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Mesh.cpp
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130 lines (109 loc) · 2.5 KB
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#include "Mesh.h"
Mesh::Mesh() {
m_vao = 0;
m_vbo = 0;
m_vuv = 0;
m_vno = 0;
m_modelMatrixID = 0;
m_inverseTransposeMatrixID = 0;
}
Mesh::~Mesh()
{
printf("Destructor of %s\n", m_file.c_str());
Clear();
}
void Mesh::Init(std::string file, GLuint shader)
{
m_file = file;
m_translationMatrix = glm::mat4(1);
m_rotationMatrix = glm::mat4(1);
m_modelMatrixID = glGetUniformLocation(shader, "mm");
m_inverseTransposeMatrixID = glGetUniformLocation(shader, "it");
Load();
}
void Mesh::Clear()
{
m_vertices.clear();
m_uvs.clear();
m_normals.clear();
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_vuv);
glDeleteBuffers(1, &m_vno);
glDeleteVertexArrays(1, &m_vao);
}
void Mesh::DrawMesh()
{
UpdateMatrix();
glUniformMatrix4fv(m_modelMatrixID, 1, GL_FALSE, &m_transformMatrix[0][0]);
glm::mat3 inverseTransposeMatrix = glm::transpose(glm::inverse(glm::mat3(m_transformMatrix)));
glUniformMatrix3fv(m_inverseTransposeMatrixID, 1, GL_FALSE, &inverseTransposeMatrix[0][0]);
glUniform1i(m_material.m_colorTexID, 0);
glActiveTexture(0);
glBindTexture(GL_TEXTURE_2D, m_material.m_colorTex->get());
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, (int)m_vertices.size());
}
void Mesh::Load()
{
loadOBJ(m_file.c_str(), m_vertices, m_uvs, m_normals);
// generate position buffer
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(
GL_ARRAY_BUFFER,
m_vertices.size() * sizeof(glm::vec3),
&m_vertices[0],
GL_STATIC_DRAW
);
// generate UV buffer
glGenBuffers(1, &m_vuv);
glBindBuffer(GL_ARRAY_BUFFER, m_vuv);
glBufferData(
GL_ARRAY_BUFFER,
m_uvs.size() * sizeof(glm::vec2),
&m_uvs[0],
GL_STATIC_DRAW
);
// generate normal buffer
glGenBuffers(1, &m_vno);
glBindBuffer(GL_ARRAY_BUFFER, m_vno);
glBufferData(
GL_ARRAY_BUFFER,
m_normals.size() * sizeof(glm::vec3),
&m_normals[0],
GL_STATIC_DRAW
);
// generate object arrays
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glBindBuffer(GL_ARRAY_BUFFER, m_vuv);
glVertexAttribPointer(
1,
2,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
glBindBuffer(GL_ARRAY_BUFFER, m_vno);
glVertexAttribPointer(
2,
3,
GL_FLOAT,
GL_FALSE,
0,
(void*)0
);
}