couch/core/Mesh.cpp
2021-01-20 14:54:54 -06:00

110 lines
2.9 KiB
C++

#include "Mesh.h"
SubMesh::SubMesh() {
material = new Material();
}
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);
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();
}
}
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));
}
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);
}
}