float yaw = 1.57, pitch = 0;
bool doScale, doRotate, doTranslate;
Model *monkeyHead, *chest;
+glm::vec3 chestPos(0);
const int WIDTH = 800, HEIGHT = 600;
const float ASPECT = (float)WIDTH / (float)HEIGHT;
glUseProgram(solidProgId);
setProjectionAndViewUniforms(solidProgId);
setLightColorAndPos(solidProgId, lightPos, lightColor);
+
GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec4 c(1.f, 0, 1.f, 1.f);
+ glm::vec4 c(1);
glUniform4fv(colorLoc, 1, glm::value_ptr(c));
- GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(2.0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ monkeyHead->getRoot()->model = glm::translate(glm::mat4(1), glm::vec3(2, 0, 0));
monkeyHead->draw();
- model = glm::translate(model, glm::vec3(3, 0, 0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
+
+ Model::Node *top = chest->find("top");
+ top->model = glm::translate(glm::mat4(1), glm::vec3(0, 1, -1));
+ top->model = glm::rotate(top->model, sin(d / 2.5f) * 0.5f, glm::vec3(1, 0, 0));
+ top->model = glm::translate(top->model, glm::vec3(0, -1, 1));
+
+ Model::Node *jewels = chest->find("jewels");
+ jewels->model = glm::scale(glm::mat4(1), glm::vec3((sin(d) + 1.2f) / 2.f));
+
+ Model::Node *lock = chest->find("lock");
+ lock->model = glm::translate(glm::mat4(1), glm::vec3(0.22610, 3.36478, -0.75649));
+ lock->model = glm::rotate(lock->model, (d / 2.5f), glm::vec3(0, 1, 0.4));
+ lock->model = glm::translate(lock->model, -glm::vec3(0.22610, 3.36478, -0.75649));
+
+ Model::Node *key = chest->find("key");
+ key->model = glm::translate(glm::mat4(1), glm::vec3(0, 0, sin(d)));
+
+ chest->getRoot()->model = glm::translate(glm::mat4(1), chestPos);
chest->draw();
/* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
validateProgram(solidProgId);
monkeyHead = new Model("monkeyhead_smooth.dae", solidProgId);
- chest = new Model("chest.obj", solidProgId);
+ chest = new Model("chest.dae", solidProgId);
glEnable(GL_DEPTH_TEST);
- /* glEnable(GL_CULL_FACE); */
+ glEnable(GL_CULL_FACE);
}
bool* keyStates = new bool[256];
if (keyStates['e'])
ySpeed = -0.1f;
+ if (keyStates['j']) chestPos.z += 0.1f;
+ if (keyStates['k']) chestPos.z -= 0.1f;
+ if (keyStates['h']) chestPos.x -= 0.1f;
+ if (keyStates['l']) chestPos.x += 0.1f;
+
camPos.x += xSpeed * sin(yaw) + zSpeed * cos(yaw);
camPos.y += ySpeed;
camPos.z += zSpeed * sin(yaw) - xSpeed * cos(yaw);
#include "model.hpp"
#include <iostream>
-#include <assimp/Importer.hpp>
-#include <assimp/scene.h>
#include <assimp/postprocess.h>
+#include <glm/gtc/type_ptr.hpp>
Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
+
+ std::vector<glm::vec3> vertices, normals;
+ std::vector<glm::vec2> texCoords;
+
for (int i = 0; i < aiMesh->mNumVertices; i++) {
if (aiMesh->HasPositions()) {
aiVector3D v = aiMesh->mVertices[i];
if (aiMesh->HasNormals()) {
const aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
+ } else {
+ normals.push_back(glm::vec3(0));
}
// check for texture coord set 0
if (aiMesh->HasTextureCoords(0)) {
}
}
+ std::vector<GLuint> indices;
+
for (int i = 0; i < aiMesh->mNumFaces; i++) {
const aiFace &face = aiMesh->mFaces[i];
if(face.mNumIndices == 3) {
}
}
+ numIndices = indices.size();
+
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLuint vbos[3];
glGenBuffers(3, vbos);
- vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2];
+ GLuint vertexVbo = vbos[0], normalVbo = vbos[1], indicesVbo = vbos[2];
GLuint posLoc = glGetAttribLocation(progId, "vPosition");
GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
};
-void Model::loadModel(const std::string &file) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(file,
- aiProcess_Triangulate | aiProcess_PreTransformVertices |
+Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) {
+ for (int i = 0; i < node.mNumMeshes; i++) {
+ meshIndices.push_back(node.mMeshes[i]);
+ }
+ for (int i = 0; i < node.mNumChildren; i++) {
+ const aiNode *child = node.mChildren[i];
+ children.push_back(new Node(*child, progId));
+ }
+}
+
+glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
+ glm::mat4 to;
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ to[i][j] = from[j][i];
+ return to;
+}
+
+void Model::Node::draw(const std::vector<Mesh> &meshes, 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);
+
+ 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);
+}
+
+Model::Model(const std::string &path, GLuint progId): progId(progId) {
+ const aiScene *scene = importer.ReadFile(path,
+ aiProcess_Triangulate |
aiProcess_GenNormals);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
const aiMesh *mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh, progId));
}
+
+ for (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;
}
-void Model::draw() {
- for (Mesh &mesh: meshes) {
- glBindVertexArray(mesh.vao);
- glDrawElements(GL_TRIANGLES, mesh.indices.size(), GL_UNSIGNED_INT, 0);
+ root = new Node(*(scene->mRootNode), progId);
+}
+
+void Model::draw() const {
+ root->draw(meshes);
+}
+
+Model::Node* Model::find(const std::string &name) {
+ const aiNode *node = root->ai.FindNode(aiString(name));
+ Model::Node* res = root->findNode(*node);
+ return res;
+}
+
+Model::Node* Model::Node::findNode(const aiNode &aiNode) {
+ if (&ai == &aiNode) return this;
+ for (Model::Node *child: children) {
+ Model::Node *res = child->findNode(aiNode);
+ if (res) return res;
}
+ return nullptr;
}
#endif
#include <glm/glm.hpp>
#include <assimp/scene.h>
+#include <assimp/Importer.hpp>
class Model {
- public:
- Model(const std::string &path, GLuint progId): progId(progId) {
- loadModel(path);
- }
- void draw();
- private:
- const GLuint progId;
struct Mesh {
Mesh(const aiMesh *aiMesh, GLuint progId);
+ GLuint vao;
+ GLuint numIndices;
+ };
- GLuint vao, vertexVbo, normalVbo, indicesVbo;
+ public:
+ Model(const std::string &path, GLuint progId);
+ void draw() const;
+
+ class Node {
+ public:
+ Node(const aiNode &aiNode, GLuint progId);
+ void draw(const std::vector<Mesh> &meshes, glm::mat4 parentModel) const;
+ const std::vector<Node*> &getChildren() const { return children; }
+ Node* findNode(const aiNode &aiNode);
+ glm::mat4 model = glm::mat4(1);
+ const aiNode &ai;
+ private:
+ const GLuint progId;
- std::vector<glm::vec3> vertices;
- std::vector<glm::vec3> normals;
- std::vector<glm::vec2> texCoords;
- std::vector<GLuint> indices;
+ std::vector<Node*> children;
+ std::vector<unsigned int> meshIndices;
};
+ Node* getRoot() { return root; }
+ Node* find(const std::string &name);
+
+ private:
+ const GLuint progId;
+
std::vector<Mesh> meshes;
+ Node *root;
void loadModel(const std::string &path);
+
+ Assimp::Importer importer;
};