Correct Rendering:
Incorrect Rendering:
The correct rendering is from me using 6 vertices per square. The incorrect rendering is when I try to re-use vertices and get it down to 4 vertices per square.
Here is the code (I call addSquare 6 times in the example):
module src.UltraMesh;
import grape;
import std.conv;
import std.stdio;
import grape.shader;
import std.math;
import std.stdio;
import std.traits;
import std.conv;
import std.algorithm;
import std.array;
import std.range;
class UltraMesh
{
Appender!(float[]) vertices;
Appender!(int[]) indices;
Appender!(ubyte[]) color;
bool wireframe;
ubyte colorR, colorB, colorG, colorA;
GLuint indiceBuffer;
GLuint vertexBuffer;
GLuint colorBuffer;
GLuint vaoID;
int indiceBufferSize = 0;
int vertexBufferSize = 0;
int colorBufferSize = 0;
bool updateBuffers = true;
GLint cameraUniformLocation;
this()
{
if (program is null) {
initializeShader();
}
wireframe = false;
colorR = to!ubyte(255);
colorB = to!ubyte(0);
colorG = to!ubyte(0);
colorA = to!ubyte(255);
vertices = appender!(float[]); //Points
indices = appender!(int[]); //Edges
color = appender!(ubyte[]);
glGenVertexArrays(1, &vaoID); // Create our Vertex Array Object
glBindVertexArray(vaoID); // Bind our Vertex Array Object so we can use it
//Create buffer for indices
glGenBuffers(1, &indiceBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, int.sizeof*3, null, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//Create buffer for vertices
glGenBuffers(1, &vertexBuffer);
//Bind the buffer so we can work on it
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, float.sizeof*9, null, GL_DYNAMIC_DRAW);
//Bind to the attribute so we can do stuff to it
glBindAttribLocation(program, 0, cast(char*)"position");
//Get the attribute location?
GLint _location = glGetAttribLocation(program, cast(char*)"position");
//Enable it for drawing
glEnableVertexAttribArray(_location);
//Describe the data of the attribute?
glVertexAttribPointer(_location, 3, GL_FLOAT, GL_FALSE, 0, null);
//Unbind the buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
//Create buffer for colors
glGenBuffers(1, &colorBuffer);
//Bind the buffer so we can work on it
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, byte.sizeof*12, null, GL_DYNAMIC_DRAW);
//Bind to the attribute so we can do stuff to it
glBindAttribLocation(program, 1, cast(char*)"color");
//Get the attribute location?
_location = glGetAttribLocation(program, cast(char*)"color");
//Enable it for drawing
glEnableVertexAttribArray(_location);
//Describe the data of the attribute?
glVertexAttribPointer(_location, 4, GL_UNSIGNED_BYTE, GL_FALSE, 0, null);
//Unbind the buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
cameraUniformLocation = glGetUniformLocation(program, cast(char*)"pvmMatrix");
glEnableVertexAttribArray(0); // Disable our Vertex Array Object
glBindVertexArray(0); // Disable our Vertex Buffer Object
}
~this() {
glDeleteBuffers(1, &indiceBuffer);
glDeleteBuffers(1, &vertexBuffer);
glDeleteBuffers(1, &colorBuffer);
}
void updateAllBuffers() {
updateIndiceBufferPartial(0, to!int(indices.data.length));
updateVertexBufferPartial(0, to!int(vertices.data.length));
updateColorBufferPartial(0, to!int(color.data.length));
}
void updateColorBuffer() {
updateColorBufferPartial(0, to!int(color.data.length));
}void updateVertexBuffer() {
updateVertexBufferPartial(0, to!int(vertices.data.length));
}void updateIndiceBuffer() {
updateIndiceBufferPartial(0, to!int(indices.data.length));
}
void reserveIndiceBuffer(int length) {
indiceBufferSize = length;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, int.sizeof*length, null, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void updateIndiceBufferPartial(int start, int length) {
if (indiceBufferSize <= start+length) {
indiceBufferSize = to!int(indiceBufferSize * 2 + 3);
if (indiceBufferSize < start+length) {indiceBufferSize=start+length+3;}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, int.sizeof*indiceBufferSize, null, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indices.data.length*int.sizeof, indices.data.ptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, start*int.sizeof, length*int.sizeof, indices.data[start..start+length].ptr);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
void reserveVertexBuffer(int length) {
vertexBufferSize = length;
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, float.sizeof*length, null, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void updateVertexBufferPartial(int start, int length) {
if (vertexBufferSize <= start+length) {
vertexBufferSize = to!int(vertexBufferSize * 2 + 9);
