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feat(render): add model loading and rendering pipeline
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42
include/Cubed/render/model_node.hpp
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42
include/Cubed/render/model_node.hpp
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/texture.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <string>
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namespace Cubed {
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struct Mesh {
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std::vector<Vertex3D> vertices;
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std::vector<uint32_t> indices;
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std::unique_ptr<VertexBuffer> vbo;
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std::unique_ptr<VertexBuffer> ebo;
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std::unique_ptr<VertexArray> vao;
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std::unique_ptr<Texture> texture;
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void upload() {
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vao = std::make_unique<VertexArray>();
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vao->bind();
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vbo = std::make_unique<VertexBuffer>();
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vbo->buffer_data(vertices.data(), vertices.size() * sizeof(Vertex3D));
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ebo = std::make_unique<VertexBuffer>(BufferType::ELEMENT_ARRAY_BUFFER);
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ebo->buffer_data(indices.data(), indices.size() * sizeof(uint32_t));
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vao->attribute(0, 3, GL_FLOAT, sizeof(Vertex3D), (void*)0);
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vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, s));
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vao->attribute(2, 3, GL_FLOAT, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, nx));
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};
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};
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struct ModelNode {
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std::string name;
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glm::mat4 transform{1.0f};
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std::vector<Mesh> meshes;
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std::vector<ModelNode> children;
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};
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} // namespace Cubed
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