#include "Mesh.h" Mesh::Mesh() { material = new Material(); } Mesh::~Mesh() { if (material) { delete material; } } 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 glBindVertexArray(0); } 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; aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[0]]; return aiMesh2Mesh(mesh_to_import); } Mesh *Mesh::aiMesh2Mesh(aiMesh *aimesh){ Mesh *mymesh = new Mesh(); 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); mymesh->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]); mymesh->indices.push_back(index); } return mymesh; } void Mesh::Draw() { glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); }