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Mesh.cpp
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#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::Draw(Shader& shader) {
unsigned int numDiffuseTextures = 1;
unsigned int numSpecularTextures = 1;
for (unsigned int i = 0; i < textures.size(); i++) {
glActiveTexture(GL_TEXTURE0 + i);
// Retrieve texture number (the N in textureDiffuseN in the shader)
std::string number;
std::string name = textures[i].type;
if (name == "textureDiffuse") {
number = std::to_string(numDiffuseTextures++);
}
else if (name == "textureSpecular") {
number = std::to_string(numSpecularTextures++);
}
shader.setIntUniform(("material" + name + number).c_str(), i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
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
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
// Vertex normals
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(offsetof(Vertex, Normal)));
glEnableVertexAttribArray(1);
// Vertex texture coords
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(offsetof(Vertex, TexCoords)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}