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#include "mesh.h"
#include "obj_loader.h"
#include "vertex.hpp"
#include <glm/glm.hpp>
#include <memory>
#include <vector>
Mesh::Mesh(const std::string & fileName) : Mesh(OBJModel(fileName).ToIndexedModel()) { }
Mesh::Mesh(const IndexedModel & model) :
m_vertexArrayObject {}, m_vertexArrayBuffers {}, m_numIndices {model.indices.size()}
{
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
glBufferData(
GL_ARRAY_BUFFER, sizeof(model.positions[0]) * model.positions.size(), &model.positions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[TEXCOORD_VB]);
glBufferData(
GL_ARRAY_BUFFER, sizeof(model.texCoords[0]) * model.texCoords.size(), &model.texCoords[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[NORMAL_VB]);
glBufferData(GL_ARRAY_BUFFER, sizeof(model.normals[0]) * model.normals.size(), &model.normals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[INDEX_VB]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(model.indices[0]) * model.indices.size(), &model.indices[0],
GL_STATIC_DRAW);
glBindVertexArray(0);
}
Mesh::Mesh(Vertex * vertices, unsigned int numVertices, unsigned int * indices, unsigned int numIndices) :
Mesh {[vertices, numVertices, indices, numIndices]() {
IndexedModel model;
for (unsigned int i = 0; i < numVertices; i++) {
model.positions.push_back(vertices[i].pos);
model.texCoords.push_back(vertices[i].texCoord);
model.normals.push_back(vertices[i].normal);
}
for (unsigned int i = 0; i < numIndices; i++) {
model.indices.push_back(indices[i]);
}
return model;
}()}
{
}
Mesh::~Mesh()
{
glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void
Mesh::Draw() const
{
glBindVertexArray(m_vertexArrayObject);
glDrawElementsBaseVertex(GL_TRIANGLES, m_numIndices, GL_UNSIGNED_INT, nullptr, 0);
glBindVertexArray(0);
}
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