77 lines
2.3 KiB
C++
77 lines
2.3 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);
|
|
}
|
|
|
|
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");
|
|
}
|