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mesh.h
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mesh.h
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#ifndef OPENGLPROJ_MESH_H
#define OPENGLPROJ_MESH_H
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.h"
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
struct Texture {
unsigned int id;
std::string type;
std::string path;
};
class Mesh {
public:
// mesh data
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
Mesh(std::vector<Vertex> vertices,
std::vector<unsigned int> indices,
std::vector<Texture> textures) {
this->textures = textures;
this->vertices = vertices;
this->indices = indices;
setupMesh();
}
void Draw(Shader &shader) {
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
for(unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
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("material." + name + number, i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
private:
unsigned int VAO, VBO, EBO;
void setupMesh() {
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),(void*)offsetof(Vertex,Normal));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,TexCoords));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glBindVertexArray(0);
}
};
#endif //OPENGLPROJ_MESH_H