couch/core/Mesh.cpp
2021-01-19 16:36:10 -06:00

87 lines
2.4 KiB
C++

#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);
}