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Mesh.cpp
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Mesh.cpp
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//
// Created by debowin on 11/13/17.
//
#include "Mesh.h"
Mesh::~Mesh() {
glDeleteVertexArrays(1, &m_vertexArrayObject);
}
void Mesh::Draw() {
glBindVertexArray(m_vertexArrayObject);
glDrawElements(GL_TRIANGLES, m_drawCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
Mesh::Mesh(Vertex *vertices, uint numVertices, uint *indices, uint numIndices) {
IndexedModel model;
for (uint 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 (uint i = 0; i < numIndices; i++) {
model.indices.push_back(indices[i]);
}
LoadMesh(model);
}
Mesh::Mesh(std::string fileName) {
IndexedModel model = OBJModel(fileName).ToIndexedModel();
LoadMesh(model);
}
void Mesh::InitMesh(std::string fileName){
IndexedModel model = OBJModel(fileName).ToIndexedModel();
LoadMesh(model);
}
void Mesh::LoadMesh(IndexedModel &model) {
m_drawCount = (uint) model.indices.size();
glGenVertexArrays(1, &m_vertexArrayObject);
glBindVertexArray(m_vertexArrayObject);
glGenBuffers(NUM_BUFFERS, m_vertexBufferObjects);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObjects[POSITION_VB]);
glBufferData(GL_ARRAY_BUFFER, model.positions.size() * sizeof(model.positions[0]), &model.positions[0],
GL_STATIC_DRAW);
glEnableVertexAttribArray(POSITION_VB);
glVertexAttribPointer(POSITION_VB, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObjects[TEXCOORD_VB]);
glBufferData(GL_ARRAY_BUFFER, model.texCoords.size() * sizeof(model.texCoords[0]), &model.texCoords[0],
GL_STATIC_DRAW);
glEnableVertexAttribArray(TEXCOORD_VB);
glVertexAttribPointer(TEXCOORD_VB, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexBufferObjects[INDEX_VB]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, model.indices.size() * sizeof(model.indices[0]), &model.indices[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, m_vertexBufferObjects[NORMAL_VB]);
glBufferData(GL_ARRAY_BUFFER, model.normals.size() * sizeof(model.normals[0]), &model.normals[0],
GL_STATIC_DRAW);
glEnableVertexAttribArray(NORMAL_VB);
glVertexAttribPointer(NORMAL_VB, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindVertexArray(0);
}
Mesh::Mesh() = default;
Vertex::Vertex(const glm::vec3 &pos, const glm::vec2 &texCoord, const glm::vec3 &normal) :
pos(pos), texCoord(texCoord), normal(normal) {}