#define GLM_ENABLE_EXPERIMENTAL #include #include #include "Mesh.h" #include #include #include #include #include #include #include /** * Constructor, loading the specified aiMesh **/ Mesh::MeshEntry::MeshEntry(Dataset &set, Mesh *m) { renderType = NO_INDEX; parent = m; shininessStrength = 0; vbo[VERTEX_BUFFER] = NULL; vbo[NORMAL_BUFFER] = NULL; vbo[TEXCOORD_BUFFER] = NULL; vbo[COLOR_BUFFER] = NULL; vbo[INDEX_BUFFER] = NULL; glGenVertexArrays(1, &vao); glBindVertexArray(vao); //Copy Mesh vertices to VBO glGenBuffers(1, &vbo[VERTEX_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[VERTEX_BUFFER]); glBufferData(GL_ARRAY_BUFFER, set.vertices.size() * 3 * sizeof(GLfloat), set.vertices.data(), GL_STATIC_DRAW); glVertexAttribPointer(VERTEX_BUFFER, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL); glEnableVertexAttribArray(VERTEX_BUFFER); //Copy Normals to VBO glGenBuffers(1, &vbo[NORMAL_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]); glBufferData(GL_ARRAY_BUFFER, set.normals.size() * 3 * sizeof(GLfloat), set.normals.data(), GL_STATIC_DRAW); glVertexAttribPointer(NORMAL_BUFFER, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL); glEnableVertexAttribArray(NORMAL_BUFFER); //Copy texture mapping to VBO if (set.tex_mapping.size() > 0) { glGenBuffers(1, &vbo[TEXCOORD_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]); glBufferData(GL_ARRAY_BUFFER, 2 * set.tex_mapping.size() * sizeof(GLfloat), set.tex_mapping.data(), GL_STATIC_DRAW); glVertexAttribPointer(TEXCOORD_BUFFER, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 2, NULL); glEnableVertexAttribArray(TEXCOORD_BUFFER); } //Copy vertice color to VBO if (set.colors.size() > 0) { glGenBuffers(1, &vbo[COLOR_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[COLOR_BUFFER]); glBufferData(GL_ARRAY_BUFFER, set.colors.size() * 3 * sizeof(GLfloat), set.colors.data(), GL_STATIC_DRAW); glVertexAttribPointer(COLOR_BUFFER, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, NULL); glEnableVertexAttribArray(COLOR_BUFFER); } //Copy indexes to VBO if (set.indexes.size() > 0) { renderType = OBJ; glGenBuffers(1, &vbo[INDEX_BUFFER]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDEX_BUFFER]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, set.indexes.size() * sizeof(GLuint), set.indexes.data(), GL_STATIC_DRAW); glVertexAttribPointer(INDEX_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(INDEX_BUFFER); } dset_size = set.vertices.size(); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } Mesh::MeshEntry::MeshEntry(aiMesh *mesh, const aiScene* scene, Mesh * m) { renderType = OBJ; parent = m; vbo[VERTEX_BUFFER] = NULL; vbo[TEXCOORD_BUFFER] = NULL; vbo[NORMAL_BUFFER] = NULL; vbo[COLOR_BUFFER] = NULL; vbo[INDEX_BUFFER] = NULL; glGenVertexArrays(1, &vao); glBindVertexArray(vao); elementCount = mesh->mNumFaces * 3; if (mesh->HasPositions()) { float *vertices = new float[mesh->mNumVertices * 3]; for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { vertices[i * 3] = mesh->mVertices[i].x; vertices[i * 3 + 1] = mesh->mVertices[i].y; vertices[i * 3 + 2] = mesh->mVertices[i].z; } glGenBuffers(1, &vbo[VERTEX_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[VERTEX_BUFFER]); glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), vertices, GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(0); delete[] vertices; } if (mesh->HasNormals()) { float *normals = new float[mesh->mNumVertices * 3]; for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { