64 lines
2.0 KiB
C++

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