feat(gfx): mesh_gpu — VAO/VBO/EBO upload para Mesh

mesh_gpu_upload sube positions+normals interleaved (stride 6 floats,
location 0=a_pos, location 1=a_normal) + EBO uint32. mesh_gpu_destroy
libera todo. GL_STATIC_DRAW (mesh inmutable post-upload).

issue 0029
This commit is contained in:
2026-04-25 21:51:10 +02:00
parent 10ac4c74db
commit c5dc63699a
3 changed files with 162 additions and 0 deletions
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#include "gfx/mesh_gpu.h"
#include <vector>
namespace fn::gfx {
MeshGpu mesh_gpu_upload(const Mesh& mesh) {
MeshGpu g{};
if (mesh.positions.empty() || mesh.indices.empty()) return g;
if (mesh.normals.size() != mesh.positions.size()) return g;
const size_t nverts = mesh.positions.size() / 3;
// Interleave pos.xyz + normal.xyz, stride 6 floats.
std::vector<float> interleaved;
interleaved.resize(nverts * 6);
for (size_t i = 0; i < nverts; ++i) {
interleaved[i*6 + 0] = mesh.positions[i*3 + 0];
interleaved[i*6 + 1] = mesh.positions[i*3 + 1];
interleaved[i*6 + 2] = mesh.positions[i*3 + 2];
interleaved[i*6 + 3] = mesh.normals[i*3 + 0];
interleaved[i*6 + 4] = mesh.normals[i*3 + 1];
interleaved[i*6 + 5] = mesh.normals[i*3 + 2];
}
glGenVertexArrays(1, &g.vao);
glGenBuffers(1, &g.vbo);
glGenBuffers(1, &g.ebo);
glBindVertexArray(g.vao);
glBindBuffer(GL_ARRAY_BUFFER, g.vbo);
glBufferData(GL_ARRAY_BUFFER,
(GLsizeiptr)(interleaved.size() * sizeof(float)),
interleaved.data(),
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
(GLsizeiptr)(mesh.indices.size() * sizeof(uint32_t)),
mesh.indices.data(),
GL_STATIC_DRAW);
// location 0 = a_pos (vec3)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
(GLsizei)(6 * sizeof(float)),
(const void*)0);
// location 1 = a_normal (vec3)
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
(GLsizei)(6 * sizeof(float)),
(const void*)(3 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
g.index_count = (int)mesh.indices.size();
return g;
}
void mesh_gpu_destroy(MeshGpu& g) {
if (g.ebo) { glDeleteBuffers(1, &g.ebo); g.ebo = 0; }
if (g.vbo) { glDeleteBuffers(1, &g.vbo); g.vbo = 0; }
if (g.vao) { glDeleteVertexArrays(1, &g.vao); g.vao = 0; }
g.index_count = 0;
}
} // namespace fn::gfx
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#pragma once
#include "gfx/gl_loader.h"
#include "gfx/mesh_obj_load.h"
namespace fn::gfx {
// VAO + VBO interleaved (pos.xyz, nrm.xyz) + EBO. ok() despues de upload.
struct MeshGpu {
GLuint vao = 0;
GLuint vbo = 0;
GLuint ebo = 0;
int index_count = 0;
bool ok() const { return vao != 0 && index_count > 0; }
};
// Sube un Mesh CPU al GPU. Requiere contexto GL activo.
// Si Mesh esta vacio o no es valido, devuelve MeshGpu{} (ok() == false).
// Layout: location 0 = vec3 a_pos, location 1 = vec3 a_normal.
MeshGpu mesh_gpu_upload(const Mesh& mesh);
// Libera los recursos GL. Seguro con mesh_gpu vacio.
void mesh_gpu_destroy(MeshGpu& mesh_gpu);
} // namespace fn::gfx
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---
name: mesh_gpu
kind: function
lang: cpp
domain: gfx
version: "1.0.0"
purity: impure
signature: "MeshGpu mesh_gpu_upload(const Mesh&); void mesh_gpu_destroy(MeshGpu&)"
description: "Sube un Mesh CPU a OpenGL como VAO + VBO interleaved (pos.xyz, normal.xyz) + EBO uint32. Layout: location 0 = a_pos vec3, location 1 = a_normal vec3, stride 6 floats."
tags: [opengl, mesh, vao, vbo, ebo, gpu, gfx]
uses_functions: [mesh_obj_load_cpp_gfx]
uses_types: []
returns: []
returns_optional: false
error_type: "error_go_core"
imports: [GL/gl.h, GL/glext.h]
tested: false
tests: []
test_file_path: ""
file_path: "cpp/functions/gfx/mesh_gpu.cpp"
framework: opengl
params:
- name: mesh
desc: "Mesh CPU con positions/normals (mismo length, stride 3) e indices uint32. Si esta vacio o invalido, upload devuelve MeshGpu{} (ok()==false)."
- name: mesh_gpu
desc: "MeshGpu (vao/vbo/ebo, index_count). destroy libera todo y pone IDs a 0."
output: "mesh_gpu_upload: MeshGpu listo para draw con glDrawElements(GL_TRIANGLES, index_count, GL_UNSIGNED_INT, 0). Si !ok(), no hubo upload."
---
# mesh_gpu
CRUD GPU minimal para `Mesh`. Asume contexto OpenGL 3.3+ activo.
## Layout de attribs
```glsl
#version 330 core
layout(location = 0) in vec3 a_pos;
layout(location = 1) in vec3 a_normal;
```
Stride = `6 * sizeof(float)`, sin padding.
## Uso tipico
```cpp
auto cpu = fn::gfx::mesh_obj_load("model.obj");
auto gpu = fn::gfx::mesh_gpu_upload(cpu);
if (!gpu.ok()) { /* falla */ return; }
// Draw:
glUseProgram(prog);
glBindVertexArray(gpu.vao);
glDrawElements(GL_TRIANGLES, gpu.index_count, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// Cleanup:
fn::gfx::mesh_gpu_destroy(gpu);
```
## Validacion de input
`mesh_gpu_upload` exige que `mesh.normals.size() == mesh.positions.size()`. `mesh_obj_parse` siempre genera normales (per-face si faltan) → invariante natural.
## Notas
- Indices son `GL_UNSIGNED_INT` (32-bit) para soportar meshes grandes sin tener que decidir formato dinamicamente.
- `GL_STATIC_DRAW`: el assumption es que la malla no cambia post-upload. Si necesitas streaming, crear otro helper con `GL_DYNAMIC_DRAW`.