gl +setmetatable(mesh, {__index=_G}) +setfenv(1, mesh) + + +local function insertVertex(vertices, attrib, vertex) + local pos = 3*vertex.v_idx + for i=1,3 do + table.insert(vertices, attrib.vertices[pos+i]) + end + + local normal = 3*vertex.vn_idx + for i=1,3 do + table.insert(vertices, attrib.normals[normal+i]) + end + + local tex = 3*vertex.vt_idx + for i=1,2 do + table.insert(vertices, attrib.texcoords[tex+i]) + end +end + + +function loadShape(shape, attrib) + local vertices = {} + local indices = {} + + local start = shape.face_offset + local finish = start + shape.length + for i=start,finish-1 do + assert(attrib.face_num_verts[i+1] == 3, "non-triangular face!") + for j=0,2 do + local vertex = attrib.faces[(3*i) + j + 1] + insertVertex(vertices, attrib, vertex) + table.insert(indices, #indices) + end + end + + return vertices, indices +end + + +function loadFile(filename) + local flags = honey.tinyobj.FLAG_TRIANGULATE + local attrib, shapes, materials = honey.tinyobj.parse_obj(filename, flags) + + local meshes = {} + for _, shape in ipairs(shapes) do + local vertices, indices = loadShape(shape, attrib) + table.insert(meshes, Mesh(vertices, indices)) + end + return meshes +end + + +Mesh = {} +Mesh.__index = Mesh + + +function Mesh.new(_, vertices, indices) + local self = {} + setmetatable(self, Mesh) + + self.vertexArray = gl.GenVertexArrays() + self.vertexBuffer = gl.GenBuffers() + self.elementBuffer = gl.GenBuffers() + self.vertexCount = #indices + + gl.BindVertexArray(self.vertexArray) + gl.BindBuffer(gl.ARRAY_BUFFER, self.vertexBuffer) + gl.BufferData(gl.ARRAY_BUFFER, gl.FLOAT, vertices, gl.STATIC_DRAW) + + gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, self.elementBuffer) + gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, gl.UNSIGNED_INT, indices, gl.STATIC_DRAW) + + gl.VertexAttribPointer(0, 3, false, 8, 0) + gl.EnableVertexAttribArray(0) + gl.VertexAttribPointer(1, 3, false, 8, 3) + gl.EnableVertexAttribArray(1) + gl.VertexAttribPointer(2, 2, false, 8, 6) + gl.EnableVertexAttribArray(2) + + return self +end +setmetatable(Mesh, {__call=Mesh.new}) + + +function Mesh.drawElements(self) + gl.BindVertexArray(self.vertexArray) + gl.DrawElements(gl.TRIANGLES, self.vertexCount, gl.UNSIGNED_INT, 0) +end + + +return mesh -- cgit v1.2.1