297 lines
8.2 KiB
C++

#define GLM_ENABLE_EXPERIMENTAL
#include <vector>
#include <iostream>
#include "Mesh.h"
#include "../Global.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(aiMesh *mesh, const aiScene* scene, Mesh * m)
{
parent = m;
vbo[VERTEX_BUFFER] = NULL;
vbo[TEXCOORD_BUFFER] = NULL;
vbo[NORMAL_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 (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->HasTextureCoords(0)) {
float *texCoords = new float[mesh->mNumVertices * 2];
for (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->HasNormals()) {
float *normals = new float[mesh->mNumVertices * 3];
for (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->HasFaces()) {
unsigned int *indices = new unsigned int[mesh->mNumFaces * 3];
for (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]);
}
glDeleteVertexArrays(1, &vao);
}
/**
* Renders this MeshEntry
**/
void Mesh::MeshEntry::render() {
glBindVertexArray(vao);
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, ShaderProgram * 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 (int i = 0; i < scene->mNumMeshes; ++i) {
meshEntries.push_back(new Mesh::MeshEntry(scene->mMeshes[i], scene, this));
}
}
/**
* Clears all loaded MeshEntries
**/
Mesh::~Mesh(void)
{
for (int i = 0; i < meshEntries.size(); ++i) {
delete meshEntries.at(i);
}
meshEntries.clear();
}
/**
* Renders all loaded MeshEntries
**/
DrawableType Mesh::getType()
{
return DrawableType::LOADED_MESH;
}
void Mesh::draw(ShaderProgram *, glm::mat4x4 proj_matrix, glm::mat4x4 view_matrix) {
shader->use();
for (int i = 0; i < meshEntries.size(); ++i) {
MeshEntry * m = meshEntries[i];
float shiness = meshEntries.at(i)->shininessStrength;
_model.glPushMatrix();
effectTransformations();
shader->addUniform("mvp");
shader->addUniform("NormalMatrix"); //Refer next slide : mat3
shader->addUniform("ModelViewMatrix"); //View*Model : mat4
glm::vec4 light_center(0, 10, 0, 0);
float radius = 10.0f;
float angle = 0;
static bool first_draw = true;
for (int i = 0; i < 5; i++)
{
std::string name = "Light[" + std::to_string(i) + "].Position";
shader->addUniform(name);
glm::vec4 position = glm::vec4(radius * cos(glm::radians(angle)), 10 ,radius * sin(glm::radians(angle)), 1);
glUniform4fv(shader->uniform(name), 1, glm::value_ptr(view_matrix * position));
angle += 360 / 5;
}
first_draw = false;
shader->addUniform("Light[0].Intensity");
glUniform3fv(shader->uniform("Light[0].Intensity"), 1, glm::value_ptr(glm::vec3(0.0f, 0.5f, 0.5f)));
shader->addUniform("Light[1].Intensity");
glUniform3fv(shader->uniform("Light[1].Intensity"), 1, glm::value_ptr(glm::vec3(0.0f, 0.0f, 0.5f)));
shader->addUniform("Light[2].Intensity");
glUniform3fv(shader->uniform("Light[2].Intensity"), 1, glm::value_ptr(glm::vec3(0.5f, 0.0f, 0.0f)));
shader->addUniform("Light[3].Intensity");
glUniform3fv(shader->uniform("Light[3].Intensity"), 1, glm::value_ptr(glm::vec3(0.0f, 0.5f, 0.0f)));
shader->addUniform("Light[4].Intensity");
glUniform3fv(shader->uniform("Light[4].Intensity"), 1, glm::value_ptr(glm::vec3(0.5f, 0.5f, 0.5f)));
glm::mat4 mvpMatrix = proj_matrix * view_matrix * _model.getMatrix();
glUniformMatrix4fv(shader->uniform("mvp"), 1, GL_FALSE, glm::value_ptr(mvpMatrix));
glm::mat4 modelview = view_matrix * _model.getMatrix();
glUniformMatrix4fv(shader->uniform("ModelViewMatrix"), 1, GL_FALSE, glm::value_ptr(modelview));
glm::mat4 inverseModelView = glm::inverse(modelview);
glm::mat3 normalMatrix = glm::mat3(glm::transpose(inverseModelView));
glUniformMatrix3fv(shader->uniform("NormalMatrix"), 1, GL_FALSE, glm::value_ptr(normalMatrix));
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 (shiness == 0)
shiness = 150.0f;
glUniform3fv(shader->uniform("Ka"), 1, glm::value_ptr(ambient));
glUniform3fv(shader->uniform("Kd"), 1, glm::value_ptr(diffuse));
glUniform3fv(shader->uniform("Ks"), 1, glm::value_ptr(specular));
glUniform1f(shader->uniform("Shininess"), shiness);
meshEntries.at(i)->render();
_model.glPopMatrix();
}
shader->disable();
}