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mesh.h
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#ifndef MESH_H
#define MESH_H
#include <glad/glad.h> // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.h"
#include <string>
#include <vector>
struct Vertex {
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
};
struct Texture {
unsigned int id;
std::string type;
std::string path; // we store the path of the texture to compare with other textures
};
class Mesh {
public:
//mesh data
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
unsigned int VAO;
Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures){
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
setupMesh();
}
//render mesh
void Draw(Shader &shader)
{
// bind appropriate textures
unsigned int diffuseNr = 1;
unsigned int specularNr = 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)
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++); // transfer unsigned int to string
// now set the sampler to the correct texture unit
shader.setInt((name + number).c_str(), i);
// and finally bind the texture
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
// render data
unsigned int VBO, EBO;
// initializes all the buffer objects/arrays
void setupMesh()
{
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
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);
// set the vertex attribute pointers
// 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);
}
};
#endif