#include"root.h" #include"mesh.h" #include #include #include #include #include #include using namespace std; using namespace glm; namespace vb01{ Mesh::Mesh(){ } Mesh::Mesh(Vertex *vertices, unsigned int *indices,int numTris){ this->vertices=vertices; this->indices=indices; this->numTris=numTris; construct(); } Mesh::~Mesh(){} void Mesh::construct(){ glGenVertexArrays(1,&VAO); glGenBuffers(1,&VBO); glGenBuffers(1,&EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER,VBO); glBufferData(GL_ARRAY_BUFFER, 3*numTris*sizeof(Vertex), vertices, GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*numTris*sizeof(unsigned int),indices,GL_STATIC_DRAW); glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(offsetof(Vertex,norm))); glEnableVertexAttribArray(1); glVertexAttribPointer(2,2,GL_FLOAT,GL_FALSE,sizeof(Vertex),(void*)(offsetof(Vertex,texCoords))); glEnableVertexAttribArray(2); } void Mesh::update(){ Root *root=Root::getSingleton(); Camera *cam=root->getCamera(); float fov=cam->getFov(),width=root->getWidth(),height=root->getHeight(); float nearPlane=cam->getNearPlane(),farPlane=cam->getFarPlane(); Vector3 pos=node->getPosition(); Vector3 dir=cam->getDirection(),up=cam->getUp(),camPos=cam->getPosition(); mat4 model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z)); model=rotate(model,13.f,vec3(0,1,0)); mat4 view=lookAt(vec3(camPos.x,camPos.y,camPos.z),vec3(camPos.x+dir.x,camPos.y+dir.y,camPos.z+dir.z),vec3(up.x,up.y,up.z)); mat4 proj=perspective(radians(fov),width/height,nearPlane,farPlane); //proj=ortho(0.f,800.f,0.f,-600.f,nearPlane,farPlane); material->update(); material->getShader()->setVec3(vec3(camPos.x,camPos.y,camPos.z),"camPos"); material->getShader()->setMat4(model,"model"); material->getShader()->setMat4(view,"view"); material->getShader()->setMat4(proj,"proj"); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES,3*numTris,GL_UNSIGNED_INT,0); } }