2021-01-13 10:42:57 -06:00
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#include "Mesh.h"
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2021-01-17 14:36:38 -06:00
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Mesh::Mesh() {
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material = new Material();
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}
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Mesh::~Mesh() {
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delete material;
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}
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2021-01-13 10:42:57 -06:00
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Mesh::Mesh(VertexList vertices, IndexList indices) {
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this->vertices = vertices;
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this->indices = indices;
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}
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void Mesh::SetupMesh() {
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
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&vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index),
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&indices[0], GL_STATIC_DRAW);
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// Vertex positions
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0);
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2021-01-17 14:36:38 -06:00
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// Vertex UV
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(3 * sizeof(float)));
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// TODO normals
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2021-01-13 10:42:57 -06:00
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glBindVertexArray(0);
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}
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2021-01-18 13:31:09 -06:00
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Mesh Mesh::FromFile(const char *filename) {
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return Mesh();
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}
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2021-01-13 10:42:57 -06:00
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void Mesh::Draw() {
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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}
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