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Copy pathMeshRenderer.cpp
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116 lines (88 loc) · 3.57 KB
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//
// Created by roudn on 18/06/2022.
//
#include "MeshRenderer.hpp"
MeshRenderer::MeshRenderer(MeshType modelType, std::string _name, Camera *camera, rp3d::RigidBody* rigidBody, rp3d::PhysicsWorld* world) {
m_world = world;
name = _name;
m_rigidBody = rigidBody;
m_camera = camera;
m_scale = glm::vec3(1.0f,1.0f,1.0f);
m_position = glm::vec3(0.0,0.0,0.0);
switch (modelType) {
case kTriangle:
Mesh::setTriData(m_vertices, m_indices);
break;
case kCube:
Mesh::setCubeData(m_vertices, m_indices);
break;
case kQuad:
Mesh::setQuadData(m_vertices, m_indices);
break;
case kSphere:
Mesh::setSphereData(m_vertices, m_indices);
break;
}
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * m_vertices.size(), &m_vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * m_indices.size(), &m_indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid *) nullptr);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *) (offsetof(Vertex, texCoords)));
glBindBuffer(GL_ARRAY_BUFFER,0);
glBindVertexArray(0);
}
void MeshRenderer::draw() {
// m_modelMatrix = glm::mat4(1.0f);
rp3d::Transform currTransform = m_rigidBody->getTransform();
// rp3d::Quaternion rotation = currTransform.getOrientation();
// rp3d::Vector3 translate = currTransform.getPosition();
//
// rp3d::decimal angle;
// rp3d::Vector3 axis;
//
// rotation.getRotationAngleAxis(angle,axis);
//
// glm::mat4 RotationMatrix = glm::rotate(glm::mat4(1.0f),angle,glm::vec3(axis.x,axis.y,axis.z));
// glm::mat4 TranslationMatrix = glm::translate(glm::mat4(1.0f),glm::vec3(translate.x, translate.y, translate.z));
//
glm::mat4 scaleMatrix = glm::scale(glm::mat4(1.0f),m_scale);
//
// m_modelMatrix = TranslationMatrix*RotationMatrix*scaleMatrix;
float matrix[16];
currTransform.getOpenGLMatrix(matrix);
m_modelMatrix = glm::make_mat4(matrix) * scaleMatrix;
glm::mat4 vp = m_camera->getProjectionMatrix() * m_camera->getViewMatrix();
glUseProgram(m_program);
GLint vpLoc = glGetUniformLocation(m_program,"vp");
glUniformMatrix4fv(vpLoc, 1, GL_FALSE, glm::value_ptr(vp));
GLint modelLoc = glGetUniformLocation(m_program, "model");
glUniformMatrix4fv(modelLoc,1,GL_FALSE, glm::value_ptr(m_modelMatrix));
glBindTexture(GL_TEXTURE_2D, m_texture);
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, m_indices.size(), GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
MeshRenderer::~MeshRenderer() {
m_world->destroyRigidBody(m_rigidBody);
}
void MeshRenderer::setTexture(GLuint textureID) {m_texture = textureID;}
void MeshRenderer::setScale(glm::vec3 scale) {m_scale = scale;}
void MeshRenderer::setTransform(rp3d::Transform transform) {
m_rigidBody->setTransform(transform);
}
void MeshRenderer::setProgram(GLuint program) {m_program = program;}
glm::vec3 MeshRenderer::getPosition() {
rp3d::Transform currTransform = m_rigidBody->getTransform();
rp3d::Vector3 position = currTransform.getPosition();
return glm::vec3(position.x,position.y,position.z);
}
rp3d::RigidBody* MeshRenderer::getRigidBody() {
return m_rigidBody;
}