WIP
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#include "Model.h"
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Model::Model()
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{
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temp_CreateModelShit();
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CreateBuffers();
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}
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void Model::temp_CreateModelShit()
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{
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Vertices.push_back(0.0f);
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Vertices.push_back(0.0f);
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Vertices.push_back(2.0f);
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Vertices.push_back(0.0f);
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Vertices.push_back(1.0f);
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Vertices.push_back(2.0f);
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Vertices.push_back(1.0f);
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Vertices.push_back(0.0f);
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Vertices.push_back(2.0f);
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Normals.push_back();
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Normals.push_back();
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Normals.push_back();
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}
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void Model::CreateBuffers( std::vector<float> _Vertices, std::vector<float> _Normals, std::vector<float> _TextureCoords )
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{
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glGenBuffers(1, &VertBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, VertBuffer);
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glBufferData(GL_ARRAY_BUFFER, Vertices.size()*sizeof(float), Vertices.data, GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail1");
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glGenBuffers(1, &NormalBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, Normals.size()*sizeof(float), Normals.data, GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail2");
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glGenBuffers(1, &TextureCoordBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, TextureCoords.size()*sizeof(float), TextureCoords.data, GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail3");
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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glBindBuffer(GL_ARRAY_BUFFER, VertBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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GLERROR("GLEW: BufferFail5");
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}
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