revamped resource system

This commit is contained in:
2026-05-02 21:24:21 -04:00
parent f9010eea81
commit 782bbcbadc
16 changed files with 374 additions and 177 deletions

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@@ -5,23 +5,27 @@
#ifndef B_ENGINE_MATERIAL_H
#define B_ENGINE_MATERIAL_H
#include <memory>
#include <glm/glm.hpp>
#include "Texture.h"
typedef struct
{
alignas(16) glm::vec3 ambient;
alignas(16) glm::vec3 diffuse;
alignas(16) glm::vec3 specular;
glm::vec3 ambient;
glm::vec3 diffuse;
glm::vec3 specular;
float shininess;
} PhongProperties;
typedef struct
{
Texture* diffuse;
Texture* specular;
Texture* normal;
std::shared_ptr<Texture> diffuse;
std::shared_ptr<Texture> specular;
std::shared_ptr<Texture> normal;
std::string name;
PhongProperties phong;
} Material;

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@@ -6,6 +6,7 @@
Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, const std::vector<float> &normals, const std::vector<unsigned int> &indices) {
vao = 0;
ebo = 0;
numIndices = indices.size();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
@@ -27,6 +28,7 @@ Mesh::Mesh(const std::vector<float> &positions, const std::vector<float> &uvs, c
glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);

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@@ -20,6 +20,7 @@ public:
GLuint vao;
GLuint ebo;
unsigned int numIndices;
};
#endif //B_ENGINE_MESH_H

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@@ -5,7 +5,7 @@
#ifndef B_ENGINE_MODEL_H
#define B_ENGINE_MODEL_H
#include <string>
#include <string_view>
#include <vector>
#include "Mesh.h"
@@ -14,9 +14,10 @@
class Model
{
public:
int numMeshes;
std::vector<Mesh> meshes;
std::vector<Material> materials;
static std::shared_ptr<Model> load_from_file(std::string_view filename);
std::vector<std::shared_ptr<Mesh>> meshes;
std::vector<std::shared_ptr<Material>> materials;
};
#endif //B_ENGINE_MODEL_H

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@@ -10,16 +10,23 @@
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <cstring>
std::unordered_map<std::string, std::shared_ptr<Model>> ModelLoader::models;
void process_ai_node(aiNode* node, const aiScene* scene, Model* model);
Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model);
Mesh process_ai_mesh(const aiMesh* aiMesh);
Material process_ai_material(aiMaterial* mat);
std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(_path.data(),
/*aiProcess_CalcTangentSpace |*/
aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs |
aiProcess_Triangulate |
aiProcess_GenSmoothNormals |
aiProcess_FlipUVs |
aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
@@ -30,21 +37,29 @@ std::shared_ptr<Model> ModelLoader::load_from_file(std::string_view _path)
auto model = std::make_shared<Model>();
process_ai_node(scene->mRootNode, scene, model.get());
model->materials.resize(scene->mNumMaterials);
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
aiMaterial* mat = scene->mMaterials[i];
model->materials[i] = std::make_shared<Material>(process_ai_material(mat));
}
model->meshes.resize(scene->mNumMeshes);
for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[i];
model->meshes[i] = std::make_shared<Mesh>(process_ai_mesh(mesh));
}
return model;
}
void process_ai_node(aiNode* node, const aiScene* scene, Model* model)
{
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
model->meshes.push_back(process_ai_mesh(mesh, scene, model));
for (unsigned int i = 0; i < node->mNumChildren; i++) {
}
}
Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model)
Mesh process_ai_mesh(const aiMesh* aiMesh)
{
auto positions = std::vector<float>(aiMesh->mNumVertices * 3);
auto uvs = std::vector<float>(aiMesh->mNumVertices * 2);
@@ -92,3 +107,48 @@ Mesh process_ai_mesh(aiMesh* aiMesh, const aiScene* scene, Model* model)
return {positions, uvs, normals, indices};
}
Material process_ai_material(aiMaterial *mat) {
aiString matName;
aiReturn ret = mat->Get(AI_MATKEY_NAME, matName);
if (ret != AI_SUCCESS) {
spdlog::error("Could not find material name");
}
aiColor3D ambientColor {0.f, 0.f, 0.f};
ret = mat->Get(AI_MATKEY_COLOR_DIFFUSE, ambientColor);
if (ret != AI_SUCCESS) {
spdlog::error("Could not find ambient color for material: {}", matName.C_Str());
ambientColor = {.3f, .3f, .3f};
}
aiColor3D diffuseColor {1.f, 1.f, 1.f};
ret = mat->Get(AI_MATKEY_COLOR_DIFFUSE, diffuseColor);
if (ret != AI_SUCCESS) {
spdlog::error("Could not find diffuse color for material: {}", matName.C_Str());
diffuseColor = {1.f, 1.f, 1.f};
}
aiColor3D specularColor {1.f, 1.f, 1.f};
ret = mat->Get(AI_MATKEY_COLOR_SPECULAR, specularColor);
if (ret != AI_SUCCESS) {
spdlog::error("Could not find specular color for material: {}", matName.C_Str());
specularColor = {1.f, 1.f, 1.f};
}
float shininess = 32.f;
ret = mat->Get(AI_MATKEY_SHININESS, shininess);
if (ret != AI_SUCCESS) {
spdlog::error("Could not find shininess for material: {}", matName.C_Str());
shininess = 32.f;
}
Material material;
material.name = matName.C_Str();
material.phong.ambient = glm::vec3{ambientColor.r, ambientColor.g, ambientColor.b};
material.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b};
material.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b};
material.phong.shininess = shininess;
return material;
}

