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Mesh.cpp
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#include "Mesh.h"
const char* DIFFUSE_TEX_NAME = "texture_diffuse";
const char* SPECULAR_TEX_NAME = "texture_specular";
const char* NORMAL_TEX_NAME = "texture_normal";
const char* HEIGHT_TEX_NAME = "texture_height";
Mesh::Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
SetUpMesh();
}
Mesh::~Mesh()
{
//glDeleteBuffers(1, &VBO);
//glDeleteBuffers(1, &EBO);
//glDeleteVertexArrays(1, &VAO);
}
void Mesh::Draw(Shader& shader)
{
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
string number;
string name = textures[i].type;
if (name == DIFFUSE_TEX_NAME)
number = std::to_string(diffuseNr++);
else if (name == SPECULAR_TEX_NAME)
number = std::to_string(specularNr++); // transfer unsigned int to stream
else if (name == NORMAL_TEX_NAME)
number = std::to_string(normalNr++); // transfer unsigned int to stream
else if (name == HEIGHT_TEX_NAME)
number = std::to_string(heightNr++); // transfer unsigned int to stream
shader.setInt((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
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));
// 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));
glBindVertexArray(0);
}