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Mesh.cpp
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73 lines (52 loc) · 2.07 KB
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#include "Mesh.h"
namespace Engine
{
Mesh::Mesh(Vertex* vertices, int numVertices, unsigned int* triangles, int numTriangles)
{
m_vertices = vertices;
m_numVertices = numVertices;
m_triangles = triangles;
m_numTriangles = numTriangles;
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, m_numVertices * sizeof(Vertex), m_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_numTriangles * sizeof(unsigned int), m_triangles, GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
glBindVertexArray(0);//unbind VAO
}
Mesh::~Mesh()
{
//log_printf(log_level_e::LOG_INFO, "%i\n", m_vertices[100]);
// if(m_vertices)
//delete[] m_vertices;
// if(m_triangles)
// delete[] m_triangles;
}
void Mesh::Draw() {
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, m_numTriangles, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}