#include "opengl_mesh.hh" #include "opengl_widget.hh" #include OpenGLMesh::OpenGLMesh(QVector 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); tex->bind(); glf->glBindVertexArray(0); OpenGLWidget::instance->doneCurrent(); } void OpenGLMesh::draw(QOpenGLExtraFunctions *f, const QMatrix4x4 &mat) const { program->bind(); program->setUniformValue("model", mat); f->glBindVertexArray(vao); tex->bind(); f->glDrawArrays(GL_TRIANGLES, 0, nverts); tex->release(); }