mirror of
https://github.com/libretro/scenewalker-libretro.git
synced 2024-11-27 10:00:50 +00:00
186 lines
4.7 KiB
C++
186 lines
4.7 KiB
C++
#include "mesh.hpp"
|
|
|
|
using namespace glm;
|
|
using namespace std;
|
|
using namespace std1;
|
|
|
|
namespace GL
|
|
{
|
|
Mesh::Mesh() :
|
|
vertex_type(GL_TRIANGLES),
|
|
light_pos(0, 10, 0),
|
|
light_ambient(0.25f, 0.25f, 0.25f),
|
|
model(mat4(1.0)),
|
|
view(mat4(1.0)),
|
|
projection(mat4(1.0))
|
|
{
|
|
SYM(glGenBuffers)(1, &vbo);
|
|
mvp = projection * view * model;
|
|
}
|
|
|
|
Mesh::~Mesh()
|
|
{
|
|
if (dead_state)
|
|
return;
|
|
|
|
SYM(glDeleteBuffers)(1, &vbo);
|
|
}
|
|
|
|
void Mesh::set_vertices(vector<Vertex> vertex)
|
|
{
|
|
set_vertices(shared_ptr<vector<Vertex> >(new vector<Vertex>(vertex)));
|
|
}
|
|
|
|
void Mesh::set_vertex_type(GLenum type)
|
|
{
|
|
vertex_type = type;
|
|
}
|
|
|
|
void Mesh::set_light_pos(const glm::vec3& light_pos)
|
|
{
|
|
this->light_pos = light_pos;
|
|
}
|
|
|
|
void Mesh::set_eye(const vec3& eye_pos)
|
|
{
|
|
this->eye_pos = eye_pos;
|
|
}
|
|
|
|
void Mesh::set_vertices(const shared_ptr<vector<Vertex> >& vertex)
|
|
{
|
|
this->vertex = vertex;
|
|
|
|
SYM(glBindBuffer)(GL_ARRAY_BUFFER, vbo);
|
|
SYM(glBufferData)(GL_ARRAY_BUFFER, vertex->size() * sizeof(Vertex),
|
|
&(*vertex)[0], GL_STATIC_DRAW);
|
|
SYM(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
void Mesh::set_material(const Material& material)
|
|
{
|
|
this->material = material;
|
|
}
|
|
|
|
void Mesh::set_blank(const shared_ptr<Texture>& blank)
|
|
{
|
|
this->blank = blank;
|
|
}
|
|
|
|
void Mesh::set_shader(const shared_ptr<Shader>& shader)
|
|
{
|
|
this->shader = shader;
|
|
}
|
|
|
|
void Mesh::set_model(const mat4& model)
|
|
{
|
|
this->model = model;
|
|
mvp = projection * view * model;
|
|
}
|
|
|
|
void Mesh::set_view(const mat4& view)
|
|
{
|
|
this->view = view;
|
|
mvp = projection * view * model;
|
|
}
|
|
|
|
void Mesh::set_projection(const mat4& projection)
|
|
{
|
|
this->projection = projection;
|
|
mvp = projection * view * model;
|
|
}
|
|
|
|
void Mesh::render()
|
|
{
|
|
if (!vertex || !shader)
|
|
return;
|
|
|
|
if (material.diffuse_map)
|
|
material.diffuse_map->bind(0);
|
|
else if (blank)
|
|
blank->bind(0);
|
|
|
|
if (material.ambient_map)
|
|
material.ambient_map->bind(1);
|
|
else if (material.diffuse_map)
|
|
material.diffuse_map->bind(1);
|
|
else if (blank)
|
|
blank->bind(1);
|
|
|
|
shader->use();
|
|
|
|
SYM(glUniform1i)(shader->uniform("sDiffuse"), 0);
|
|
SYM(glUniform1i)(shader->uniform("sAmbient"), 1);
|
|
|
|
SYM(glUniformMatrix4fv)(shader->uniform("uModel"),
|
|
1, GL_FALSE, value_ptr(model));
|
|
SYM(glUniformMatrix4fv)(shader->uniform("uMVP"),
|
|
1, GL_FALSE, value_ptr(mvp));
|
|
SYM(glUniform3fv)(shader->uniform("uEyePos"),
|
|
1, value_ptr(eye_pos));
|
|
|
|
SYM(glUniform3fv)(shader->uniform("uMTLAmbient"),
|
|
1, value_ptr(material.ambient));
|
|
SYM(glUniform3fv)(shader->uniform("uMTLDiffuse"),
|
|
1, value_ptr(material.diffuse));
|
|
SYM(glUniform3fv)(shader->uniform("uMTLSpecular"),
|
|
1, value_ptr(material.specular));
|
|
SYM(glUniform1f)(shader->uniform("uMTLSpecularPower"),
|
|
material.specular_power);
|
|
SYM(glUniform1f)(shader->uniform("uMTLAlphaMod"),
|
|
material.alpha_mod);
|
|
|
|
SYM(glUniform3fv)(shader->uniform("uLightPos"),
|
|
1, value_ptr(light_pos));
|
|
|
|
SYM(glUniform3fv)(shader->uniform("uLightAmbient"),
|
|
1, value_ptr(light_ambient));
|
|
|
|
|
|
GLint aVertex = shader->attrib("aVertex");
|
|
GLint aNormal = shader->attrib("aNormal");
|
|
GLint aTex = shader->attrib("aTex");
|
|
|
|
SYM(glBindBuffer)(GL_ARRAY_BUFFER, vbo);
|
|
|
|
if (aVertex >= 0)
|
|
{
|
|
SYM(glEnableVertexAttribArray)(aVertex);
|
|
SYM(glVertexAttribPointer)(aVertex, 3, GL_FLOAT,
|
|
GL_FALSE, sizeof(Vertex),
|
|
reinterpret_cast<const GLvoid*>(offsetof(Vertex, vert)));
|
|
}
|
|
|
|
if (aNormal >= 0)
|
|
{
|
|
SYM(glEnableVertexAttribArray)(aNormal);
|
|
SYM(glVertexAttribPointer)(aNormal, 3, GL_FLOAT,
|
|
GL_FALSE, sizeof(Vertex),
|
|
reinterpret_cast<const GLvoid*>(offsetof(Vertex, normal)));
|
|
}
|
|
|
|
if (aTex >= 0)
|
|
{
|
|
SYM(glEnableVertexAttribArray)(aTex);
|
|
SYM(glVertexAttribPointer)(aTex, 2, GL_FLOAT,
|
|
GL_FALSE, sizeof(Vertex),
|
|
reinterpret_cast<const GLvoid*>(offsetof(Vertex, tex)));
|
|
}
|
|
|
|
SYM(glDrawArrays)(vertex_type, 0, vertex->size());
|
|
|
|
if (aVertex >= 0)
|
|
SYM(glDisableVertexAttribArray)(aVertex);
|
|
if (aNormal >= 0)
|
|
SYM(glDisableVertexAttribArray)(aNormal);
|
|
if (aTex >= 0)
|
|
SYM(glDisableVertexAttribArray)(aTex);
|
|
|
|
SYM(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
|
|
|
Texture::unbind(0);
|
|
Texture::unbind(1);
|
|
Shader::unbind();
|
|
}
|
|
}
|
|
|