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#include <GL/glew.h>
#include "Mesh.hpp"
Mesh::Mesh(GLenum primitive, Vertex *vertices, size_t num_vert,
GLuint *indices, size_t num_indices)
: mode(primitive), number_indices(num_indices)
{
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, num_vert * sizeof(Vertex),
&vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_indices * sizeof(GLuint),
&indices[0], GL_STATIC_DRAW);
// attributes with coords
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid *)0);
glEnableVertexAttribArray(0);
// attributes with texture
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid *)offsetof(Vertex, tex_coords));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Mesh::~Mesh()
{
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
void Mesh::Draw()
{
glBindVertexArray(VAO);
glDrawElements(mode, number_indices, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
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