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src/mesh.h
#ifndef MESH_INCLUDED_H
#define MESH_INCLUDED_H
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include "obj_loader.h"
struct Vertex
{
public:
Vertex(const glm::vec3& pos, const glm::vec2& texCoord, const glm::vec3& normal)
{
this->pos = pos;
this->texCoord = texCoord;
this->normal = normal;
}
glm::vec3* GetPos() { return &pos; }
glm::vec2* GetTexCoord() { return &texCoord; }
glm::vec3* GetNormal() { return &normal; }
private:
glm::vec3 pos;
glm::vec2 texCoord;
glm::vec3 normal;
};
enum MeshBufferPositions
{
POSITION_VB,
TEXCOORD_VB,
NORMAL_VB,
INDEX_VB
};
class Mesh
{
public:
// Create a mesh from a file by its name.
Mesh(const std::string& fileName);
// Create a mesh object from a Vertex, number of vertices, indices, and number of indices.
Mesh(Vertex* vertices, unsigned int numVertices, unsigned int* indices, unsigned int numIndices);
// Draw the mesh.
void Draw();
virtual ~Mesh();
protected:
private:
static const unsigned int NUM_BUFFERS = 4;
void operator=(const Mesh& mesh) {}
Mesh(const Mesh& mesh) {}
void InitMesh(const IndexedModel& model);
GLuint m_vertexArrayObject;
GLuint m_vertexArrayBuffers[NUM_BUFFERS];
unsigned int m_numIndices;
};
#endif