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@@ -13,6 +13,8 @@
class ModelLoader
{
public:
static std::unordered_map<std::string, std::shared_ptr<Model>> models;
static std::shared_ptr<Model> load_from_file(std::string_view _path);
};

97
src/ShaderLoader.cpp Normal file
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@@ -0,0 +1,97 @@
//
// Created by slinky on 5/1/26.
//
#include "ShaderLoader.h"
#include "glad/gl.h"
#include <fstream>
#include <sstream>
#include <spdlog/spdlog.h>
void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
void log_program_compile_errors(GLuint program);
std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> ShaderLoader::shaders;
std::shared_ptr<ShaderProgram> ShaderLoader::load(std::string_view vertexPath, std::string_view fragmentPath)
{
std::string vertexSource;
std::string fragmentSource;
std::ifstream vertexFile {};
std::ifstream fragmentFile {};
try
{
vertexFile.open(vertexPath.data());
fragmentFile.open(fragmentPath.data());
std::stringstream vertexSourceStream {};
vertexSourceStream << vertexFile.rdbuf();
vertexSource = vertexSourceStream.str();
std::stringstream fragmentSourceStream {};
fragmentSourceStream << fragmentFile.rdbuf();
fragmentSource = fragmentSourceStream.str();
vertexFile.close();
fragmentFile.close();
} catch (std::ifstream::failure& e) {
spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, std::string(e.what()).c_str());
return nullptr;
}
unsigned int vertex;
unsigned int fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
const char* vertex_str = vertexSource.data();
glShaderSource(vertex, 1, &vertex_str, NULL);
glCompileShader(vertex);
log_shader_compile_errors(vertex, "vertex");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
const char* frag_str = fragmentSource.data();
glShaderSource(fragment, 1, &frag_str, NULL);
glCompileShader(fragment);
log_shader_compile_errors(fragment, "fragment");
int shaderId = glCreateProgram();
glAttachShader(shaderId, vertex);
glAttachShader(shaderId, fragment);
glLinkProgram(shaderId);
log_program_compile_errors(shaderId);
glDeleteShader(vertex);
glDeleteShader(fragment);
return std::make_shared<ShaderProgram>(ShaderProgram(shaderId));
}
void log_shader_compile_errors(GLuint shader, std::string_view shaderType)
{
GLint success;
GLchar infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
spdlog::error("Failed to compile {} shader: {}", shaderType, infoLog);
}
}
void log_program_compile_errors(GLuint program)
{
GLint success;
GLchar infoLog[1024];
glGetProgramiv(program, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(program, 1024, NULL, infoLog);
spdlog::error("Failed to compile program: {}", infoLog);
}
}

