redesigned model a bit.

This commit is contained in:
Andreas Ortmann 2016-09-29 13:11:01 +02:00
parent 26e1d4fd19
commit 677e749ac2
4 changed files with 125 additions and 51 deletions

View file

@ -1,12 +1,83 @@
#include "polygon_model.hpp" #include "polygon_model.hpp"
void discardLastGlError()
{
glGetError();
}
void checkAndPrintGlError()
{
GLenum err = glGetError();
const char *errString;
switch(err) {
case GL_INVALID_ENUM: errString = "GL_INVALID_ENUM"; break;
case GL_INVALID_VALUE: errString = "GL_INVALID_VALUE"; break;
case GL_INVALID_OPERATION: errString = "GL_INVALID_OPERATION"; break;
case GL_OUT_OF_MEMORY: errString = "GL_OUT_OF_MEMORY"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: errString = "GL_INVALID_FRAMEBUFFER_OPERATION"; break;
default: errString = "<unknown>"; break;
}
if (err != GL_NO_ERROR) {
std::cout<<"glGetAttribLocation() returned error: " << errString << std::endl;
}
}
namespace endofthejedi { namespace endofthejedi {
PolygonModel::PolygonModel(const std::string &filename) : m_filename(filename) PolygonModel::PolygonModel(const std::string &filename)
: m_filename(filename)
{ {
clear(); clear();
} }
bool PolygonModel::bind(Shader &shader) // TODO: add change/set shader function because it stays for all calls of an
// instance the same.
void PolygonModel::setup(Shader *shader)
{
if (shader == nullptr) {
std::cout<<"shader is NULL" << std::endl;
exit(-1);
return;
}
if (shader->program() == 0) {
std::cout<<"program is invalid" << std::endl;
exit(-1);
return;
}
std::cout<<"program: " << shader->program() << std::endl;
m_shader = shader;
// TODO error checks
const char *names[] = {
"in_vertex",
"in_normal"
};
discardLastGlError();
for (int i=0; i<2; i++) {
const char *name = names[i];
GLint loc = glGetAttribLocation(m_shader->program(), name);
m_attr_locations[i] = loc;
checkAndPrintGlError();
if (m_attr_locations[i] == -1) {
std::cerr<<"[polygonmodel] warning: attribute location #"
<< i << " (for '" << name
<< "') is invalid!" << std::endl;
} else {
std::cout<<"[polygonmodel] attribute location #"
<< i << " (for '" << name
<< "') is " << m_attr_locations[i] << std::endl;
}
}
}
bool PolygonModel::bind()
{ {
if (!m_loaded_to_opengl) { if (!m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to bind model vbo " std::cout<<"[polygonmodel] warning: try to bind model vbo "
@ -17,39 +88,25 @@ namespace endofthejedi {
} }
// bind position vbo // bind position vbo
glEnableVertexAttribArray(0); for (int i=0; i<2; i++) {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); glEnableVertexAttribArray(m_attr_locations[0]);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[i]);
glVertexAttribPointer(m_attr_locations[i], 3, GL_FLOAT, GL_FALSE, 0, NULL);
// bind normal vbo }
GLint loc = glGetAttribLocation(shader.program(), "in_normal");
glEnableVertexAttribArray(loc);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal);
glVertexAttribPointer(loc, 3, GL_FLOAT, GL_FALSE, 0, NULL);
m_binding_active = true; m_binding_active = true;
return true; return true;
} }
bool PolygonModel::render(Shader& shader) bool PolygonModel::render()
{ {
(void) shader;
if (!m_binding_active || !m_loaded_to_opengl) { if (!m_binding_active || !m_loaded_to_opengl) {
std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl; std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
exit(-1); exit(-1);
return false; return false;
} }
//GLint l0 = glGetAttribLocation(shader.program(), "in_normal");
//GLint l1 = glGetAttribLocation(shader.program(), "in_vertex");
//GLint l2 = glGetAttribLocation(shader.program(), "in_fakkkke");
//std::cout<<"locations: " << l0 << " " << l1 << " " << l2 << std::endl;
//glBindAttribLocation(shader.program(), 0, "in_vertex");
//glBindAttribLocation(shader.program(), 1, "in_normal");
glDrawArrays(GL_TRIANGLES, 0, m_numVertices); glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
return true; return true;
} }
@ -116,13 +173,14 @@ namespace endofthejedi {
/* Position data */ /* Position data */
/************************************************************/ /************************************************************/
glEnableVertexAttribArray(0); glGenBuffers(2, m_vbo_id); // Generate buffer
glGenBuffers(1, &m_vbo_id_position); // Generate buffer glEnableVertexAttribArray(m_attr_locations[0]);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_position); // Bind buffer glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[0]); // Bind buffer
glVertexAttribPointer(0, glVertexAttribPointer(
3, // three floats per vertex m_attr_locations[0],
3, // three floats per vertex
GL_FLOAT, // Data is floating point type GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling GL_FALSE, // No fixed point scaling
0, // stride: no 0, // stride: no
@ -139,12 +197,11 @@ namespace endofthejedi {
/* Normal data */ /* Normal data */
/************************************************************/ /************************************************************/
glEnableVertexAttribArray(1); glEnableVertexAttribArray(m_attr_locations[1]);
glGenBuffers(1, &m_vbo_id_normal); // Generate buffer glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[1]); // Bind buffer
glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id_normal); // Bind buffer
glVertexAttribPointer( glVertexAttribPointer(
1, m_attr_locations[1],
3, // three floats per normal 3, // three floats per normal
GL_FLOAT, // Data is floating point type GL_FLOAT, // Data is floating point type
GL_FALSE, // No fixed point scaling GL_FALSE, // No fixed point scaling
@ -206,8 +263,11 @@ namespace endofthejedi {
m_data_position.clear(); m_data_position.clear();
m_data_normal.clear(); m_data_normal.clear();
m_vbo_id_position = 0; for (int i=0; i<2; i++) {
m_vbo_id_normal = 0; m_vbo_id[i] = -1;
m_attr_locations[i] = -1;
}
m_numVertices = 0; m_numVertices = 0;
} }
} }

