Files
vb01/mesh.cpp
T

127 lines
3.8 KiB
C++
Executable File

#include"root.h"
#include"node.h"
#include"mesh.h"
#include<glad.h>
#include<glfw3.h>
#include<glm.hpp>
#include<ext.hpp>
#include<iostream>
#include<cstdlib>
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(){
for(Mesh *m : meshes)
delete m;
delete material;
glDeleteVertexArrays(1,&VAO);
glDeleteBuffers(1,&EBO);
glDeleteBuffers(1,&VBO);
delete[] indices;
delete[] vertices;
}
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),staticVerts?vertices:NULL, staticVerts?GL_STATIC_DRAW:GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,3*numTris*sizeof(unsigned int),staticVerts?indices:NULL,staticVerts?GL_STATIC_DRAW:GL_DYNAMIC_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 dir=cam->getDirection(),up=cam->getUp(),camPos=Vector3::VEC_ZERO,pos=Vector3::VEC_ZERO,scale=Vector3::VEC_IJK;
Quaternion orient=Quaternion::QUAT_W;
if(node){
Vector3 origin=Vector3::VEC_ZERO,axis[]={Vector3::VEC_I,Vector3::VEC_J,Vector3::VEC_K};
vector<Node*> ancestors;
ancestors.push_back(node);
Node *parent=node->getParent();
while(parent){
ancestors.push_back(parent);
parent=parent->getParent();
}
while(!ancestors.empty()){
int id=ancestors.size()-1;
Quaternion o=ancestors[id]->getOrientation();
Vector3 p=ancestors[id]->getPosition(),s=ancestors[id]->getScale();
origin=origin+axis[0]*p.x*s.x+axis[1]*p.y*s.y+axis[2]*p.z*s.z;
orient=o*orient;
scale=s;
for(int i=0;i<3;i++)
axis[i]=orient*axis[i];
ancestors.pop_back();
}
pos=origin;
camPos=cam->getPosition();
}
Vector3 rotAxis=orient.getAxis();
if(rotAxis==Vector3::VEC_ZERO)rotAxis=Vector3::VEC_I;
mat4 model=translate(mat4(1.),vec3(pos.x,pos.y,pos.z));
model=rotate(model,orient.getAngle(),vec3(rotAxis.x,rotAxis.y,rotAxis.z));
model=glm::scale(model,vec3(scale.x,scale.y,scale.z));
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);
material->update();
Shader *shader=material->getShader();
shader->setBool(castShadow,"castShadow");
shader->setMat4(view,"view");
shader->setMat4(proj,"proj");
shader->setVec3(camPos,"camPos");
shader->setMat4(model,"model");
if(material->getType()==Material::MATERIAL_GUI){
shader->setVec2(Vector2((float)width,(float)height),"screen");
if(node)
shader->setVec3(pos,"pos");
}
render();
}
void Mesh::render(){
glBindVertexArray(VAO);
if(!staticVerts){
glBindBuffer(GL_ARRAY_BUFFER,VBO);
glBufferSubData(GL_ARRAY_BUFFER, 0, 3*numTris*sizeof(Vertex),vertices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,EBO);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,0,3*numTris*sizeof(unsigned int),indices);
}
glDrawElements(GL_TRIANGLES,3*numTris,GL_UNSIGNED_INT,0);
}
}