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Mesh.cpp
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#include "Mesh.h"
Mesh::Mesh(vector<Vertex> vertices, vector<GLuint> indices, vector<Texture> textures, Material material)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
this->material = material;
// Now that we have all the required data, set the vertex buffers and its attribute pointers.
this->setupMesh();
}
void Mesh::setupMesh()
{
// Create buffers/arrays
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindVertexArray(this->VAO);
// Load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, this->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, this->vertices.size() * sizeof(Vertex), &this->vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint), &this->indices[0], GL_STATIC_DRAW);
// Set the vertex attribute pointers
// Vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
// Vertex Normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, Normal));
// Vertex Texture Coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, TexCoords));
glBindVertexArray(0);
}
Mesh::~Mesh()
{
}
void Mesh::Draw(Shader shader) //draw by default phong lighting
{
GLuint diffuseNr = 1;
GLuint specularNr = 1;
for (GLuint i = 0; i < this->textures.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i); // Activate proper texture unit before binding
// Retrieve texture number (the N in diffuse_textureN)
stringstream ss;
string number;
string name = this->textures[i].type;
if (name == "texture_diffuse")
ss << diffuseNr++; // Transfer GLuint to stream
else if (name == "texture_specular")
ss << specularNr++; // Transfer GLuint to stream
number = ss.str();
glBindTexture(GL_TEXTURE_2D, this->textures[i].id);
glUniform1f(glGetUniformLocation(shader.Program, (name + number).c_str()), i);
}
glActiveTexture(GL_TEXTURE0);
// mesh material
glUniform3fv(glGetUniformLocation(shader.Program, "Ka"), 1, glm::value_ptr(material.Ka));
glUniform3fv(glGetUniformLocation(shader.Program, "Kd"), 1, glm::value_ptr(material.Kd));
glUniform3fv(glGetUniformLocation(shader.Program, "Ks"), 1, glm::value_ptr(material.Ks));
// Draw mesh
glBindVertexArray(this->VAO);
glDrawElements(GL_TRIANGLES, this->indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}