#include "Mesh.h" SubMesh::SubMesh() {} SubMesh::SubMesh(VertexList vertices, IndexList indices) { this->vertices = vertices; this->indices = indices; } void SubMesh::SetupSubMesh() { 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 glBindVertexArray(0); } void SubMesh::Draw(Shader *shader) { shader->UpdateColor(material.usesColor, material.color); shader->UpdateTex(material.usesTex, material.tex); shader->UpdateAlphaScissor(material.alphaScissor); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } Mesh::Mesh() {} Mesh::~Mesh() { for (SubMesh *sub : submeshes) { delete sub; } } void Mesh::SetupMesh() { for (SubMesh *sub : submeshes) { sub->SetupSubMesh(); } } Material Mesh::GetMaterial(int submesh) { return submeshes[submesh]->material; } void Mesh::SetMaterial(int submesh, Material material) { submeshes[submesh]->material = material; } 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) { Util::Die(importer.GetErrorString()); } aiNode *root = scene->mRootNode; Mesh *my_mesh = new Mesh(); for (int i = 0; i < root->mNumMeshes; i++) { aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[i]]; my_mesh->submeshes.push_back(aiMesh2SubMesh(mesh_to_import)); } my_mesh->SetupMesh(); return my_mesh; } SubMesh *Mesh::aiMesh2SubMesh(aiMesh *aimesh){ SubMesh *sub = new SubMesh(); for (int i = 0; i < aimesh->mNumVertices; i++) { aiVector3D aiPosition = aimesh->mVertices[i]; aiVector3D aiUV = aimesh->mTextureCoords[0][i]; // TODO get ALL texture coords Vertex vertex(aiPosition.x, aiPosition.y, aiPosition.z, aiUV.x, aiUV.y); sub->vertices.push_back(vertex); } for (int i = 0; i < aimesh->mNumFaces; i++) { // We're importing triangulated meshes, so each face is three indices unsigned int *face = aimesh->mFaces[i].mIndices; Index index(face[0], face[1], face[2]); sub->indices.push_back(index); } return sub; } void Mesh::Draw(Shader *shader) { for (SubMesh *sub : submeshes) { sub->Draw(shader); } }