#include "mesh.h" Mesh::Mesh(std::vector vertices, std::vector indices, std::vector textures) : vertices(vertices) , indices(indices), textures(textures), showOutline(false){ setupMesh(); } 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( Shader &shader ){ shader.use(); unsigned int diffuseNr = 1; unsigned int specularNr = 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++); glUniform1i( glGetUniformLocation( shader.ID, (name + number).c_str()), i); glBindTexture(GL_TEXTURE_2D, textures[i].id); } // draw mesh glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, static_cast (indices.size()), GL_UNSIGNED_INT, 0); glBindVertexArray(0); glActiveTexture(GL_TEXTURE0); }