cg1-projekt/src/objectHandler.c

97 lines
2.0 KiB
C

#include "wavefrontobj.h"
#include <GL/glew.h>
#include <stdlib.h>
typedef struct {
GLuint vao;
GLuint vbo;
ParsedObjFile object;
} ObjectData;
void load_object(ObjectData* objectData) {
// write faces to buffer
//GLuint triangleVertexBufferObject;
glGenBuffers(1, &objectData->vbo);
glBindBuffer(GL_ARRAY_BUFFER, objectData->vbo);
glBufferData(GL_ARRAY_BUFFER, objectData->object.length * sizeof(face), objectData->object.faces, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// create vertex array object
glGenVertexArrays(1, &objectData->vao);
glBindVertexArray(objectData->vao);
glBindBuffer(GL_ARRAY_BUFFER, objectData->vao);
// vertex positions
glVertexAttribPointer(
0,
3,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
0
);
glEnableVertexAttribArray(0);
// vertex normals
glVertexAttribPointer(
1,
3,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
(void*) offsetof(vertex, normal)
);
glEnableVertexAttribArray(1);
// vertex texture coordinates
glVertexAttribPointer(
2,
2,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
(void*) offsetof(vertex, texture)
);
glEnableVertexAttribArray(2);
// face tangents
glVertexAttribPointer(
3,
3,
GL_FLOAT,
GL_FALSE,
sizeof(vertex),
(void*) offsetof(vertex, tangent)
);
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
/**
* Takes a string-pointer and a number of files to read.
* Returns an array of objects
*/
ObjectData* readObjFiles(char** path, int numModels) {
ObjectData* objects = (ObjectData*) malloc(sizeof(ObjectData) * numModels);
if (!objects) {
printf("ERROR in objectHandler: Failed to allocate memory for objects\n");
return NULL;
}
for (int i = 0; i < numModels; ++i) {
objects[i].object = readObjFile(path[i]);
load_object(&objects[i]);
}
return objects;
}
void draw_object(ObjectData* objectData) {
glBindVertexArray(objectData->vao);
glDrawArrays(GL_TRIANGLES, 0, objectData->object.length * 3); // Annahme: Jedes face hat 3 vertices
glBindVertexArray(0);
}