27 if(mesh.vertex_count() ==0)
31 mesh.bounds(pmin, pmax);
32 m_camera.lookat(pmin -
Vector(40, 0, 0), pmax +
Vector(40, 0, 0));
34 m_vertex_count= mesh.vertex_count();
37 glGenVertexArrays(1, &m_vao);
38 glBindVertexArray(m_vao);
41 glGenBuffers(1, &m_buffer);
42 glBindBuffer(GL_ARRAY_BUFFER, m_buffer);
44 size_t size= mesh.vertex_buffer_size() + mesh.normal_buffer_size();
45 glBufferData(GL_ARRAY_BUFFER, size,
nullptr, GL_STATIC_DRAW);
49 size= mesh.vertex_buffer_size();
50 glBufferSubData(GL_ARRAY_BUFFER, offset, size, mesh.vertex_buffer());
52 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (
const GLvoid *) offset);
53 glEnableVertexAttribArray(0);
56 offset= offset + size;
57 size= mesh.normal_buffer_size();
58 glBufferSubData(GL_ARRAY_BUFFER, offset, size, mesh.normal_buffer());
60 glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (
const GLvoid *) offset);
61 glEnableVertexAttribArray(2);
66 glBindBuffer(GL_ARRAY_BUFFER, 0);
73 glClearColor(0.2f, 0.2f, 0.2f, 1.f);
77 glEnable(GL_DEPTH_TEST);
100 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
104 unsigned int mb= SDL_GetRelativeMouseState(&mx, &my);
105 if(mb & SDL_BUTTON(1))
106 m_camera.rotation(mx, my);
107 else if(mb & SDL_BUTTON(3))
109 else if(mb & SDL_BUTTON(2))
112 glBindVertexArray(m_vao);
113 glUseProgram(m_program);
121 program_uniform(m_program,
"mvpMatrix", mvp);
122 program_uniform(m_program,
"normalMatrix", mv.
normal());
124 glDrawArraysInstanced(GL_TRIANGLES, 0, m_vertex_count, 10);