X-Git-Url: http://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=4c5e2d33278f0120a72f1c07d2c72813bf20b713;hp=29f44158e4afc25e48c2b67699c8b42358dabf29;hb=37cba564a96018a5500e942498d4e48c0ebe73ed;hpb=ba5e08bf25de722d907748ce55b27a45b2b270bf diff --git a/model.cpp b/model.cpp index 29f4415..4c5e2d3 100644 --- a/model.cpp +++ b/model.cpp @@ -23,7 +23,10 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { if (aiMesh->HasTextureCoords(0)) { const aiVector3D v = aiMesh->mTextureCoords[0][i]; texCoords.push_back(glm::vec2(v.x, v.y)); + } else { + texCoords.push_back(glm::vec2(0)); } + materialIndex = aiMesh->mMaterialIndex; } std::vector indices; @@ -42,12 +45,13 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { glGenVertexArrays(1, &vao); glBindVertexArray(vao); - GLuint vbos[3]; - glGenBuffers(3, vbos); - GLuint vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2]; + GLuint vbos[4]; + glGenBuffers(4, vbos); + GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3]; GLuint posLoc = glGetAttribLocation(progId, "vPosition"); GLuint normalLoc = glGetAttribLocation(progId, "vNormal"); + GLuint texCoordLoc = glGetAttribLocation(progId, "vTexCoord"); glBindBuffer(GL_ARRAY_BUFFER, vertexVbo); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW); @@ -59,6 +63,11 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { glEnableVertexAttribArray(normalLoc); glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); + glBindBuffer(GL_ARRAY_BUFFER, texCoordVbo); + glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), &texCoords[0], GL_STATIC_DRAW); + glEnableVertexAttribArray(texCoordLoc); + glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW); }; @@ -81,20 +90,25 @@ glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) { return to; } -void Model::Node::draw(const std::vector &meshes, glm::mat4 parentTrans = glm::mat4(1)) const { +void Model::Node::draw( const std::vector &meshes, + const std::vector &materials, + glm::mat4 parentTrans = glm::mat4(1)) const { + GLuint modelLoc = glGetUniformLocation(progId, "model"); glm::mat4 m = parentTrans * aiMatrixToMat4(ai.mTransformation) * model; for (unsigned int i: meshIndices) { const Mesh &mesh = meshes[i]; - glBindVertexArray(mesh.vao); + Material material = materials[mesh.materialIndex]; + material.bind(); + glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(m)); glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0); } - for (Node *child: children) child->draw(meshes, m); + for (Node *child: children) child->draw(meshes, materials, m); } Model::Model(const std::string &path, GLuint progId): progId(progId) { @@ -111,22 +125,16 @@ Model::Model(const std::string &path, GLuint progId): progId(progId) { meshes.push_back(Mesh(mesh, progId)); } - for (int i = 0; i < scene->mNumMaterials; i++) { + for (unsigned int i = 0; i < scene->mNumMaterials; i++) { const aiMaterial &material = *scene->mMaterials[i]; - - for (int j = 0; j < material.GetTextureCount(aiTextureType_DIFFUSE); j++) { - aiString path; - material.GetTexture(aiTextureType_DIFFUSE, j, &path); - } - std::cout << material.GetTextureCount(aiTextureType_DIFFUSE) << std::endl; - std::cout << path.C_Str() << std::endl; + materials.push_back(Material(material, progId)); } root = new Node(*(scene->mRootNode), progId); } void Model::draw() const { - root->draw(meshes); + root->draw(meshes, materials); } Model::Node* Model::find(const std::string &name) {