#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, tangents, bitangents;
+ std::vector<glm::vec2> texCoords;
+
for (int i = 0; i < aiMesh->mNumVertices; i++) {
if (aiMesh->HasPositions()) {
aiVector3D v = aiMesh->mVertices[i];
vertices.push_back(glm::vec3(v.x, v.y, v.z));
}
if (aiMesh->HasNormals()) {
- const aiVector3D v = aiMesh->mNormals[i];
+ aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
+ } else {
+ normals.push_back(glm::vec3(0));
+ }
+ if (aiMesh->HasTangentsAndBitangents()) {
+ aiVector3D t = aiMesh->mTangents[i];
+ tangents.push_back(glm::vec3(t.x, t.y, t.z));
+ 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));
}
// check for texture coord set 0
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;
+
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 vbos[6];
+ glGenBuffers(6, vbos);
+ 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 normalLoc = glGetAttribLocation(progId, "vNormal");
-
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");
glBindBuffer(GL_ARRAY_BUFFER, normalVbo);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(normalLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ GLuint texCoordLoc = glGetAttribLocation(progId, "vTexCoord");
+ 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);
+
+ GLuint tangentLoc = glGetAttribLocation(progId, "tangent");
+ glBindBuffer(GL_ARRAY_BUFFER, tangentVbo);
+ glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(tangentLoc);
+ glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+
+ GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent");
+ glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo);
+ glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(bitangentLoc);
+ glVertexAttribPointer(bitangentLoc, 3, 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);
};
-void Model::loadModel(const std::string &file) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(file,
- aiProcess_Triangulate | aiProcess_PreTransformVertices |
- aiProcess_GenNormals);
+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,
+ 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, materials, m);
+}
+
+Model::Model(const std::string &path, GLuint progId): progId(progId) {
+ const aiScene *scene = importer.ReadFile(path,
+ aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
if (!scene) {
std::cerr << importer.GetErrorString() << std::endl;
exit(1);
const aiMesh *mesh = scene->mMeshes[i];
meshes.push_back(Mesh(mesh, progId));
}
+
+ for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
+ const aiMaterial &material = *scene->mMaterials[i];
+ materials.push_back(Material(material, progId));
}
-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, materials);
+}
+
+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;
}