couch/core/Mesh.cpp

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#include "Mesh.h"
Mesh::Mesh() {
material = new Material();
}
Mesh::~Mesh() {
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if (material) {
delete material;
}
}
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Mesh::Mesh(VertexList vertices, IndexList indices) {
this->vertices = vertices;
this->indices = indices;
}
void Mesh::SetupMesh() {
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex),
&vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index),
&indices[0], GL_STATIC_DRAW);
// Vertex positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0);
// Vertex UV
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)(3 * sizeof(float)));
// TODO normals
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glBindVertexArray(0);
}
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Mesh* Mesh::FromFile(const char *filename) {
// HOCUS: https://assimp-docs.readthedocs.io/en/latest/usage/use_the_lib.html
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(
filename, // Read the file
aiProcess_Triangulate | // We only do triangles
aiProcess_GenNormals | // We want normals precalculated
aiProcess_GenUVCoords // We want UV mappings precalculated
);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
exit(1);
}
aiNode *root = scene->mRootNode;
aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[0]];
return Util::aiMesh2Mesh(mesh_to_import);
}
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void Mesh::Draw() {
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}