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mesh.cpp
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80 lines (60 loc) · 2.44 KB
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#include "mesh.hpp"
Mesh::Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures) :
vertices{ vertices }, indices{ indices }, textures{ textures } {
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));
// Texture coordinates
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, textureCoordinates));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
// ids
glEnableVertexAttribArray(5);
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
// weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
glBindVertexArray(0);
}
void Mesh::Draw(Shader& shader) {
unsigned int diffuseNum = 0;
unsigned int specularNum = 0;
unsigned int normalNum = 0;
unsigned int heightNum = 0;
for (int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
string number;
string name = textures[i].type;
if (name == "texture_diffuse") {
number = std::to_string(diffuseNum++);
} else if (name == "texture_specular") {
number = std::to_string(specularNum++);
} else if (name == "texture_normal") {
number = std::to_string(normalNum++);
} else if (name == "texture_height") {
number = std::to_string(heightNum++);
}
shader.setInt((name + number).c_str(), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}