Stuff
[opengl.git] / model.cpp
index 4c5e2d33278f0120a72f1c07d2c72813bf20b713..8046e29434fcf467b29942dc56aa5b60b76b84cf 100644 (file)
--- a/model.cpp
+++ b/model.cpp
@@ -5,7 +5,7 @@
 
 Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
 
-       std::vector<glm::vec3> vertices, normals;
+       std::vector<glm::vec3> vertices, normals, tangents, bitangents;
        std::vector<glm::vec2> texCoords;
 
        for (int i = 0; i < aiMesh->mNumVertices; i++) {
@@ -14,11 +14,20 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
                        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];
@@ -45,29 +54,41 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) {
        glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
        
-       GLuint vbos[4];
-       glGenBuffers(4, vbos);
+       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");
-       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(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);
 };
@@ -113,8 +134,7 @@ void Model::Node::draw(     const std::vector<Mesh> &meshes,
 
 Model::Model(const std::string &path, GLuint progId): progId(progId) {
        const aiScene *scene = importer.ReadFile(path, 
-                       aiProcess_Triangulate |
-                       aiProcess_GenNormals);
+                       aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals);
        if (!scene) {
                std::cerr << importer.GetErrorString() << std::endl;
                exit(1);