game/src/Mesh.cpp

65 lines
2 KiB
C++

#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();
}
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);
}