#include "Mesh.h" Mesh::Mesh(std::vector vertices, std::vector indices, std::vector textures) { this->vertices = vertices; this->indices = indices; this->textures = textures; setupMesh(); } void Mesh::setupMesh() { 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[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW); // vertex positions glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0); // vertex normals glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, Normal)); // vertex texture coords glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)offsetof(Vertex, TexCoords)); glBindVertexArray(0); } void Mesh::draw(ShaderLoader &shader) { unsigned int diffuseNr = 1; unsigned int specularNr = 1; for (unsigned int i = 0; i < textures.size(); i++) { // activate proper texture unit before binding glActiveTexture(GL_TEXTURE0 + i); // 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.setFloat(("material." + name + number).c_str(), i); glBindTexture(GL_TEXTURE_2D, textures[i].id); } glActiveTexture(GL_TEXTURE0); // draw mesh glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0); glBindVertexArray(0); } void Mesh::unloadTextures() { for (int i = 0; i < textures.size(); i++) { glDeleteTextures(1, &textures[i].id); } } // Until I have a firmer grasp on memory management, textures should only be // managed by the Model class Mesh::~Mesh() { // this->unloadTextures(); // error.log("Mesh destructor called"); }