68 lines
1.7 KiB
C++
68 lines
1.7 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <assimp/Importer.hpp> // C++ importer interface
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#include <assimp/scene.h> // Output data structure
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#include <assimp/postprocess.h> // Post processing flags
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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#include "glclasses.hpp"
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// TODO: hide assimp inside
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// and enable/disable
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// to use own binary format without assimp for speed/compatibiblity
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// TODO: add lod-options
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// TODO: add generate from openscad options if models missing
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namespace endofthejedi {
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class PolygonModel {
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public:
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PolygonModel(const std::string &filename);
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// (re) load data from file
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bool import();
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// connect stuff with the shader for rendering
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// supply the current shader that should be used for this model.
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// when it recompiles, call setup() again.
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void setup(Shader *shader);
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// upload model data to GPU
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bool uploadToOpenGl();
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// call bind before rendering
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bool bind();
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// call to render
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bool render();
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// clear everything and delete data
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void clear();
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private:
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bool copyVertices(const aiScene *scene);
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const std::string &filename() const { return m_filename; }
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private:
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std::string m_filename;
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bool m_loaded_from_file;
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bool m_loaded_to_opengl;
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bool m_binding_active;
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// both will hold 3 * numVertices floats
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std::vector<float> m_data_position;
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std::vector<float> m_data_normal;
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size_t m_numVertices;
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// TODO: watch for shader recompile
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GLint m_attr_locations[2];
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GLuint m_vbo_id[2];
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Shader *m_shader;
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};
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}
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