2022-12-12 22:51:59 +08:00

48 lines
1.6 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 (unsigned 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";
if (_textures[i].type() == TextureType::DIFFUSE)
number = std::to_string(diffuseNr++);
else if (_textures[i].type() == TextureType::SPECULAR)
number = std::to_string(specularNr++);
OPENGL_EXTRA_FUNCTIONS->glUniform1i(OPENGL_EXTRA_FUNCTIONS->glGetUniformLocation(shader.programId(), (name + number).c_str()), 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);
}