Files
demo/src/mesh.cpp
T

148 lines
4.8 KiB
C++

#include "mesh.h"
BEGIN_NAMESPACE
constexpr char *BUFFER_OFFSET(int i) {
return (char *) NULL + i * sizeof(float);
}
constexpr int componentsInVertex() {
return 3 + 3 + 2; // position, normal, uv
}
constexpr int sizeOfVertexInBytes() {
return componentsInVertex() * sizeof(float);
}
mesh::mesh() {
}
mesh::~mesh() {
if (initialized) {
glDeleteVertexArrays(1, &vao_id);
glDeleteBuffers(1, &vbo_id);
}
}
void mesh::render(bool flat_shaded) {
if (!initialized) {
glGenVertexArrays(1, &vao_id);
glGenBuffers(1, &vbo_id);
initialized = true;
}
// construct data
if ((facets.size() * 3) > vbo_size_in_elements) {
delete[] vbo_data;
vbo_data = new float[componentsInVertex() * facets.size() * 3];
vbo_size_in_elements = facets.size() * 3;
}
// fill in buffer
size_t i = 0;
size_t face_index = 0;
for (auto& f: facets) {
for (int j = 0; j < 3; j++) {
vbo_data[i++] = vertices[f.vertices[j]].position.x;
vbo_data[i++] = vertices[f.vertices[j]].position.y;
vbo_data[i++] = vertices[f.vertices[j]].position.z;
if (flat_shaded) {
vbo_data[i++] = f.normal.x;
vbo_data[i++] = f.normal.y;
vbo_data[i++] = f.normal.z;
} else {
vbo_data[i++] = vertices[f.vertices[j]].normal.x;
vbo_data[i++] = vertices[f.vertices[j]].normal.y;
vbo_data[i++] = vertices[f.vertices[j]].normal.z;
}
vbo_data[i++] = f.text_coords[j].x;
vbo_data[i++] = f.text_coords[j].y;
}
face_index++;
}
glBindVertexArray(vao_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeOfVertexInBytes() * facets.size() * 3, vbo_data, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0); // vertices on stream 0
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(0));
glEnableVertexAttribArray(1); // normals on stream 1
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(3));
glEnableVertexAttribArray(2); // text coords on stream 2
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeOfVertexInBytes(), BUFFER_OFFSET(6));
glDrawArrays(GL_TRIANGLES, 0, facets.size() * 3);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void mesh::merge(mesh& mesh) {
vertices.reserve(vertices.size() + mesh.vertices.size());
vertices.insert(vertices.end(), mesh.vertices.begin(), mesh.vertices.end());
auto original_facet_count = facets.size();
facets.reserve(facets.size() + mesh.facets.size());
for (auto& f: mesh.facets) {
facet new_f = f;
new_f.a += original_facet_count;
new_f.b += original_facet_count;
new_f.c += original_facet_count;
facets.push_back(new_f);
}
size_t original_edge_count = edges.size();
edges.reserve(edges.size() + mesh.edges.size());
for (auto& e: mesh.edges) {
edge new_edge = e;
new_edge.from += original_edge_count;
new_edge.to += original_edge_count;
edges.push_back(new_edge);
}
}
void mesh::copy(mesh& mesh) {
vertices = mesh.vertices;
facets = mesh.facets;
edges = mesh.edges;
}
void calculate_normals(mesh& mesh) {
for (auto& vertex: mesh.vertices)
vertex.normal = glm::vec3(0);
for (auto& facet: mesh.facets) {
glm::vec3 a = mesh.vertices[facet.b].position - mesh.vertices[facet.a].position;
glm::vec3 b = mesh.vertices[facet.c].position - mesh.vertices[facet.a].position;
facet.normal = cross(a, b);
if (length(facet.normal) > 0.00001) {
facet.normal = normalize(facet.normal);
}
mesh.vertices[facet.a].normal += facet.normal;
mesh.vertices[facet.b].normal += facet.normal;
mesh.vertices[facet.c].normal += facet.normal;
}
for (auto& vertex: mesh.vertices)
vertex.normal = normalize(vertex.normal);
}
void flip_normals(mesh& mesh) {
for (auto& vertex: mesh.vertices)
vertex.normal = -vertex.normal;
for (auto& facet: mesh.facets)
facet.normal = -facet.normal;
}
END_NAMESPACE