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mesh.h
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154 lines (134 loc) · 4.52 KB
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#pragma once
#ifndef MESH_H
#define MESH_H
#include <glad/glad.h> // holds all OpenGL type declarations
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "shader.h"
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;
struct Vertex {
// position
glm::vec3 Position;//顶点位置
// normal
glm::vec3 Normal;//法向量
// texCoords
glm::vec2 TexCoords;//纹理坐标
// tangent
glm::vec3 Tangent;
// bitangent
glm::vec3 Bitangent;
};
struct Texture {
unsigned int id;//纹理ID(序号)
string type;//纹理类型(漫反射贴图 or 镜面光贴图)
string path;
};
class Mesh {
public:
/* Mesh Data */
// 网格数据
vector<Vertex> vertices;//装有所有数据向量
vector<unsigned int> indices;//所有索引数据
vector<Texture> textures;//纹理属性
unsigned int VAO;
/* Functions */
// constructor
// 传入数据
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
{
this->vertices = vertices;
this->indices = indices;
this->textures = textures;
// now that we have all the required data, set the vertex buffers and its attribute pointers.
// 初始化缓冲
setupMesh();
}
// render the mesh
// 最终使用Draw函数来绘制网格
void Draw(Shader shader)
{
// bind appropriate textures
// 设置uniform
// 链接采样器到纹理单元
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for (unsigned int i = 0; i < textures.size(); i++)
{
//在绑定之前先激活相应的纹理单元
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
// retrieve texture number (the N in diffuse_textureN)
//获取纹理序号(diffuse_textureN 中的 N)
string number;
string name = textures[i].type;
if (name == "texture_diffuse")
number = std::to_string(diffuseNr++);
else if (name == "texture_specular")
number = std::to_string(specularNr++); // transfer unsigned int to stream
else if (name == "texture_normal")
number = std::to_string(normalNr++); // transfer unsigned int to stream
else if (name == "texture_height")
number = std::to_string(heightNr++); // transfer unsigned int to stream
// now set the sampler to the correct texture unit
// glGetUniformLocation查询uniform变量地址,然后指定每个着色器采样器属于哪个纹理单元
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
// and finally bind the texture
// 绑定纹理
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
// draw mesh
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
// always good practice to set everything back to defaults once configured.
glActiveTexture(GL_TEXTURE0);
}
private:
/* Render data */
//渲染数据
unsigned int VBO, EBO;
/* Functions */
// initializes all the buffer objects/arrays
// 在setupMesh函数中初始化缓冲
void setupMesh()
{
// create buffers/arrays
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
// load data into vertex buffers
glBindBuffer(GL_ARRAY_BUFFER, VBO);
// A great thing about structs is that their memory layout is sequential for all its items.
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
// again translates to 3/2 floats which translates to a byte array.
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
// set the vertex attribute pointers
// 通过定点属性指针定义顶点着色器的布局
// vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
// vertex normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
// vertex texture coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
// vertex tangent
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
// vertex bitangent
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
glBindVertexArray(0);
}
};
#endif