250 lines
7.9 KiB
C++
250 lines
7.9 KiB
C++
#include "polygon_model.hpp"
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#include <iostream>
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namespace endofthejedi {
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PolygonModel::PolygonModel(const std::string &filename)
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: m_filename(filename)
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{
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clear();
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}
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// TODO: add change/set shader function because it stays for all calls of an
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// instance the same.
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void PolygonModel::setup(Shader *shader)
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{
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if (shader == nullptr) {
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std::cout<<"shader is NULL" << std::endl;
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exit(-1);
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return;
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}
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if (shader->program() == 0) {
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std::cout<<"program is invalid" << std::endl;
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exit(-1);
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return;
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}
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//std::cout<<"program: " << shader->program() << std::endl;
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m_shader = shader;
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// TODO error checks
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const char *names[] = {
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"in_vertex",
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"in_normal"
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};
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discardLastGlError();
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for (int i=0; i<2; i++) {
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const char *name = names[i];
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GLint loc = glGetAttribLocation(m_shader->program(), name);
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m_attr_locations[i] = loc;
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checkAndPrintGlError();
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if (m_attr_locations[i] == -1) {
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std::cerr<<"[polygonmodel] warning: attribute location #"
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<< i << " (for '" << name
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<< "') is invalid!" << std::endl;
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} else {
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//std::cout<<"[polygonmodel] attribute location #"
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// << i << " (for '" << name
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// << "') is " << m_attr_locations[i] << std::endl;
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}
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}
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}
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bool PolygonModel::bind()
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{
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if (!m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to bind model vbo "
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<< "which was not uploaded to OpenGL!" << std::endl;
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exit(-1);
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return false;
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}
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// bind position vbo
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for (int i=0; i<2; i++) {
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glEnableVertexAttribArray(m_attr_locations[0]);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[i]);
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glVertexAttribPointer(m_attr_locations[i], 3, GL_FLOAT, GL_FALSE, 0, NULL);
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glVertexAttribDivisor(m_attr_locations[i], 0); // restore default
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}
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m_binding_active = true;
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return true;
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}
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bool PolygonModel::render()
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{
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if (!m_binding_active || !m_loaded_to_opengl) {
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std::cout<<"[polygonmodel] warning: try to render model without bind()" << std::endl;
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exit(-1);
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return false;
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}
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glDrawArrays(GL_TRIANGLES, 0, m_numVertices);
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return true;
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}
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bool PolygonModel::copyVertices(const aiScene *scene)
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{
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if (scene->mMeshes == 0) {
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std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
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return false;
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}
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aiNode *node = scene->mRootNode;
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const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
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// 3 vertices per face, 3 floats per vertex
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m_numVertices = mesh->mNumFaces*3;
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m_data_position.reserve(m_numVertices);
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m_data_normal.reserve(m_numVertices);
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size_t t, i;
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for (t=0; t<mesh->mNumFaces; ++t) {
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const aiFace* face = &mesh->mFaces[t];
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if (face->mNumIndices != 3) {
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std::cout << "[polygonmodel] need triangles, got something different with: "
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<< face->mNumIndices << " vertices" << std::endl;
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return false;
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}
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for (i=0; i<face->mNumIndices; i++) {
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const size_t index = face->mIndices[i];
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m_data_position.push_back(mesh->mVertices[index].x);
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m_data_position.push_back(mesh->mVertices[index].y);
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m_data_position.push_back(mesh->mVertices[index].z);
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m_data_normal.push_back(mesh->mNormals[index].x);
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m_data_normal.push_back(mesh->mNormals[index].y);
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m_data_normal.push_back(mesh->mNormals[index].z);
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//std::cout<<"adding normal: " << mesh->mNormals[index].x << " " << mesh->mNormals[index].y << " " << mesh->mNormals[index].z << std::endl;
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}
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}
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size_t totalBytes = 3*m_numVertices*sizeof(float);
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std::cout<<"[polygonmodel] loaded file " << m_filename
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<< " with " << m_numVertices << " vertices ("
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<< totalBytes << " bytes)" << std::endl;
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return true;
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}
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bool PolygonModel::uploadToOpenGl()
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{
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if (!m_loaded_from_file) {
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std::cerr<<"[polygonmodel] warning: try to upload model data "
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<< "to OpenGL but no data is loaded!" << std::endl;
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exit(-1);
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return false;
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}
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glGenBuffers(2, m_vbo_id); // Generate buffer
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glEnableVertexAttribArray(m_attr_locations[0]);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[0]); // Bind buffer
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glVertexAttribPointer(
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m_attr_locations[0],
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3, // three floats per vertex
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// fill buffer with the loaded mesh position data
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_position.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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/************************************************************/
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/* Normal data */
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/************************************************************/
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glEnableVertexAttribArray(m_attr_locations[1]);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo_id[1]); // Bind buffer
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glVertexAttribPointer(
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m_attr_locations[1],
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3, // three floats per normal
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GL_FLOAT, // Data is floating point type
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GL_FALSE, // No fixed point scaling
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0, // stride: no
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NULL); // No offset
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// Fill bound buffer
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glBufferData(
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GL_ARRAY_BUFFER, // Buffer target
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3 * m_numVertices * sizeof(float), // Buffer data size
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m_data_normal.data(), // Buffer data pointer
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GL_STATIC_DRAW); // Usage - Data never changes;
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m_loaded_to_opengl = true;
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return true;
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}
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bool PolygonModel::import()
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{
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clear();
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// Create an instance of the Importer class
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Assimp::Importer importer;
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// And have it read the given file with some example postprocessing
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// Usually - if speed is not the most important aspect for you - you'll
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// propably to request more postprocessing than we do in this example.
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const aiScene* scene = importer.ReadFile(m_filename,
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aiProcess_CalcTangentSpace |
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aiProcess_Triangulate |
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aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType);
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// If the import failed, report it
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if (!scene) {
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std::cout<<"[polygonmodel] loading file "
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<< m_filename << " failed with: "
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<< importer.GetErrorString() << std::endl;
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return false;
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}
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// Now we can access the file's contents.
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copyVertices(scene);
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m_loaded_from_file = true;
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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void PolygonModel::clear()
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{
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// TODO: delete buffers if there's data
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m_loaded_from_file = false;
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m_loaded_to_opengl = false;
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m_data_position.clear();
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m_data_normal.clear();
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for (int i=0; i<2; i++) {
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m_vbo_id[i] = -1;
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m_attr_locations[i] = -1;
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}
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m_numVertices = 0;
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}
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}
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