#include "mesh.h" #include "render.h" #include "shader.h" #include "texture.h" #include #include #include void DrawMesh(struct mesh *mesh, struct shader *shader) { // bind appropriate textures uint32_t diffuseNr = 1; uint32_t specularNr = 1; uint32_t normalNr = 1; uint32_t heightNr = 1; for (int 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) char number = 0; // TODO: malloc every single frame ... nope! Change to stack /*char *name = malloc(sizeof(char) *(strlen(mesh->textures[i].type) + 2));*/ /* if (mesh->textures[i].type == TEX_DIFF) number = diffuseNr++; else if (mesh->textures[i].type == TEX_SPEC) number = specularNr++; else if (mesh->textures[i].type == TEX_NORM) number = normalNr++; else if (mesh->textures[i].type == TEX_HEIGHT) number = heightNr++; */ /* glUniform1i(glGetUniformLocation(shader->id, name), i); glBindTexture(GL_TEXTURE_2D, mesh->textures[i].id); free(name); */ } // draw mesh glBindVertexArray(mesh->VAO); DrawMeshAgain(mesh); // DEBUG // triCount += indices.size() / 3; } void DrawMeshAgain(struct mesh *mesh) { } struct mesh *MakeMesh(struct Vertex *vertices, struct Vertex *ve, uint32_t * indices, uint32_t * ie, struct Texture *textures, struct Texture *te) { struct mesh *newmesh = (struct mesh *) malloc(sizeof(struct mesh)); 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 mesh *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), NULL); // vertex normals glEnableVertexAttribArray(1); // glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Normal[3])); // vertex texture coords glEnableVertexAttribArray(2); // glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, TexCoords[2])); // vertex tangent glEnableVertexAttribArray(3); // glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Tangent[3])); // vertex bitangent glEnableVertexAttribArray(4); // glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, Bitangent[3])); // Bone ids glEnableVertexAttribArray(5); glVertexAttribPointer(5, 4, GL_INT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, m_BoneIDs [MAX_BONE_INFLUENCE])); // Weights glEnableVertexAttribArray(6); // glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(struct Vertex), offsetof(struct Vertex, m_Weights)); glBindVertexArray(0); */ }