if (vertexBufferSize < start+length) {vertexBufferSize=start+length+9;}
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, float.sizeof*vertexBufferSize, null, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertices.data.length*float.sizeof, vertices.data.ptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} else {
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferSubData(GL_ARRAY_BUFFER, start*float.sizeof, length*float.sizeof, vertices.data[start..start+length].ptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void reserveColorBuffer(int length) {
colorBufferSize = length;
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, byte.sizeof*length, null, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void updateColorBufferPartial(int start, int length) {
if (colorBufferSize <= start+length) {
colorBufferSize = to!int(colorBufferSize * 2 + 12);
if (colorBufferSize < start+length) {colorBufferSize=start+length+12;}
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferData(GL_ARRAY_BUFFER, byte.sizeof*colorBufferSize, null, GL_DYNAMIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, color.data.length*byte.sizeof, color.data.ptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
} else {
glBindBuffer(GL_ARRAY_BUFFER, colorBuffer);
glBufferSubData(GL_ARRAY_BUFFER, start*byte.sizeof, length*byte.sizeof, color.data[start..start+length].ptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
VertexGroup addTriangle(double triangleX, double triangleY, double triangleZ, double width) {
if (vertices.capacity() == 0) {
vertices.reserve(vertices.data.length*2 + 9);
}
if (indices.capacity() == 0) {
indices.reserve(indices.data.length*2 + 3);
}
if (color.capacity() == 0) {
color.reserve(color.data.length*2 + 12);
}
int firstVertex = to!int(vertices.data.length);
int firstIndice = to!int(indices.data.length);
int firstColor = to!int( color.data.length);
vertices.put( [triangleX-width/2.0, triangleY-width/2.0, triangleZ,
triangleX+width/2.0, triangleY-width/2.0, triangleZ,
triangleX, triangleY+width/2.0, triangleZ ] );
//Add the lines to connect vertices
int n = to!int(indices.data.length);
indices.put( [n, n+1, n+2] );
//For each vertex we need a color R, G, B, A
color.put( [colorR, colorG, colorB, colorA,
colorR, colorG, colorB, colorA,
colorR, colorG, colorB, colorA] );
int lastVertex = to!int(vertices.data.length);
int lastIndice = to!int(indices.data.length);
int lastColor = to!int(color.data.length);
if (updateBuffers) {
updateIndiceBufferPartial(firstIndice, lastIndice-firstIndice);
updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
updateColorBufferPartial(firstColor, lastColor-firstColor);
}
return VertexGroup(firstVertex, lastVertex, firstColor, lastColor, firstIndice, lastIndice, this);
}
VertexGroup addSquare(double squareX, double squareY, double squareZ, double size) {
if (vertices.capacity() == 0) {
vertices.reserve(vertices.data.length*2 + 12);
}
if (indices.capacity() == 0) {
indices.reserve(indices.data.length*2 + 6);
}
if (color.capacity() == 0) {
color.reserve(color.data.length*2 + 16);
}
int firstVertex = to!int(vertices.data.length);
int firstIndice = to!int(indices.data.length);
int firstColor = to!int( color.data.length);
vertices.put(
[ squareX-size/2.0, squareY-size/2.0, squareZ,
squareX-size/2.0, squareY+size/2.0, squareZ,
squareX+size/2.0, squareY-size/2.0, squareZ,
squareX+size/2.0, squareY+size/2.0, squareZ] );
//Add the lines to connect vertices
int n = to!int(indices.data.length);
indices.put( [n, n+1, n+2, n+3, n+2, n+1] );
//For each vertex we need a color R, G, B, A
color.put( [colorR, colorG, colorB, colorA,
colorR, colorG, colorB, colorA,
colorR, colorG, colorB, colorA,
colorR, colorG, colorB, colorA] );
int lastVertex = to!int(vertices.data.length);
int lastIndice = to!int(indices.data.length);
int lastColor = to!int(color.data.length);
if (updateBuffers) {
updateIndiceBufferPartial(firstIndice, lastIndice-firstIndice);
updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
updateColorBufferPartial(firstColor, lastColor-firstColor);
}
return VertexGroup(firstVertex, lastVertex, firstColor, lastColor, firstIndice, lastIndice, this);
}
void render(Camera camera) {
program.use();
//Set the camera location uniform
glUniformMatrix4fv(cameraUniformLocation, 1, GL_FALSE, camera.pvMat4.mat.ptr);
// Wireframe Checking
if (wireframe) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
scope(exit) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//Draw the indices
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glBindVertexArray(vaoID); // Bind our Vertex Array Object
