82 lines
2.6 KiB
C++
82 lines
2.6 KiB
C++
//
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// Created by karl on 07.01.20.
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//
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#ifndef ECSGAME_MESH_H
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#define ECSGAME_MESH_H
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#include <GLFW/glfw3.h>
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#include <glad/glad.h>
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#include <vector>
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struct Mesh {
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explicit Mesh(const std::vector<float> &_vertices, const std::vector<unsigned int> &_indices)
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: vertex_count(_indices.size()), vertices(_vertices), indices(_indices) {
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// Copy the vertices into a local classic float array. Nothing was displayed without this,
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// maybe
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// due to weird hidden type incompatibility or out of scope issues?
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float vertices[_vertices.size()];
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std::copy(_vertices.begin(), _vertices.end(), vertices);
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unsigned int indices[_indices.size()];
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std::copy(_indices.begin(), _indices.end(), indices);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then
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// configure vertex attributes(s).
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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// position attribute
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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// Normal attribute
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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// texture coord attribute
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 14 * sizeof(float),
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(void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(2);
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// Tangent attribute
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float),
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(void *)(8 * sizeof(float)));
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glEnableVertexAttribArray(3);
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// Bitangent attribute
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 14 * sizeof(float),
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(void *)(11 * sizeof(float)));
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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}
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void render() const {
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glDrawElements(GL_TRIANGLES, vertex_count, GL_UNSIGNED_INT, 0);
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}
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std::vector<float> vertices;
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std::vector<unsigned int> indices;
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unsigned int vertex_count;
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private:
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unsigned int EBO;
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unsigned int VBO;
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unsigned int VAO;
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};
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#endif // ECSGAME_MESH_H
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