View file

@ -23,13 +23,25 @@ namespace endofthejedi {
public: public:
PolygonModel(const std::string &filename); PolygonModel(const std::string &filename);
void clear(); // (re) load data from file
bool import(); bool import();
// connect stuff with the shader for rendering
// supply the current shader that should be used for this model.
// when it recompiles, call setup() again.
void setup(Shader *shader);
// upload model data to GPU
bool uploadToOpenGl(); bool uploadToOpenGl();
bool bind(Shader &shader);
bool render(Shader& shader); // call bind before rendering
bool bind();
// call to render
bool render();
// clear everything and delete data
void clear();
private: private:
bool copyVertices(const aiScene *scene); bool copyVertices(const aiScene *scene);
@ -48,7 +60,9 @@ namespace endofthejedi {
size_t m_numVertices; size_t m_numVertices;
GLuint m_vbo_id_position; // TODO: watch for shader recompile
GLuint m_vbo_id_normal; GLint m_attr_locations[2];
GLuint m_vbo_id[2];
Shader *m_shader;
}; };
} }

View file

@ -13,12 +13,6 @@ namespace endofthejedi {
std::cout<<"setup polygon 3d" << std::endl; std::cout<<"setup polygon 3d" << std::endl;
//m_missileModel = new PolygonModel("../data/mesh/quad_screen_coords.stl");
addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
addModel("../data/mesh/planet_64.stl", &m_planetModel);
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
std::string vss_simple = std::string vss_simple =
#include "simple.vert" #include "simple.vert"
; ;
@ -48,6 +42,10 @@ namespace endofthejedi {
m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER); m_shader.load(vss_game_objects.c_str(), GL_VERTEX_SHADER);
m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER); m_shader.load(fss_game_objects.c_str(), GL_FRAGMENT_SHADER);
#endif #endif
addModel("../data/mesh/small_atomic_bomb.stl", &m_missileModel);
addModel("../data/mesh/planet_64.stl", &m_planetModel);
addModel("../data/mesh/ship_ufo.stl", &m_shipModel);
} }
void RendererPolygon3d::render(const game::State *state) void RendererPolygon3d::render(const game::State *state)
@ -154,7 +152,7 @@ namespace endofthejedi {
void RendererPolygon3d::renderPlanets() void RendererPolygon3d::renderPlanets()
{ {
m_planetModel->bind(m_shader); m_planetModel->bind();
for (const game::Planet *planet : m_state->planets) { for (const game::Planet *planet : m_state->planets) {
glm::mat4 model = computeModelMatrix(planet); glm::mat4 model = computeModelMatrix(planet);
@ -164,13 +162,13 @@ namespace endofthejedi {
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
glUniform3f(m_shader.location("color"), c.x, c.y, c.z); glUniform3f(m_shader.location("color"), c.x, c.y, c.z);
m_planetModel->render(m_shader); m_planetModel->render();
} }
} }
void RendererPolygon3d::renderMissiles() void RendererPolygon3d::renderMissiles()
{ {
m_missileModel->bind(m_shader); m_missileModel->bind();
for (const game::Player *player : m_state->players) { for (const game::Player *player : m_state->players) {
for (const game::Missile *missile : player->missiles) { for (const game::Missile *missile : player->missiles) {
@ -180,14 +178,14 @@ namespace endofthejedi {
glm::mat4 model = computeModelMatrix(missile); glm::mat4 model = computeModelMatrix(missile);
glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model)); glUniformMatrix4fv(m_shader.location("model"), 1, GL_FALSE, glm::value_ptr(model));
m_missileModel->render(m_shader); m_missileModel->render();
} }
} }
} }
void RendererPolygon3d::renderShips() void RendererPolygon3d::renderShips()
{ {
m_shipModel->bind(m_shader); m_shipModel->bind();
for (const game::Ship *ship : m_state->ships) { for (const game::Ship *ship : m_state->ships) {
glm::mat4 model = computeModelMatrix(ship); glm::mat4 model = computeModelMatrix(ship);
@ -196,7 +194,7 @@ namespace endofthejedi {
glm::vec3 c = glm::vec3(0.1, 1.0, 0.2); glm::vec3 c = glm::vec3(0.1, 1.0, 0.2);
glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z); glUniform3f(m_shader.location("materialColor"), c.x, c.y, c.z);
m_shipModel->render(m_shader); m_shipModel->render();
} }
} }
@ -210,6 +208,7 @@ namespace endofthejedi {
exit(-1); exit(-1);
} }
(*dest)->setup(&m_shader);
(*dest)->uploadToOpenGl(); (*dest)->uploadToOpenGl();
m_models.push_back(*dest); m_models.push_back(*dest);

View file

@ -30,6 +30,7 @@ namespace game {
void Trace::addPointFromMissile(bool forceAdd) void Trace::addPointFromMissile(bool forceAdd)
{ {
// TODO: make configurable
fidelityCounter++; fidelityCounter++;
if (forceAdd || fidelityCounter >= 10) { if (forceAdd || fidelityCounter >= 10) {
fidelityCounter = 0; fidelityCounter = 0;