Use vectors instead of single values as array items
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parent
4480a771f0
commit
e754e334d5
1 changed files with 13 additions and 24 deletions
37
main.cpp
37
main.cpp
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@ -44,13 +44,13 @@ public:
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void draw() const;
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private:
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std::vector<GLfloat> positions;
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std::vector<glm::vec3> positions;
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GLuint positions_id;
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std::vector<GLfloat> tex_coords;
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std::vector<glm::vec2> tex_coords;
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GLuint tex_coords_id;
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std::vector<GLfloat> normals;
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std::vector<glm::vec3> normals;
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GLuint normals_id;
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std::vector<GLushort> elements;
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@ -211,11 +211,9 @@ Model::Model(const char *const filename)
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{
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if (line.substr(0, 2) == "v ")
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{
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GLfloat x, y, z;
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sscanf(line.data(), "v %f %f %f", &x, &y, &z);
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positions.push_back(x);
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positions.push_back(y);
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positions.push_back(z);
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glm::vec3 v;
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sscanf(line.data(), "v %f %f %f", &v.x, &v.y, &v.z);
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positions.push_back(v);
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normals.resize(positions.size());
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}
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else
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@ -230,27 +228,18 @@ Model::Model(const char *const filename)
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{
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GLushort a_v, a_n, b_v, b_n, c_v, c_n;
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sscanf(line.data(), "f %hu//%hu %hu//%hu %hu//%hu", &a_v, &a_n, &b_v, &b_n, &c_v, &c_n);
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glm::vec3 n_a = tmp_normals[a_n];
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glm::vec3 n_b = tmp_normals[b_n];
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glm::vec3 n_c = tmp_normals[c_n];
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normals[3 * a_v] = n_a.x;
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normals[3 * a_v + 1] = n_a.y;
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normals[3 * a_v + 2] = n_a.z;
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normals[3 * b_v] = n_b.x;
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normals[3 * b_v + 1] = n_b.y;
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normals[3 * b_v + 2] = n_b.z;
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normals[3 * c_v] = n_c.x;
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normals[3 * c_v + 1] = n_c.y;
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normals[3 * c_v + 2] = n_c.z;
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normals[a_v - 1] = tmp_normals[a_n - 1];
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normals[b_v - 1] = tmp_normals[b_n - 1];
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normals[c_v - 1] = tmp_normals[c_n - 1];
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elements.push_back(a_v - 1);
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elements.push_back(b_v - 1);
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elements.push_back(c_v - 1);
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}
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}
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positions_id = create_array_buffer(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), positions.data());
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tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, tex_coords.size() * sizeof(GLfloat), tex_coords.data());
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normals_id = create_array_buffer(GL_ARRAY_BUFFER, normals.size() * sizeof(GLfloat), normals.data());
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positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
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tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, 2 * tex_coords.size() * sizeof(GLfloat), tex_coords.data());
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normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.data());
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id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data());
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}
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@ -269,7 +258,7 @@ void Model::draw() const
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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glBindBuffer(GL_ARRAY_BUFFER, tex_coords_id);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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glBindBuffer(GL_ARRAY_BUFFER, normals_id);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
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