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matabstrix/src/model/raw.cpp

80 lines
2.2 KiB
C++

#include "raw.hpp"
#include "../program.hpp"
#include <cstdio>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
using namespace Models;
const GLchar *const Raw::attribs[] = {
"position",
"normal",
"tex_coord",
};
const GLchar *const Raw::uniforms[] = {
"mvp",
"local_modelview",
};
const std::string Raw::filename(const std::string &name)
{
return "/data/models/" + name;
}
Raw::Raw(__attribute__((unused)) Store &store, const std::string &name)
{
exe = store.load<Program>("textured")->build(
__attrib_count, attribs,
__uniform_count, uniforms
);
FILE *file = fopen(filename(name).c_str(), "r");
while (!feof(file))
{
glm::vec3 v[3];
for (int i = 0; i < 3; ++i)
fscanf(file, "%f %f %f", &v[i].x, &v[i].y, &v[i].z);
glm::vec3 normal = (v[0] - v[1]) * (v[2] - v[1]);
for (int i = 0; i < 3; ++i)
add(v[i], normal);
}
fclose(file);
positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.data());
id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data());
}
void Raw::draw(const glm::mat4 &mvp, const glm::mat4 &transformation) const
{
exe->use();
const glm::mat4 transform = mvp * transformation;
glUniformMatrix4fv(exe->uniform(Uniform::mvp), 1, GL_FALSE, glm::value_ptr(transform));
const glm::mat3 local_modelview = glm::transpose(glm::inverse(glm::mat3(transformation)));
glUniformMatrix3fv(exe->uniform(Uniform::local_modelview), 1, GL_FALSE, glm::value_ptr(local_modelview));
glEnableVertexAttribArray(position);
glBindBuffer(GL_ARRAY_BUFFER, positions_id);
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glEnableVertexAttribArray(normal);
glBindBuffer(GL_ARRAY_BUFFER, normals_id);
glVertexAttribPointer(normal, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glDisableVertexAttribArray(tex_coord);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
}