prosperon/source/engine/mesh.c

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#include "mesh.h"
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#include "render.h"
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#include "shader.h"
#include "texture.h"
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
void DrawMesh(struct mMesh *mesh, struct mShader *shader)
{
// bind appropriate textures
uint32_t diffuseNr = 1;
uint32_t specularNr = 1;
uint32_t normalNr = 1;
uint32_t heightNr = 1;
for (uint32_t i = 0; i < (mesh->te - mesh->textures); i++) {
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
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char number = 0;
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// TODO: malloc every single frame ... nope! Change to stack
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/*char *name =
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(char *) malloc(sizeof(char) *
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(strlen(mesh->textures[i].type) + 2));*/
if (mesh->textures[i].type == TEX_DIFF)
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number = diffuseNr++;
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else if (mesh->textures[i].type == TEX_SPEC)
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number = specularNr++;
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else if (mesh->textures[i].type == TEX_NORM)
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number = normalNr++;
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else if (mesh->textures[i].type == TEX_HEIGHT)
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number = heightNr++;
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/*
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glUniform1i(glGetUniformLocation(shader->id, name), i);
glBindTexture(GL_TEXTURE_2D, mesh->textures[i].id);
free(name);
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*/
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}
// draw mesh
glBindVertexArray(mesh->VAO);
DrawMeshAgain(mesh);
// DEBUG
// triCount += indices.size() / 3;
}
void DrawMeshAgain(struct mMesh *mesh)
{
glDrawElements(GL_TRIANGLES, (mesh->ie - mesh->indices),
GL_UNSIGNED_INT, 0);
}
struct mMesh *MakeMesh(struct Vertex *vertices, struct Vertex *ve,
uint32_t * indices, uint32_t * ie,
struct Texture *textures, struct Texture *te)
{
struct mMesh *newmesh = (struct mMesh *) malloc(sizeof(struct mMesh));
newmesh->vertices = vertices;
newmesh->ve = ve;
newmesh->indices = indices;
newmesh->ie = ie;
newmesh->textures = textures;
newmesh->te = te;
setupmesh(newmesh);
return newmesh;
}
void setupmesh(struct mMesh *mesh)
{
// create buffers/arrays
glGenVertexArrays(1, &mesh->VAO);
glGenBuffers(1, &mesh->VBO);
glGenBuffers(1, &mesh->EBO);
glBindVertexArray(mesh->VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, mesh->VBO);
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to vevc array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER,
(mesh->ve - mesh->vertices) * sizeof(struct Vertex),
&mesh->vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mesh->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
(mesh->ie - mesh->indices) * sizeof(uint32_t),
&mesh->indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) 0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex, Normal[3]));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex, TexCoords[2]));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex, Tangent[3]));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex, Bitangent[3]));
// Bone ids
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex,
m_BoneIDs
[MAX_BONE_INFLUENCE]));
// Weights
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(struct Vertex),
(void *) offsetof(struct Vertex, m_Weights));
glBindVertexArray(0);
}