X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;fp=model.cpp;h=0a1e3526c8297e20f19b24d8fc1082fd0afb5352;hp=4192645c9c003d2de7d490897ff0ca02a1897b46;hb=d2a4cfcd292f5bc422a025d43855e5f4f21fb161;hpb=b472351f3c80cec8c7e9ec30cb4c113c947c0ff7 diff --git a/model.cpp b/model.cpp index 4192645..0a1e352 100644 --- a/model.cpp +++ b/model.cpp @@ -5,7 +5,7 @@ #include #include "util.hpp" -Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) { +Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : progId(progId), ai(*aiMesh) { std::vector vertices, normals, tangents, bitangents; std::vector texCoords; @@ -47,13 +47,12 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) { glGenVertexArrays(1, &vao); glBindVertexArray(vao); - GLuint vbos[6]; glGenBuffers(6, vbos); - GLuint vertexVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3]; + GLuint posVbo = vbos[0], normalVbo = vbos[1], texCoordVbo = vbos[2], indicesVbo = vbos[3]; GLuint boneVbo = vbos[4]; GLuint posLoc = glGetAttribLocation(progId, "pos"); - glBindBuffer(GL_ARRAY_BUFFER, vertexVbo); + glBindBuffer(GL_ARRAY_BUFFER, posVbo); 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); @@ -114,6 +113,15 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) : ai(*aiMesh) { glVertexAttribPointer(boneWeightLoc, 4, GL_FLOAT, GL_FALSE, sizeof(VertBones), (const GLvoid *)sizeof(VertBones::ids)); } +void Model::Mesh::updatePosBuffer() const { + GLuint posLoc = glGetAttribLocation(progId, "pos"); + GLuint posVbo = vbos[0]; + glBindBuffer(GL_ARRAY_BUFFER, posVbo); + glBufferData(GL_ARRAY_BUFFER, ai.mNumVertices * sizeof(aiVector3D), ai.mVertices, GL_STATIC_DRAW); + glEnableVertexAttribArray(posLoc); + glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); +} + Model::Node::Node(aiNode &node, GLuint progId, AnimMap *am, std::set allBones, Node *p): ai(node), parent(p), progId(progId), animMap(am), isBone(allBones.count(std::string(node.mName.C_Str())) > 0) { for (int i = 0; i < node.mNumMeshes; i++) { meshIndices.push_back(node.mMeshes[i]); @@ -407,32 +415,38 @@ bool Model::Node::operator==(const Model::Node &rhs) const { // Returns closest vertex in world space and distance // a and b define the line in 3d space std::pair Model::closestVertex(Model::Node &n, glm::vec3 a, glm::vec3 b, glm::mat4 parentTrans) const { - float shortestDist = FLT_MAX; - glm::vec3 closest; + float closestDist = FLT_MAX; + glm::vec3 closestVert; + for (int i = 0; i < n.ai.mNumMeshes; i++) { int meshIdx = n.ai.mMeshes[i]; const aiMesh &mesh = meshes[meshIdx].ai; for (int j = 0; j < mesh.mNumVertices; j++) { - glm::vec4 vPos = glm::vec4(aiVector3DToMat4(mesh.mVertices[j]), 1); + if (mesh.HasNormals()) { + auto n = aiVector3DToVec3(mesh.mNormals[j]); + if (glm::dot(n, glm::normalize(b - a)) > 0) + continue; + } + glm::vec4 vPos = glm::vec4(aiVector3DToVec3(mesh.mVertices[j]), 1); // Move from model space -> world space vPos = parentTrans * aiMatrixToMat4(n.ai.mTransformation) * vPos; float dist = glm::distance(glm::vec3(vPos), glm::closestPointOnLine(glm::vec3(vPos), a, b)); - if (dist < shortestDist) { - closest = glm::vec3(vPos); - shortestDist = dist; + if (dist < closestDist) { + closestVert = glm::vec3(vPos); + closestDist = dist; } } } for (auto child: n.getChildren()) { - auto res = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation)); - if (res.second < shortestDist) { - closest = res.first; - shortestDist = res.second; + auto childRes = closestVertex(*child, a, b, parentTrans * aiMatrixToMat4(n.ai.mTransformation)); + if (childRes.second < closestDist) { + closestVert = childRes.first; + closestDist = childRes.second; } } - return { closest, shortestDist }; + return { closestVert, closestDist }; }