19
src/ShaderLoader.h Normal file
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@@ -0,0 +1,19 @@
//
// Created by slinky on 5/1/26.
//
#ifndef B_ENGINE_SHADERLOADER_H
#define B_ENGINE_SHADERLOADER_H
#include <memory>
#include "ShaderProgram.h"
class ShaderLoader {
public:
static std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> shaders;
static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
};
#endif //B_ENGINE_SHADERLOADER_H

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@@ -5,68 +5,8 @@
#include "ShaderProgram.h"
#include <fstream>
#include <string>
#include <sstream>
#include "glad/gl.h"
#include "spdlog/spdlog.h"
void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
void log_program_compile_errors(GLuint program);
std::shared_ptr<ShaderProgram> ShaderProgram::load(std::string_view vertexPath, std::string_view fragmentPath)
{
std::string vertexSource;
std::string fragmentSource;
std::ifstream vertexFile {};
std::ifstream fragmentFile {};
try
{
std::stringstream ss;
vertexFile.open(vertexPath.data());
fragmentFile.open(fragmentPath.data());
ss << vertexFile.rdbuf();
vertexSource = ss.str();
ss.clear();
ss << fragmentFile.rdbuf();
fragmentSource = ss.str();
vertexFile.close();
fragmentFile.close();
} catch (std::ifstream::failure& e) {
spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, std::string(e.what()).c_str());
return nullptr;
}
unsigned int vertex;
unsigned int fragment;
vertex = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertex, 1, reinterpret_cast<const GLchar* const*>(vertexSource.data()), NULL);
glCompileShader(vertex);
log_shader_compile_errors(vertex, "vertex");
fragment = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragment, 1, reinterpret_cast<const GLchar* const*>(fragmentSource.data()), NULL);
glCompileShader(fragment);
log_shader_compile_errors(fragment, "fragment");
ShaderProgram program;
program.id = glCreateProgram();
glAttachShader(program.id, vertex);
glAttachShader(program.id, fragment);
glLinkProgram(program.id);
log_program_compile_errors(program.id);
glDeleteShader(vertex);
glDeleteShader(fragment);
return std::make_shared<ShaderProgram>(program);
}
#include <glad/gl.h>
void ShaderProgram::bind()
{
@@ -80,49 +20,26 @@ void ShaderProgram::unbind()
void ShaderProgram::setFloat(std::string_view name, float value) const
{
glUniform1f(glGetUniformLocation(id, name.data()), value);
}
void ShaderProgram::setVec2(std::string_view name, const glm::vec2& value) const
void ShaderProgram::setInt(std::string_view name, int value) const
{
glUniform1i(glGetUniformLocation(id, name.data()), value);
}
void ShaderProgram::setVec3(std::string_view name, const glm::vec3& value) const
{
glUniform3fv(glGetUniformLocation(id, name.data()), 1, &value[0]);
}
void ShaderProgram::setVec4(std::string_view name, const glm::vec4& value) const
{
glUniform4fv(glGetUniformLocation(id, name.data()), 1, &value[0]);
}
void ShaderProgram::setMat4(std::string_view name, const glm::mat4& value) const
{
glUniformMatrix4fv(glGetUniformLocation(id, name.data()), 1, GL_FALSE, &value[0][0]);
}
void log_shader_compile_errors(GLuint shader, std::string_view shaderType)
{
GLint success;
GLchar infoLog[1024];
glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(shader, 1024, NULL, infoLog);
spdlog::error("Failed to compile {} shader: {}", shaderType, infoLog);
}
}
void log_program_compile_errors(GLuint program)
{
GLint success;
GLchar infoLog[1024];
glGetProgramiv(program, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(program, 1024, NULL, infoLog);
spdlog::error("Failed to compile program: {}", infoLog);
}
}