normals[i * 3] = mesh->mNormals[i].x; normals[i * 3 + 1] = mesh->mNormals[i].y; normals[i * 3 + 2] = mesh->mNormals[i].z; } glGenBuffers(1, &vbo[NORMAL_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]); glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), normals, GL_STATIC_DRAW); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(1); delete[] normals; } if (mesh->HasTextureCoords(0)) { float *texCoords = new float[mesh->mNumVertices * 2]; for (unsigned int i = 0; i < mesh->mNumVertices; ++i) { texCoords[i * 2] = mesh->mTextureCoords[0][i].x; texCoords[i * 2 + 1] = mesh->mTextureCoords[0][i].y; } glGenBuffers(1, &vbo[TEXCOORD_BUFFER]); glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]); glBufferData(GL_ARRAY_BUFFER, 2 * mesh->mNumVertices * sizeof(GLfloat), texCoords, GL_STATIC_DRAW); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(2); delete[] texCoords; } if (mesh->HasFaces()) { unsigned int *indices = new unsigned int[mesh->mNumFaces * 3]; for (unsigned int i = 0; i < mesh->mNumFaces; ++i) { indices[i * 3] = mesh->mFaces[i].mIndices[0]; indices[i * 3 + 1] = mesh->mFaces[i].mIndices[1]; indices[i * 3 + 2] = mesh->mFaces[i].mIndices[2]; } glGenBuffers(1, &vbo[INDEX_BUFFER]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDEX_BUFFER]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * mesh->mNumFaces * sizeof(GLuint), indices, GL_STATIC_DRAW); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, NULL); glEnableVertexAttribArray(3); delete[] indices; } if (mesh->mMaterialIndex >= 0) { aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex]; material->Get(AI_MATKEY_SHININESS, shininessStrength); material->Get(AI_MATKEY_COLOR_DIFFUSE, dcolor); material->Get(AI_MATKEY_COLOR_AMBIENT, acolor); material->Get(AI_MATKEY_COLOR_SPECULAR, scolor); } glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } /** * Deletes the allocated OpenGL buffers **/ Mesh::MeshEntry::~MeshEntry() { if (vbo[VERTEX_BUFFER]) { glDeleteBuffers(1, &vbo[VERTEX_BUFFER]); } if (vbo[TEXCOORD_BUFFER]) { glDeleteBuffers(1, &vbo[TEXCOORD_BUFFER]); } if (vbo[NORMAL_BUFFER]) { glDeleteBuffers(1, &vbo[NORMAL_BUFFER]); } if (vbo[INDEX_BUFFER]) { glDeleteBuffers(1, &vbo[INDEX_BUFFER]); } if (vbo[COLOR_BUFFER]) { glDeleteBuffers(1, &vbo[COLOR_BUFFER]); } glDeleteVertexArrays(1, &vao); } /** * Renders this MeshEntry **/ void Mesh::MeshEntry::render(SceneContext &ctx, Shader *shd) { glEnable(GL_TEXTURE_2D); for (GLuint i = 0; i < shd->textures.size(); i++) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, shd->textures[i].tex_ref); shd->addUniform("tex[" + std::to_string(i) + "]", (int)i); } if (shd->textures.size() > 0) shd->addUniform("TexCount", (int)shd->textures.size()); glBindVertexArray(vao); if (renderType == NO_INDEX) { glDrawArrays(GL_TRIANGLES, 0, dset_size); } else { int size; glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size / sizeof(unsigned int), GL_UNSIGNED_INT, NULL); } glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); } /** * Mesh constructor, loads the specified filename if supported by Assimp **/ Mesh::Mesh(const char *filename, Shader *sh) { shader = sh; std::string fullname; fullname = std::string("./Models/")+ std::string(filename); Assimp::Importer importer; //aiProcessPreset_TargetRealtime_Fast const aiScene* scene = importer.ReadFile(fullname.