Add refraction
[opengl.git] / model.cpp
index 8046e29434fcf467b29942dc56aa5b60b76b84cf..2e01fc098fb408e172e8a46f25176d678855edc2 100644 (file)
--- a/model.cpp
+++ b/model.cpp
@@ -25,8 +25,8 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
                        aiVector3D b = aiMesh->mBitangents[i];
                        bitangents.push_back(glm::vec3(b.x, b.y, b.z));
                } else {
-                       tangents.push_back(glm::vec3(0));
-                       bitangents.push_back(glm::vec3(0));
+                       std::cerr << "Missing tangents: make sure blender has UV maps" << std::endl;
+                       exit(1);
                }
                // check for texture coord set 0
                if (aiMesh->HasTextureCoords(0)) {
@@ -59,13 +59,13 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
        GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3];
        GLuint tangentVbo = vbos[4], bitangentVbo = vbos[5];
        
-       GLuint posLoc = glGetAttribLocation(progId, "vPosition");
+       GLuint posLoc = glGetAttribLocation(progId, "pos");
        glBindBuffer(GL_ARRAY_BUFFER, vertexVbo);
        glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
        glEnableVertexAttribArray(posLoc);
        glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
        
-       GLuint normalLoc = glGetAttribLocation(progId, "vNormal");
+       GLuint normalLoc = glGetAttribLocation(progId, "unscaledNormal");
        glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
        glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
        glEnableVertexAttribArray(normalLoc);
@@ -91,7 +91,7 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
 
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
-};
+}
 
 Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) {
        for (int i = 0; i < node.mNumMeshes; i++) {
@@ -113,6 +113,7 @@ glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) {
 
 void Model::Node::draw(        const std::vector<Mesh> &meshes,
                                                const std::vector<Material> &materials,
+                                               const Skybox skybox,
                                                glm::mat4 parentTrans = glm::mat4(1)) const {
 
        GLuint modelLoc = glGetUniformLocation(progId, "model");
@@ -125,14 +126,20 @@ void Model::Node::draw(   const std::vector<Mesh> &meshes,
                Material material = materials[mesh.materialIndex];
                material.bind();
                
+               glUniform1i(glGetUniformLocation(progId, "skybox"), 5);
+               glActiveTexture(GL_TEXTURE5);
+               glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getTexture());
+               
                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, materials, m);
+       for (Node *child: children) child->draw(meshes, materials, skybox, m);
 }
 
-Model::Model(const std::string &path, GLuint progId): progId(progId) {
+Model::Model(const std::string &path, Program p, Skybox s): program(p), skybox(s) {
+       glUseProgram(p.progId);
+       
        const aiScene *scene = importer.ReadFile(path, 
                        aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
        if (!scene) {
@@ -142,19 +149,21 @@ Model::Model(const std::string &path, GLuint progId): progId(progId) {
 
        for (int i = 0; i < scene->mNumMeshes; i++) {
                const aiMesh *mesh = scene->mMeshes[i];
-               meshes.push_back(Mesh(mesh, progId));
+               meshes.push_back(Mesh(mesh, p.progId));
        }
 
        for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
                const aiMaterial &material = *scene->mMaterials[i];
-               materials.push_back(Material(material, progId));
+               materials.push_back(Material(material, p.progId));
        }
 
-       root = new Node(*(scene->mRootNode), progId);
+       root = new Node(*(scene->mRootNode), p.progId);
 }
 
 void Model::draw() const {
-       root->draw(meshes, materials);
+       glUseProgram(program.progId);
+       root->draw(meshes, materials, skybox);
+       program.validate();
 }
 
 Model::Node* Model::find(const std::string &name) {