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@@ -15,13 +15,13 @@
class ShaderProgram
{
public:
static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
explicit ShaderProgram(GLuint id) : id(id) {}
void bind();
void unbind();
static void unbind();
void setFloat(std::string_view name, float value) const;
void setVec2(std::string_view name, const glm::vec2 &value) const;
void setInt(std::string_view name, int value) const;
void setVec3(std::string_view name, const glm::vec3 &value) const;
void setMat4(std::string_view name, const glm::mat4 &mat) const;
void setVec4(std::string_view name, const glm::vec4 &value) const;

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@@ -5,21 +5,21 @@
#ifndef B_ENGINE_TEXTURE_H
#define B_ENGINE_TEXTURE_H
#include <memory>
#include <string_view>
#include <string>
#include <glad/gl.h>
class Texture
{
public:
static std::shared_ptr<Texture> load_from_file(std::string_view filePath);
static std::shared_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels);
Texture(unsigned int id, std::string_view filePath, int width, int height, int channels)
: id(id), filePath(filePath), width(width), height(height), channels(channels) {}
Texture() = default;
~Texture();
~Texture() { glDeleteTextures(1, &id); }
void bind(unsigned int slot);
void unbind();
void bind() const {glBindTexture(GL_TEXTURE_2D, id);}
static void unbind() {glBindTexture(GL_TEXTURE_2D, 0);}
[[nodiscard]] int get_width() const { return width; }
[[nodiscard]] int get_height() const { return height; }

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@@ -1,8 +1,8 @@
//
// Created by lbmas on 4/29/2026.
// Created by slinky on 5/1/26.
//
#include "Texture.h"
#include "TextureLoader.h"
#include "stb_image.h"
@@ -10,7 +10,9 @@
#include "glad/gl.h"
std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
std::unordered_map<std::string, std::shared_ptr<Texture>> TextureLoader::textures;
std::shared_ptr<Texture> TextureLoader::load_from_file(std::string_view filePath)
{
int width, height, channels;
unsigned char *data = stbi_load(filePath.data(), &width, &height, &channels, 0);
@@ -20,9 +22,9 @@ std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
return nullptr;
}
Texture texture = {};
glGenTextures(1, &texture.id);
glBindTexture(GL_TEXTURE_2D, texture.id);
unsigned int textureID = 0;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -36,18 +38,14 @@ std::shared_ptr<Texture> Texture::load_from_file(std::string_view filePath)
stbi_image_free(data);
texture.filePath = filePath;
texture.width = width;
texture.height = height;
texture.channels = channels;
return std::make_shared<Texture>(texture);
return std::make_shared<Texture>(textureID, filePath, width, height, channels);
}
std::shared_ptr<Texture> Texture::load_from_data(unsigned char* data, int width, int height, int channels)
std::shared_ptr<Texture> TextureLoader::load_from_data(unsigned char* data, int width, int height, int channels)
{
Texture texture = {};
glGenTextures(1, &texture.id);
glBindTexture(GL_TEXTURE_2D, texture.id);
unsigned int textureID = 0;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -59,24 +57,5 @@ std::shared_ptr<Texture> Texture::load_from_data(unsigned char* data, int width,
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
texture.filePath = "";
texture.width = width;
texture.height = height;
texture.channels = channels;
return std::make_shared<Texture>(texture);
}
Texture::~Texture()
{
glDeleteTextures(1, &id);
}
void Texture::bind(unsigned int slot)
{
}
void Texture::unbind()
{
}
return std::make_shared<Texture>(textureID, "memory", width, height, channels);
}

21
src/TextureLoader.h Normal file
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@@ -0,0 +1,21 @@
//
// Created by slinky on 5/1/26.
//
#ifndef B_ENGINE_TEXTURELOADER_H
#define B_ENGINE_TEXTURELOADER_H
#include <memory>
#include <unordered_map>
#include "Texture.h"
class TextureLoader {
public:
static std::unordered_map<std::string, std::shared_ptr<Texture>> textures;
static std::shared_ptr<Texture> load_from_file(std::string_view filePath);
static std::shared_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels);
};
#endif //B_ENGINE_TEXTURELOADER_H

