X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=2e01fc098fb408e172e8a46f25176d678855edc2;hp=4c5e2d33278f0120a72f1c07d2c72813bf20b713;hb=3f58e3a13899a1b28ee7be6c0bf835670957aa6a;hpb=37cba564a96018a5500e942498d4e48c0ebe73ed diff --git a/model.cpp b/model.cpp index 4c5e2d3..2e01fc0 100644 --- a/model.cpp +++ b/model.cpp @@ -5,7 +5,7 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { - std::vector vertices, normals; + std::vector vertices, normals, tangents, bitangents; std::vector 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 { + std::cerr << "Missing tangents: make sure blender has UV maps" << std::endl; + exit(1); + } // check for texture coord set 0 if (aiMesh->HasTextureCoords(0)) { const aiVector3D v = aiMesh->mTextureCoords[0][i]; @@ -45,32 +54,44 @@ 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"); - + 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, "unscaledNormal"); 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); -}; +} Model::Node::Node(const aiNode &node, GLuint progId): ai(node), progId(progId) { for (int i = 0; i < node.mNumMeshes; i++) { @@ -92,6 +113,7 @@ glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) { void Model::Node::draw( const std::vector &meshes, const std::vector &materials, + const Skybox skybox, glm::mat4 parentTrans = glm::mat4(1)) const { GLuint modelLoc = glGetUniformLocation(progId, "model"); @@ -104,17 +126,22 @@ void Model::Node::draw( const std::vector &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_GenNormals); + aiProcess_Triangulate | aiProcess_CalcTangentSpace | aiProcess_GenNormals); if (!scene) { std::cerr << importer.GetErrorString() << std::endl; exit(1); @@ -122,19 +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) {