473 lines
13 KiB
C++

#define GLM_ENABLE_EXPERIMENTAL
#include <vector>
#include <iostream>
#include "Mesh.h"
#include <glm/vec3.hpp>
#include <glm/gtx/string_cast.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <SOIL/SOIL.h>
/**
* 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;
vbo[TANGENTS_BUFFER] = NULL;
vbo[BITTANGENTS_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;
vbo[TANGENTS_BUFFER] = NULL;
vbo[BITTANGENTS_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(VERTEX_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(VERTEX_BUFFER);
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(NORMAL_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(NORMAL_BUFFER);
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(TEXCOORD_BUFFER, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(TEXCOORD_BUFFER);
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(INDEX_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(INDEX_BUFFER);
delete[] indices;
}
if (mesh->HasTangentsAndBitangents()) {
float *tangents = new float[mesh->mNumVertices * 3];
float *bittangents = new float[mesh->mNumVertices * 3];
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
tangents[i * 3] = mesh->mTangents[i].x;
tangents[i * 3 + 1] = mesh->mTangents[i].y;
tangents[i * 3 + 2] = mesh->mTangents[i].z;
bittangents[i * 3] = mesh->mBitangents[i].x;
bittangents[i * 3 + 1] = mesh->mBitangents[i].y;
bittangents[i * 3 + 2] = mesh->mBitangents[i].z;
}
glGenBuffers(1, &vbo[TANGENTS_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENTS_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), tangents, GL_STATIC_DRAW);
glVertexAttribPointer(TANGENTS_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(TANGENTS_BUFFER);
glGenBuffers(1, &vbo[BITTANGENTS_BUFFER]);
glBindBuffer(GL_ARRAY_BUFFER, vbo[BITTANGENTS_BUFFER]);
glBufferData(GL_ARRAY_BUFFER, 3 * mesh->mNumVertices * sizeof(GLfloat), bittangents, GL_STATIC_DRAW);
glVertexAttribPointer(BITTANGENTS_BUFFER, 3, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(BITTANGENTS_BUFFER);
delete[] tangents;
delete[] bittangents;
}
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);
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0) { //we only care diffuse texture
aiString Path;
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL,
NULL, NULL) == AI_SUCCESS) {
std::string FullPath = parent->directory + Path.data; //texture file
textures.push_back(parent->textures[FullPath]);
}
}
}
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]);
}
if (vbo[BITTANGENTS_BUFFER]) {
glDeleteBuffers(1, &vbo[BITTANGENTS_BUFFER]);
}
if (vbo[TANGENTS_BUFFER]) {
glDeleteBuffers(1, &vbo[TANGENTS_BUFFER]);
}
glDeleteVertexArrays(1, &vao);
}
/**
* Renders this MeshEntry
**/
void Mesh::MeshEntry::render(SceneContext &ctx, Shader &shd) {
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);
}
/**
* Mesh constructor, loads the specified filename if supported by Assimp
**/
Mesh::Mesh(const char *filename, std::string vert_shd, std::string frag_shd)
{
shader = std::make_shared<Shader>(vert_shd, frag_shd);
std::string fullname;
fullname = std::string("./Models/")+ std::string(filename);
directory = fullname;
directory.resize(fullname.find_last_of('/') + 1);
Assimp::Importer importer; //aiProcessPreset_TargetRealtime_Fast
const aiScene* scene = importer.ReadFile(fullname.c_str(),
aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_GenSmoothNormals | aiProcess_OptimizeMeshes
| aiProcess_CalcTangentSpace);
// 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;
throw new std::exception(("Error loading mesh at the following location : " + fullname).c_str());
}
for (unsigned int i = 0; i < scene->mNumMeshes; ++i) {
meshEntries.push_back(new Mesh::MeshEntry(scene->mMeshes[i], scene, this));
for (unsigned int i = 0; i < scene->mNumMaterials; i++)
{
aiMaterial* material = scene->mMaterials[i];
if (material->GetTextureCount(aiTextureType_DIFFUSE) > 0)
{
aiString Path;
if (material->GetTexture(aiTextureType_DIFFUSE, 0, &Path, NULL, NULL, NULL,
NULL, NULL) == AI_SUCCESS)
{
std::string FullPath = directory + Path.data; //texture file
textures.emplace("0", Texture(FullPath));
}
}
}
}
}
Mesh::Mesh(Dataset &set, std::string vert_shd, std::string frag_shd)
{
shader = std::make_shared<Shader>(vert_shd, frag_shd);
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::draw(SceneContext &ctx) {
shader->enable();
for (unsigned int i = 0; i < meshEntries.size(); ++i) {
MeshEntry * m = meshEntries[i];
// Moving the object to his set position
model.glPushMatrix();
effectTransformations();
// Setting the space matrixes uniques to the object
ctx.modelMatrix = model.getMatrix();
ctx.mvpMatrix = ctx.projectionMatrix * ctx.viewMatrix * ctx.modelMatrix;
//ctx.modelViewMatrix = ctx.viewMatrix * ctx.modelMatrix;
ctx.normalMatrix = glm::transpose(glm::inverse(glm::mat3(ctx.modelMatrix)));
shader->addUniform("mvp", ctx.mvpMatrix);
shader->addUniform("NormalMatrix", ctx.normalMatrix);
shader->addUniform("ModelMatrix", ctx.modelMatrix);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures["0"].tex_ref);
meshEntries.at(i)->render(ctx, *shader);
glBindTexture(GL_TEXTURE_2D, 0);
model.glPopMatrix();
}
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::addStartRotation(glm::vec4 vec)
{
model.glRotate(vec.w, vec.x, vec.y, vec.z);
}
void Mesh::addStartTranslation(glm::vec4 vec)
{
model.glTranslate(vec.x, vec.y, vec.z);
}
void Mesh::addStartScaling(glm::vec4 vec)
{
model.glScale(vec.x, vec.y, vec.z);
}
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;
}