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@@ -11,8 +11,11 @@
#include "stb_image.h"
#include "Model.h"
#include "ModelLoader.h"
#include "ShaderLoader.h"
#include "ShaderProgram.h"
#include "Texture.h"
#include "TextureLoader.h"
GLFWwindow* gWindow = nullptr;
int gWindowWidth = 800;
@@ -25,10 +28,6 @@ auto cameraPosition = glm::vec3{0, 0, 0};
auto view = glm::mat4{0};
auto projection = glm::mat4{0};
std::unordered_map<std::string, std::shared_ptr<Model>> gModels = {};
std::unordered_map<std::string, std::shared_ptr<Texture>> gTextures = {};
std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> gShaders = {};
void glfw_error_callback(int error, const char* description);
void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
void glfw_framebuffer_size_callback(GLFWwindow* window, int width, int height);
@@ -37,6 +36,7 @@ void init_glfw();
void create_main_window();
void load_gl();
void init_camera();
void loop();
std::shared_ptr<Model> load_model(std::string_view _path);
@@ -55,26 +55,21 @@ int main() {
// create a default texture
unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
gTextures["default_diffuse"] = Texture::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
TextureLoader::textures["default_diffuse"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
// create a default specular map
unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(128), 128, 128, 255};
gTextures["default_specular"] = Texture::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
TextureLoader::textures["default_specular"] = TextureLoader::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
gShaders["phong_shader"] = ShaderProgram::load("./resources/standard.frag", "./resources/standard.vert");
if (gShaders["phong_shader"] == nullptr)
ShaderLoader::shaders["phong_shader"] = ShaderLoader::load("./resources/standard.vert", "./resources/standard.frag");
if (ShaderLoader::shaders["phong_shader"] == nullptr)
{
std::exit(1);
}
while (!glfwWindowShouldClose(gWindow)) {
glfwPollEvents();
ModelLoader::models["cube"] = ModelLoader::load_from_file("./resources/cube.obj");
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glfwSwapBuffers(gWindow);
}
loop();
glfwDestroyWindow(gWindow);
glfwTerminate();
@@ -153,7 +148,56 @@ void init_camera()
projection = glm::perspective(glm::radians(75.f), aspectRatio, 0.1f, 100.0f);
}
std::shared_ptr<Model> load_model(std::string_view _path)
{
return std::make_shared<Model>();
void loop() {
Texture* defaultDiffuse = TextureLoader::textures["default_diffuse"].get();
Texture* defaultSpecular = TextureLoader::textures["default_specular"].get();
while (!glfwWindowShouldClose(gWindow)) {
auto modelMatrix = glm::identity<glm::mat4>();
glfwPollEvents();
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ShaderProgram* shader = ShaderLoader::shaders["phong_shader"].get();
Model* model = ModelLoader::models["cube"].get();
if (shader && model) {
Material* mat = model->materials[0].get();
shader->bind();
shader->setMat4("projection", projection);
shader->setMat4("view", view);
shader->setMat4("model", modelMatrix);
shader->setVec3("viewPosition", cameraPosition);
if (mat) {
shader->setVec3("phongAmbient", mat->phong.ambient);
shader->setVec3("phongDiffuse", mat->phong.diffuse);
shader->setVec3("phongSpecular", mat->phong.specular);
shader->setFloat("phongShininess", mat->phong.shininess);
}
shader->setVec3("lightPosition", glm::vec3(5.f, 5.f, 5.f));
shader->setVec3("lightAmbient", glm::vec3{.1f, .1f, .1f});
shader->setVec3("lightDiffuse", glm::vec3{.8f, .8f, .8f});
shader->setVec3("lightSpecular", glm::vec3{1.f, 1.f, 1.f});
glActiveTexture(GL_TEXTURE0);
defaultDiffuse->bind();
shader->setInt("diffuse1", 0);
glActiveTexture(GL_TEXTURE1);
defaultSpecular->bind();
shader->setInt("specular1", 1);
for (auto mesh: model->meshes) {
glBindVertexArray(mesh.get()->vao);
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
}
}
glfwSwapBuffers(gWindow);
}
}