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model_t load_obj_mesh(std::string filepath) | |
{ | |
Assimp::Importer importer; | |
auto importFlags = aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType; | |
const aiScene* scene = importer.ReadFile(filepath.c_str(), importFlags); | |
if (!scene) | |
throw std::exception("Obj import failed."); | |
model_t model; | |
std::vector<float> vertex_buffer_data; | |
std::vector<index_t> index_buffer_data; | |
prepare_mesh_data(scene, model, vertex_buffer_data, index_buffer_data); | |
model.vao.bind(); | |
model.vbo.bind(); | |
std::size_t stride = (3 + (scene->mMeshes[0]->HasNormals() > 0 ? 3 : 0) + (scene->mMeshes[0]->HasTextureCoords(0) > 0 ? 2 : 0)) * sizeof(float); | |
char* offset = nullptr; | |
gl::BufferData(gl::ARRAY_BUFFER, vertex_buffer_data.size() * sizeof(float), vertex_buffer_data.data(), gl::STATIC_DRAW); | |
gl::EnableVertexAttribArray(0); | |
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE_, stride, offset); | |
offset += 3 * sizeof(float); | |
if (scene->mMeshes[0]->HasNormals() > 0) | |
{ | |
gl::EnableVertexAttribArray(1); | |
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE_, stride, offset); | |
offset += 3 * sizeof(float); | |
} | |
if (scene->mMeshes[0]->HasTextureCoords(0) > 0) | |
{ | |
gl::EnableVertexAttribArray(2); | |
gl::VertexAttribPointer(2, 2, gl::FLOAT, gl::FALSE_, stride, offset); | |
} | |
model.ebo.bind(); | |
gl::BufferData(gl::ELEMENT_ARRAY_BUFFER, index_buffer_data.size() * sizeof(index_t), index_buffer_data.data(), gl::STATIC_DRAW); | |
model.vao.unbind(); | |
return model; | |
} |
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#version 440 core | |
#include "vs_common.h" | |
#include "basic_shader_common.glsl" | |
layout (location = 0) in vec3 position; | |
//layout (location = 1) in vec3 normal; | |
layout (location = 2) in vec2 texcoord; | |
out VertexOut | |
{ | |
vec2 texcoord; | |
} Out; | |
void main() | |
{ | |
gl_Position = modelViewProjMat * vec4(position, 1.0); | |
Out.texcoord = texcoord; | |
} |
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