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MeshData.cpp
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//
// Author: Shervin Aflatooni
//
#include "MeshData.h"
MeshData::MeshData(Vertex vertices[], int vertSize, unsigned int indices[], int indexSize)
{
createMesh(vertices, vertSize, indices, indexSize);
}
MeshData::~MeshData(void)
{
glDeleteBuffers(1, &m_vbo);
#if !defined(GLES2)
glDeleteVertexArrays(1, &m_vao);
#endif
}
void MeshData::createMesh(Vertex *vertices, int vertSize, unsigned int *indices, int indexSize)
{
m_vertSize = vertSize;
m_indexSize = indexSize;
#if !defined(GLES2)
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
#endif
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, vertSize * sizeof(Vertex), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexSize * sizeof(unsigned int), indices, GL_STATIC_DRAW);
#if !defined(GLES2)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)sizeof(glm::vec3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2) + sizeof(glm::vec3)));
glBindVertexArray(0);
#endif
}
void MeshData::recreateMesh(Vertex *vertices, int vertSize, unsigned int *indices, int indexSize) //Added by Majid
{
glDeleteBuffers(1, &m_vbo);
glDeleteBuffers(1, &m_ibo);
#if !defined(GLES2)
glDeleteVertexArrays(1, &m_vao);
#endif
m_vertSize = vertSize;
m_indexSize = indexSize;
#if !defined(GLES2)
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
#endif
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, vertSize * sizeof(Vertex), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexSize * sizeof(unsigned int), indices, GL_STATIC_DRAW);
#if !defined(GLES2)
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)sizeof(glm::vec3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2) + sizeof(glm::vec3)));
glBindVertexArray(0);
#endif
}
void MeshData::render(void) const
{
#if defined(GLES2)
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)sizeof(glm::vec3));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2)));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *)(sizeof(glm::vec3) + sizeof(glm::vec2) + sizeof(glm::vec3)));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ibo);
glDrawElements(GL_TRIANGLES, m_indexSize, GL_UNSIGNED_INT, (void *)0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
#else
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, m_indexSize, GL_UNSIGNED_INT, (void *)0);
glBindVertexArray(0);
#endif
}