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Copy pathTriangleMesh.cpp
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98 lines (83 loc) · 2.75 KB
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#include "TriangleMesh.h"
TriangleMesh::TriangleMesh()
{
aabb = {};
vertices = {};
triangles = {};
}
void TriangleMesh::addVertex(const glm::vec3 &position)
{
vertices.push_back(position);
aabb.min = glm::min(aabb.min, position);
aabb.max = glm::max(aabb.max, position);
}
void TriangleMesh::addTriangle(int v0, int v1, int v2)
{
triangles.push_back(v0);
triangles.push_back(v1);
triangles.push_back(v2);
}
void TriangleMesh::buildCube()
{
float vertices[] = {-1, -1, -1,
1, -1, -1,
1, 1, -1,
-1, 1, -1,
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1};
int faces[] = {3, 1, 0, 3, 2, 1,
5, 6, 7, 4, 5, 7,
7, 3, 0, 0, 4, 7,
1, 2, 6, 6, 5, 1,
0, 1, 4, 5, 4, 1,
2, 3, 7, 7, 6, 2};
int i;
for (i = 0; i < 8; i += 1)
addVertex(0.5f * glm::vec3(vertices[3 * i], vertices[3 * i + 1], vertices[3 * i + 2]));
for (i = 0; i < 12; i++)
addTriangle(faces[3 * i], faces[3 * i + 1], faces[3 * i + 2]);
}
void TriangleMesh::sendToOpenGL(ShaderProgram &program)
{
std::vector<float> data;
for (unsigned int tri = 0; tri < triangles.size(); tri += 3)
{
glm::vec3 normal;
normal = glm::cross(vertices[triangles[tri + 1]] - vertices[triangles[tri]],
vertices[triangles[tri + 2]] - vertices[triangles[tri]]);
normal = glm::normalize(normal);
for (unsigned int vrtx = 0; vrtx < 3; vrtx++)
{
data.push_back(vertices[triangles[tri + vrtx]].x);
data.push_back(vertices[triangles[tri + vrtx]].y);
data.push_back(vertices[triangles[tri + vrtx]].z);
data.push_back(normal.x);
data.push_back(normal.y);
data.push_back(normal.z);
}
}
// Send data to OpenGL
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), &data[0], GL_STATIC_DRAW);
posLocation = program.bindVertexAttribute("mPos", 3, 6 * sizeof(float), 0);
normalLocation = program.bindVertexAttribute("mNormal", 3, 6 * sizeof(float), (void *)(3 * sizeof(float)));
}
void TriangleMesh::render() const
{
glBindVertexArray(vao);
glEnableVertexAttribArray(posLocation);
glEnableVertexAttribArray(normalLocation);
glDrawArrays(GL_TRIANGLES, 0, 3 * 2 * 3 * triangles.size() / 3);
}
void TriangleMesh::free()
{
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
vertices.clear();
triangles.clear();
}