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mesh.cpp
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72 lines (61 loc) · 2.18 KB
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#include <GL/glew.h>
#include <cassert>
#include <stddef.h>
#include "mesh.h"
void
Render::SetUpMesh(Render::mesh* Mesh)
{
// Setting up vertex array object
glGenVertexArrays(1, &Mesh->VAO);
glBindVertexArray(Mesh->VAO);
// Setting up vertex buffer object
glGenBuffers(1, &Mesh->VBO);
glBindBuffer(GL_ARRAY_BUFFER, Mesh->VBO);
glBufferData(GL_ARRAY_BUFFER, Mesh->VerticeCount * sizeof(Render::vertex), Mesh->Vertices,
GL_STATIC_DRAW);
// Setting up element buffer object
glGenBuffers(1, &Mesh->EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Mesh->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, Mesh->IndiceCount * sizeof(uint32_t), Mesh->Indices,
GL_STATIC_DRAW);
// Setting vertex attribute pointers
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, Position)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, Normal)));
if(Mesh->HasUVs)
{
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, UV)));
}
if(Mesh->HasTangents)
{
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, Tangent)));
}
if(Mesh->BoneCount > 0)
{
glEnableVertexAttribArray(4);
glVertexAttribIPointer(4, VERTEX_MAX_BONE_COUNT, GL_INT, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, BoneIndices)));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, VERTEX_MAX_BONE_COUNT, GL_FLOAT, GL_FALSE, sizeof(Render::vertex),
(GLvoid*)(offsetof(Render::vertex, BoneWeights)));
}
// Unbind VAO
glBindVertexArray(0);
}
void
Render::CleanUpMesh(Render::mesh* Mesh)
{
glDeleteBuffers(1, &Mesh->VBO);
glDeleteBuffers(1, &Mesh->EBO);
// Delete vertex array
glDeleteVertexArrays(1, &Mesh->VAO);
// Unbind VAO
glBindVertexArray(0);
}