X-Git-Url: https://git.lukelau.me/?p=opengl.git;a=blobdiff_plain;f=model.cpp;h=8046e29434fcf467b29942dc56aa5b60b76b84cf;hp=29f44158e4afc25e48c2b67699c8b42358dabf29;hb=85f8f7278f24fe73fef1a19174376b155319072f;hpb=ba5e08bf25de722d907748ce55b27a45b2b270bf diff --git a/model.cpp b/model.cpp index 29f4415..8046e29 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++) { @@ -14,16 +14,28 @@ 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]; texCoords.push_back(glm::vec2(v.x, v.y)); + } else { + texCoords.push_back(glm::vec2(0)); } + materialIndex = aiMesh->mMaterialIndex; } std::vector indices; @@ -42,23 +54,41 @@ Model::Mesh::Mesh(const aiMesh *aiMesh, GLuint progId) { glGenVertexArrays(1, &vao); glBindVertexArray(vao); - GLuint vbos[3]; - glGenBuffers(3, vbos); - GLuint 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); }; @@ -81,26 +111,30 @@ glm::mat4 aiMatrixToMat4(aiMatrix4x4 from) { return to; } -void Model::Node::draw(const std::vector &meshes, glm::mat4 parentTrans = glm::mat4(1)) const { +void Model::Node::draw( const std::vector &meshes, + const std::vector &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) { 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); @@ -111,22 +145,16 @@ 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) {