Added a prepare step to the renderer , removed transform object and GPUBucket object, Added a mesh to the Render3DComponent
The renderer prepare uploads the necessary vertex data to the GPU
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bc1254e427
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@ -1,36 +0,0 @@
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#include "GPUBucket.h"
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BarinkEngine::GPU_Bucket::GPU_Bucket() {
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}
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BarinkEngine::GPU_Bucket::~GPU_Bucket() {
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}
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void BarinkEngine::GPU_Bucket::Upload(const Mesh& renderable) {
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// keep a ref to the origin in main memory
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mesh = &renderable;
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// Upload gpu
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vertexarray.Create();
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vertexarray.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderable.vertices[0], renderable.vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderable.elements[0], renderable.elements.size() * sizeof(unsigned int), true);
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vertexarray.AttachAttribute(0, 3, sizeof(Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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vertexBuffer.Unbind(false);
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vertexarray.Unbind();
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}
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@ -1,32 +0,0 @@
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#pragma once
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#include "Memory/VertexArray.h"
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#include "Memory/Buffer.h"
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#include "Primitives/Mesh.h"
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#include "Primitives/Material.h"
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#include <glm/glm.hpp>
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namespace BarinkEngine {
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class GPU_Bucket {
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public:
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GPU_Bucket();
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~GPU_Bucket();
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void Upload(const Mesh& renderable);
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray vertexarray;
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const Mesh* mesh;
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const Material* material;
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private :
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unsigned int uv_id;
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};
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};
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@ -6,33 +6,62 @@ float Angle = 0.0;
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Camera cam = Camera(glm::vec3(16.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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BarinkEngine::Renderer::Renderer()
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{
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}
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BarinkEngine::Renderer::Renderer(){}
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BarinkEngine::Renderer::~Renderer()
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{
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}
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BarinkEngine::Renderer::~Renderer(){}
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void BarinkEngine::Renderer::Prepare(Scene& scene ) {
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auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
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group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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va.Create();
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va.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
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va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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va.Unbind();
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vertexBuffer.Unbind(false);
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elementBuffer.Unbind(true);
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renderComponent.VAO = va.getID();
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renderComponent.IBO = elementBuffer.getBufferID();
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});
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}
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void BarinkEngine::Renderer::Render(Scene& scene)
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{
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auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([](auto entity , TransformComponent& trans, Render3DComponent& render)
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group.each([](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
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{
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glBindVertexArray(render.VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, render.IBO);
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glBindVertexArray(renderComponent.VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
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render.shader.Use();
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renderComponent.shader.Use();
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render.shader.setUniformVec3("Color", render.color);
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renderComponent.shader.setUniformVec3("Color", renderComponent.color);
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render.shader.setUniformMat4("M", glm::mat4(1.0f));
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render.shader.setUniformMat4("V", cam.GetViewMatrix());
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render.shader.setUniformMat4("P", projection);
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renderComponent.shader.setUniformMat4("M", glm::mat4(1.0f));
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renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
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renderComponent.shader.setUniformMat4("P", projection);
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glDrawElements(GL_TRIANGLES, render.ElementCount,
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
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GL_UNSIGNED_INT, NULL);
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glBindVertexArray(0);
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@ -40,8 +69,5 @@ void BarinkEngine::Renderer::Render(Scene& scene)
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}
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void Render(Framebuffer& framebuffer) {
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}
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void Render(Framebuffer& framebuffer)
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{}
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@ -20,7 +20,9 @@ namespace BarinkEngine {
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Renderer();
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~Renderer();
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void Prepare(Scene& scene);
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void Render(Scene& scene );
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void Render(Framebuffer& framebuffer);
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};
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}
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@ -1,11 +0,0 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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@ -1,7 +1,7 @@
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#pragma once
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#include <glm/glm.hpp>
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#include "../Graphics/Primitives/Shader.h"
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#include "../Graphics/Primitives/Mesh.h"
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namespace BarinkEngine {
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struct IdentifierComponent {
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std::string name;
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@ -19,13 +19,17 @@ namespace BarinkEngine {
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};
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struct Render3DComponent {
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unsigned int VAO;
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unsigned int IBO;
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unsigned int ElementCount;
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unsigned int VAO = 0;
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unsigned int IBO = 0;
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Mesh mesh;
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// TODO: becomes a material
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glm::vec3 color;
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Shader shader;
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Render3DComponent()
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: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs") )
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: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
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color(glm::vec3(1.0f, 0.0f, 0.0f))
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{
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}
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};
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@ -12,9 +12,7 @@
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* Define globals
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*/
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Scene scene;
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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BarinkEngine::Renderable* renderable;
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BarinkEngine::SceneObject* object;
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Entity cube;
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@ -28,35 +26,12 @@ void Start() {
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auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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auto importer = BarinkEngine::ModelImporter();
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va.Create();
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va.Bind();
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object = importer.Import("build/Debug/Models/Cube.obj");
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renderable = object->renderable;
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render3DComponent.ElementCount = static_cast<unsigned int>(renderable->mesh->elements.size());
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderable->mesh->vertices[0], renderable->mesh->vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderable->mesh->elements[0], renderable->mesh->elements.size() * sizeof(unsigned int), true);
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render3DComponent.mesh = *renderable->mesh;
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va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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va.Unbind();
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vertexBuffer.Unbind(false);
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elementBuffer.Unbind(true);
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render3DComponent.VAO = va.getID();
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render3DComponent.IBO = elementBuffer.getBufferID();
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render3DComponent.color = glm::vec3(1.0f, 0.0f, 0.0f);
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std::cout << render3DComponent.ElementCount << std::endl;
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renderer.Prepare(scene);
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}
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/*
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