-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmesh.cpp
More file actions
68 lines (54 loc) · 2.26 KB
/
mesh.cpp
File metadata and controls
68 lines (54 loc) · 2.26 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
#include "mesh.h"
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures){
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
setupMesh();
}
Mesh::Mesh() : VAO(0), VBO(0), EBO(0) {
// empty default constructor for dynamic/placeholder Mesh
}
void Mesh::setupMesh () {
if (vertices.empty() || indices.empty()) return; // nothing to set up
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
// vertex attributes...
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
glBindVertexArray(0);
}
void Mesh::Draw(Shader &shader)
{
const bool hasTextures = !textures.empty();
shader.setBool("material.useTexture", hasTextures);
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
for(unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
std::string number;
std::string name = textures[i].type;
if(name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if(name == "texture_specular")
number = std::to_string(specularNr++);
shader.setInt((name + number).c_str(), static_cast<int>(i));
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}