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GlModel.cpp
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76 lines (63 loc) · 2.63 KB
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#include "GlModel.hpp"
GlModel::GlModel(const char *file, bool keep_vertices) {
std::vector<Vertex> vertices;
std::vector<unsigned> triangles;
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(file, aiProcess_Triangulate | aiProcess_JoinIdenticalVertices);
if(scene->mNumMeshes != 1){
throw std::length_error("Expected a single mesh!");
}
glm::vec3 minVertex(1000);
glm::vec3 maxVertex(-1000);
glm::vec3 avgVertex;
auto mesh = scene->mMeshes[0];
for (int i = 0; i < mesh->mNumVertices; ++i) {
auto p = mesh->mVertices[i];
auto n = mesh->mNormals[i];
vertices.emplace_back(glm::vec3(p.x, p.y, p.z), glm::vec3(n.x, n.y, n.z));
minVertex = glm::min(minVertex, glm::vec3(p.x, p.y, p.z));
maxVertex = glm::max(maxVertex, glm::vec3(p.x, p.y, p.z));
avgVertex += glm::vec3(p.x, p.y, p.z)*(1.f/mesh->mNumVertices);
}
for (int i = 0; i < mesh->mNumFaces; i++){
auto face = mesh->mFaces[i];
for (int j = 2; j < face.mNumIndices; ++j) {
triangles.emplace_back(face.mIndices[0]);
triangles.emplace_back(face.mIndices[j-1]);
triangles.emplace_back(face.mIndices[j]);
}
}
//std::cout << vertices.size() << '\t' << triangles.size() << std::endl;
glGenVertexArrays(1, &_buffer);
glBindVertexArray(_buffer);
glGenBuffers(1, &_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(vertices[0]), vertices.data(), GL_STATIC_DRAW);
glGenBuffers(1, &_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, triangles.size() * sizeof(triangles[0]), &triangles[0], GL_STATIC_DRAW);
_index_count = static_cast<unsigned>(triangles.size());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (char *) 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, sizeof(Vertex), (char *) 12);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
if(keep_vertices){
_vertices = std::move(vertices);
_triangles = std::move(triangles);
}
}
void GlModel::draw() {
glBindVertexArray(_buffer);
glDrawElements(GL_TRIANGLES, _index_count, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
GlModel::~GlModel() {
glDeleteBuffers(1, &_vertex_buffer);
glDeleteBuffers(1, &_index_buffer);
glDeleteVertexArrays(1, &_buffer);
}