57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
#include "mesh.hpp"
|
|
|
|
void Mesh::Draw(Shader &shader) {
|
|
unsigned int diffuseNr = 1;
|
|
unsigned int specularNr = 1;
|
|
unsigned int normalNr = 1;
|
|
unsigned int heightNr = 1;
|
|
|
|
for(unsigned int i = 0; i < textures.size(); i++) {
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
std::string number;
|
|
std::string name = textures[i].type;
|
|
|
|
if(name == "texture_diffuse") {
|
|
number = std::to_string(diffuseNr++);
|
|
} else if(name == "texture_specular") {
|
|
number = std::to_string(specularNr++);
|
|
} else if(name == "texture_normal") {
|
|
number = std::to_string(normalNr++);
|
|
} else if(name == "texture_height") {
|
|
number = std::to_string(heightNr++);
|
|
}
|
|
|
|
// TODO: Get this uniform ID once and cache it?
|
|
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
|
|
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
|
}
|
|
|
|
glBindVertexArray(VAO);
|
|
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
|
|
glBindVertexArray(0);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
|
|
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.data(), GL_STATIC_DRAW);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
|
|
|
|
glEnableVertexAttribArray(0);
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Position));
|
|
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
|
|
|
|
glEnableVertexAttribArray(2);
|
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
|
|
}
|