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#ifndef MESH_INCLUDED_H
#define MESH_INCLUDED_H
#include "obj_loader.h"
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <string>
#include <vector>
struct Vertex {
public:
Vertex(const glm::vec3 & pos, const glm::vec2 & texCoord, const glm::vec3 & normal)
{
this->pos = pos;
this->texCoord = texCoord;
this->normal = normal;
}
glm::vec3 *
GetPos()
{
return &pos;
}
glm::vec2 *
GetTexCoord()
{
return &texCoord;
}
glm::vec3 *
GetNormal()
{
return &normal;
}
private:
glm::vec3 pos;
glm::vec2 texCoord;
glm::vec3 normal;
};
enum MeshBufferPositions { POSITION_VB, TEXCOORD_VB, NORMAL_VB, INDEX_VB };
class Mesh {
public:
Mesh(const std::string & fileName);
Mesh(Vertex * vertices, unsigned int numVertices, unsigned int * indices, unsigned int numIndices);
void Draw();
virtual ~Mesh();
protected:
private:
static const unsigned int NUM_BUFFERS = 4;
void
operator=(const Mesh & mesh)
{
}
Mesh(const Mesh & mesh) { }
void InitMesh(const IndexedModel & model);
GLuint m_vertexArrayObject;
GLuint m_vertexArrayBuffers[NUM_BUFFERS];
unsigned int m_numIndices;
};
#endif
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