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<GLuint> indices;
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);
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);
};
return to;
}
-void Model::Node::draw(const std::vector<Mesh> &meshes, glm::mat4 parentTrans = glm::mat4(1)) const {
+void Model::Node::draw( const std::vector<Mesh> &meshes,
+ const std::vector<Material> &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) {
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) {