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indiceBuffer);
glDrawArrays(DrawMode.Triangles, 0, to!int(indices.data.length));
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//glBindVertexArray(0); // Unbind our Vertex Array Object
//glDrawElements(DrawMode.Triangles, to!int(indices.data.length), GL_UNSIGNED_INT, cast(void*)(0) );
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
static Shader vs;
static Shader fs;
static ShaderProgram program = null;
static void initializeShader() {
vs = new Shader(ShaderType.Vertex, vertexShaderSource);
fs = new Shader(ShaderType.Fragment, fragmentShaderSource);
program = new ShaderProgram(vs, fs);
}
static immutable vertexShaderSource = q{
#version 150
in vec3 position;
in vec4 color;
uniform mat4 pvmMatrix;
out vec4 vColor;
void main() {
vColor = color;
gl_Position = pvmMatrix * vec4(position, 1.0);
}
};
static immutable fragmentShaderSource = q{
#version 150
in vec4 vColor;
out vec4 FragColor;
void main() {
FragColor = vColor;
}
};
struct VertexGroup {
int firstVertex, lastVertex;
int firstColor, lastColor;
int firstIndice, lastIndice;
UltraMesh ultraMesh;
float centerX = 0;
float centerY = 0;
float centerZ = 0;
static VertexGroup opCall(int fV, int lV, int fC, int lC, int fI, int lI, UltraMesh uM)
{
VertexGroup vg = VertexGroup.init;
vg.firstVertex = fV;
vg.lastVertex = lV;
vg.firstColor = fC;
vg.lastColor = lC;
vg.firstIndice = fI;
vg.lastIndice = lI;
vg.ultraMesh = uM;
vg.calculateCenter();
return vg;
}
void calculateCenter() {
int vCount = (lastVertex - firstVertex)/3;
for (int i = firstVertex; i < lastVertex; i+= 3) {
//writeln("X: ", ultraMesh.vertices.data[i], ", Y: ", ultraMesh.vertices.data[i+1]);
centerX += ultraMesh.vertices.data[i]/vCount;
centerY += ultraMesh.vertices.data[i+1]/vCount;
centerZ += ultraMesh.vertices.data[i+2]/vCount;
}
}
void rotateX(float angle) {
float s = sin(angle);
float c = cos(angle);
for (int i = firstVertex; i < lastVertex; i+=3) {
float z = ultraMesh.vertices.data[i+2] - centerZ;
float y = ultraMesh.vertices.data[i+1] - centerY;
ultraMesh.vertices.data[i+2] = z * c - y * s + centerZ;
ultraMesh.vertices.data[i+1] = y * c + z * s + centerY;
}
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void rotateY(float angle) {
float s = sin(angle);
float c = cos(angle);
for (int i = firstVertex; i < lastVertex; i+=3) {
float x = ultraMesh.vertices.data[i] - centerX;
float z = ultraMesh.vertices.data[i+2] - centerZ;
ultraMesh.vertices.data[i] = x * c - z * s + centerX;
ultraMesh.vertices.data[i+2] = z * c + x * s + centerZ;
}
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void rotateZ(float angle) {
float s = sin(angle);
float c = cos(angle);
for (int i = firstVertex; i < lastVertex; i+=3) {
float x = ultraMesh.vertices.data[i] - centerX;
float y = ultraMesh.vertices.data[i+1] - centerY;
ultraMesh.vertices.data[i] = x * c - y * s + centerX;
ultraMesh.vertices.data[i+1] = y * c + x * s + centerY;
}
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void translateX(float value) {
for (int i = firstVertex; i < lastVertex; i+= 3) {
ultraMesh.vertices.data[i] += value;
}
centerX += value;
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void translateY(float value) {
for (int i = firstVertex; i < lastVertex; i+= 3) {
ultraMesh.vertices.data[i+1] += value;
}
centerY += value;
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void translateZ(float value) {
for (int i = firstVertex; i < lastVertex; i+= 3) {
ultraMesh.vertices.data[i+2] += value;
}
centerZ += value;
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void setPosition(float xPos, float yPos, float zPos) {
float moveX = xPos-centerX;
float moveY = yPos-centerY;
float moveZ = zPos-centerZ;
centerX = xPos;
centerY = yPos;
centerZ = zPos;
for (int i = firstVertex; i < lastVertex; i+= 3) {
ultraMesh.vertices.data[i] += moveX;
ultraMesh.vertices.data[i+1] += moveY;
ultraMesh.vertices.data[i+2] += moveZ;
}
if (ultraMesh.updateBuffers) ultraMesh.updateVertexBufferPartial(firstVertex, lastVertex-firstVertex);
}
void setColor(float r, float g, float b, float a) {
ubyte rByte = to!ubyte(to!int(r*255));
ubyte gByte = to!ubyte(to!int(g*255));
ubyte bByte = to!ubyte(to!int(b*255));
ubyte aByte = to!ubyte(to!int(a*255));
for (int i = firstColor; i < lastColor; i += 4) {
ultraMesh.color.data[i] = rByte;
ultraMesh.color.data[i+1] = gByte;
ultraMesh.color.data[i+2] = bByte;
ultraMesh.color.data[i+3] = aByte;
}
if (ultraMesh.updateBuffers) ultraMesh.updateColorBufferPartial(firstColor, lastColor-firstColor);
}
}
Pastebin for better formatting:
http://pastebin.com/1B9B2KsU
I believe I'm setting the indices correctly, any idea why this happens?
