m2-ar-projet/src/opengl_mesh.cc

37 lines
1.3 KiB
C++

#include "opengl_mesh.hh"
#include "opengl_widget.hh"
#include <QOpenGLFunctions>
OpenGLMesh::OpenGLMesh(QVector<float> verts, QOpenGLTexture *tex, QOpenGLShaderProgram *program)
:tex(tex),
program(program) {
OpenGLWidget::instance->makeCurrent();
QOpenGLExtraFunctions *glf = OpenGLWidget::instance;
nverts = verts.size() / 8;
glf->glGenVertexArrays(1, &vao);
glf->glBindVertexArray(vao);
glf->glGenBuffers(1, &vbo);
glf->glBindBuffer(GL_ARRAY_BUFFER, vbo);
glf->glBufferData(GL_ARRAY_BUFFER, nverts * 8 * sizeof (float), verts.data(), GL_STATIC_DRAW);
glf->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof (float), 0);
glf->glEnableVertexAttribArray(0);
glf->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof (float), (void *) (3 * sizeof (float)));
glf->glEnableVertexAttribArray(1);
glf->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof (float), (void *) (6 * sizeof (float)));
glf->glEnableVertexAttribArray(2);
OpenGLWidget::instance->doneCurrent();
}
void OpenGLMesh::draw(QOpenGLExtraFunctions *f, const QMatrix4x4 &mat) const {
program->bind();
program->setUniformValue("model", mat);
f->glBindVertexArray(vao);
if (tex) tex->bind();
f->glDrawArrays(GL_TRIANGLES, 0, nverts);
if (tex) tex->release();
f->glBindVertexArray(0);
}