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_OptimizeMeshes); // Check for errors if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero { std::cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << std::endl; return; } for (unsigned int i = 0; i < scene->mNumMeshes; ++i) { meshEntries.push_back(new Mesh::MeshEntry(scene->mMeshes[i], scene, this)); } } Mesh::Mesh(Dataset &set, Shader *sh) { shader = sh; meshEntries.push_back(new Mesh::MeshEntry(set, this)); } /** * Clears all loaded MeshEntries **/ Mesh::~Mesh(void) { for (unsigned int i = 0; i < meshEntries.size(); ++i) { delete meshEntries.at(i); } meshEntries.clear(); } void Mesh::enableCulling() { if (cullMode == NONE) return; glEnable(GL_CULL_FACE); glCullFace(cullMode); } void Mesh::disableCulling() { if (cullMode == NONE) return; glDisable(GL_CULL_FACE); } void Mesh::draw(SceneContext ctx) { shader->enable(); enableCulling(); for (unsigned int i = 0; i < meshEntries.size(); ++i) { MeshEntry * m = meshEntries[i]; // Moving the object to his set position model.glPushMatrix(); effectTransformations(); //Retrieving material data from the vertex float shininess = meshEntries.at(i)->shininessStrength; glm::vec3 diffuse = glm::vec3(meshEntries.at(i)->dcolor.r, meshEntries.at(i)->dcolor.g, meshEntries.at(i)->dcolor.b); glm::vec3 specular = glm::vec3(meshEntries.at(i)->scolor.r, meshEntries.at(i)->scolor.g, meshEntries.at(i)->scolor.b); glm::vec3 ambient = glm::vec3(meshEntries.at(i)->acolor.r, meshEntries.at(i)->acolor.g, meshEntries.at(i)->acolor.b); if (glm::length(ambient) == 0) { ambient = glm::vec3(0.1, 0.1, 0.1); } if (glm::length(diffuse) == 0) { diffuse = glm::vec3(0.9, 0.9, 0.9); } if (glm::length(specular) == 0) { specular = glm::vec3(0.4, 0.4, 0.4); } if (shininess == 0) shininess = 150.0f; shader->mat.ka = ambient; shader->mat.kd = diffuse; shader->mat.ks = specular; shader->mat.shininess = shininess; // Setting the space matrixes uniques to the object ctx.mvpMatrix = ctx.projectionMatrix * ctx.viewMatrix * model.getMatrix(); ctx.modelViewMatrix = ctx.viewMatrix * model.getMatrix(); ctx.normalMatrix = glm::mat3(glm::transpose(glm::inverse(ctx.modelViewMatrix))); //Sending the uniform data to the shader shader->setUniforms(ctx); meshEntries.at(i)->render(ctx, shader); model.glPopMatrix(); } disableCulling(); shader->disable(); } void Mesh::effectTransformations() { for (auto pair : _transformations) { switch (pair.second) { case(Rotation): model.glRotate(pair.first.w, pair.first.x, pair.first.y, pair.first.z); break; case(Translation): model.glTranslate(pair.first.x, pair.first.y, pair.first.z); break; case(Scaling): model.glScale(pair.first.x, pair.first.y, pair.first.z); break; } } } void Mesh::addRotation(glm::vec4 vec) { _transformations.emplace_back(vec, Rotation); } void Mesh::addTranslation(glm::vec4 vec) { _transformations.emplace_back(vec, Translation); } void Mesh::addScaling(glm::vec4 vec) { _transformations.emplace_back(vec, Scaling); } glm::vec4 Mesh::translateToPivot(glm::vec3 pivot) { glm::vec4 curr_pos = { 0, 0, 0, 0 }; glm::vec4 h_pivot = { pivot.x, pivot.y, pivot.z, 0 }; for (auto pair : _transformations) { if (pair.second == Translation) curr_pos += pair.first; } addTranslation(h_pivot - curr_pos); return curr_pos - h_pivot; } void Mesh::removeLastTransformations(int n = 1) { for (int i = 0; i < n; i++) _transformations.pop_back(); } glm::vec3 Mesh::getPosition() { glm::vec4 curr_pos = { 0, 0, 0, 0 }; for (auto pair : _transformations) { if (pair.second == Translation) curr_pos += pair.first; } return curr_pos; }