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Mesh.cpp
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60 lines (48 loc) · 1.44 KB
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#include "Mesh.h"
#include "GL/glew.h"
using namespace std;
Mesh::Mesh()
{
}
Mesh::Mesh(const vector<Vertex>& vertices, const vector<unsigned int>& indices)
{
this->vertices = vertices;
this->indices = indices;
setupMesh();
}
Mesh::~Mesh()
{
//TODO: why is this deleted 4719247194719847198 times
glDeleteBuffers(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &EBO);
}
void Mesh::setupMesh()
{
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(unsigned int),
&indices[0], GL_STATIC_DRAW);
// 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));
glBindVertexArray(0);
}
void Mesh::Draw(const unsigned int program) const
{
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}