#include "model.hpp"
-#include <glm/gtc/matrix_transform.hpp>
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/transform.hpp>
-
namespace blank {
-Model::Model()
-: position(0, 0, 0)
-, pitch(0)
-, yaw(0) {
+Model::Model(
+ std::vector<glm::vec3> &&vtx,
+ std::vector<glm::vec3> &&col,
+ std::vector<glm::vec3> &&norm
+)
+: vertices(vtx)
+, colors(col)
+, normals(norm)
+, handle{} {
+ glGenBuffers(ATTRIB_COUNT, handle);
+
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glBufferData(GL_ARRAY_BUFFER, colors.size() * sizeof(glm::vec3), colors.data(), GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);
}
Model::~Model() {
-
+ glDeleteBuffers(ATTRIB_COUNT, handle);
}
-glm::mat4 Model::Transform() const {
- return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+void Model::Draw() {
+ glEnableVertexAttribArray(ATTRIB_VERTEX);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_VERTEX]);
+ glVertexAttribPointer(
+ ATTRIB_VERTEX, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_COLOR);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_COLOR]);
+ glVertexAttribPointer(
+ ATTRIB_COLOR, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glEnableVertexAttribArray(ATTRIB_NORMAL);
+ glBindBuffer(GL_ARRAY_BUFFER, handle[ATTRIB_NORMAL]);
+ glVertexAttribPointer(
+ ATTRIB_NORMAL, // location (for shader)
+ 3, // size
+ GL_FLOAT, // type
+ GL_FALSE, // normalized
+ 0, // stride
+ nullptr // offset
+ );
+
+ glDrawArrays(
+ GL_TRIANGLES, // how
+ 0, // start
+ vertices.size() // len
+ );
+
+ glDisableVertexAttribArray(ATTRIB_NORMAL);
+ glDisableVertexAttribArray(ATTRIB_COLOR);
+ glDisableVertexAttribArray(ATTRIB_VERTEX);
}
}