2022-12-16 16:03:53 +08:00

55 lines
2.1 KiB
C++

#pragma once
#include "mesh.h"
#include "utils.h"
#include "logger.h"
Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<unsigned int>& indices, const std::vector<Texture>& textures) {
_vertices = vertices;
_indices = indices;
_textures = textures;
setupMesh();
}
Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<Texture>& textures) {
_vertices = vertices;
_textures = textures;
setupMesh();
}
void Mesh::render(const ShaderProgram& shader) const {
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
for (int i = 0; i < _textures.size(); i++) {
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0 + i); // activate proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
std::string number;
std::string name = _textures[i].type() == TextureType::DIFFUSE ? "texture_diffuse" : "texture_specular";
name = "material." + name;
if (_textures[i].type() == TextureType::DIFFUSE)
number = std::to_string(diffuseNr++);
else if (_textures[i].type() == TextureType::SPECULAR)
number = std::to_string(specularNr++);
shader.setUniform(name + number, i);
_textures[i].bind();
}
OPENGL_EXTRA_FUNCTIONS->glActiveTexture(GL_TEXTURE0);
_vao.bind();
OPENGL_EXTRA_FUNCTIONS->glDrawElements(GL_TRIANGLES, _indices.size(), GL_UNSIGNED_INT, 0);
_vao.unbind();
}
void Mesh::setupMesh() {
_vao = VertexArrayObject(_vertices, _indices);
_vao.setVertexAttributePointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
_vao.setVertexAttributePointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)OFFSETOF(Vertex, _normal));
_vao.setVertexAttributePointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)OFFSETOF(Vertex, _texCoords));
//_vao.setVertexAttributePointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)OFFSETOF(Vertex, _tangent));
//_vao.setVertexAttributePointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)OFFSETOF(Vertex, _bitangent));
}