n should be equal to vertices/3 instead of indices.
Related
I have encountered an strange issue with ASSIMP mesh load.
Here is the thing, I have a complex model obj file to show a character, this model has 4 child Meshes, and in my code, I encapsulate the Mesh class to get the relevant data(vertices, indices, normals...), When I draw the 4 meshes together(in a for circle), I always get the wrong result:
But if I only load one mesh a time(hard code my assimp load class to do that), and only draw the one mesh, then I can draw the mesh correctly(but this issue only occured when I load the complex model obj file, not with the cube or plane, I can load multiple cube and plane obj files and draw them together):
Here is my ASSIMP load class code, I don't know where my issues are, please help me:
#include "AssetImport.h"
#include "Mesh.h"
#include "Model.h"
#include "ModelMgr.h"
#include "TextureMgr.h"
#include <string>
using namespace Assimp;
AssetImport::AssetImport()
{
}
AssetImport::~AssetImport()
{
}
int AssetImport::LoadModel(const char *path)
{
Importer import;
const aiScene *scene = import.ReadFile(path, aiProcess_Triangulate
| aiProcess_FlipUVs
| aiProcess_CalcTangentSpace
| aiProcess_GenNormals);
if (!scene || scene->mFlags == AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
return -1;
}
m_prePath = path;
auto index = m_prePath.lastIndexOf("/");
if (-1 != index) {
m_prePath = m_prePath.left(index + 1);
}
HandleChildNode(scene, scene->mRootNode);
return 0;
}
int AssetImport::HandleChildNode(const aiScene *scene, aiNode *node)
{
unsigned int numChild = node->mNumChildren;
for (unsigned int a = 0; a < 1; ++a)
{
**auto child = node->mChildren[3];// here is the hard code**
if (child->mNumChildren > 0) {
HandleChildNode(scene, child);
}
if (0) {
continue;
}
// create a new model for a child
Model *mod = ModelMgr::Instance().CreateNewModel();
mod->SetModelName(child->mName.C_Str());
auto numMeshes = child->mNumMeshes;
for (unsigned int i = 0; i < numMeshes; ++i)
{
// create new sub mesh, then you can add it to one model
Mesh *m = new Mesh;
auto mesh = scene->mMeshes[child->mMeshes[i]];
//handle the mesh's materials
auto mat = scene->mMaterials[mesh->mMaterialIndex];
HandleMeshMaterial(mat, m);
// add vertex info
for (unsigned int j = 0; j < mesh->mNumVertices; ++j)
{
auto vert = mesh->mVertices[j];
Mesh::VertInfo info;
info.pos = QVector3D(mesh->mVertices[j].x, mesh->mVertices[j].y, mesh->mVertices[j].z);
info.color = QVector4D(0.8f, 0.8f, 0.8f, 1);
info.normal = QVector3D(mesh->mNormals[j].x, mesh->mNormals[j].y, mesh->mNormals[j].z);
if (nullptr != mesh->mTangents)
{
info.tangent = QVector4D(mesh->mTangents[j].x, mesh->mTangents[j].y, mesh->mTangents[j].z, 0);
}
if (nullptr != mesh->mBitangents)
{
info.bitangent = QVector4D(mesh->mBitangents[j].x, mesh->mBitangents[j].y, mesh->mBitangents[j].z, 0);
}
if (nullptr != mesh->mTextureCoords[0])
{
info.uv1 = QVector2D(mesh->mTextureCoords[0][j].x, mesh->mTextureCoords[0][j].y);
}
m->AddVertInfo(info);
}
// add index info
for (unsigned int j = 0; j < mesh->mNumFaces; ++j)
{
auto face = mesh->mFaces[j];
for (unsigned int k = 0; k < face.mNumIndices; ++k)
{
m->AddIndex(face.mIndices[k]);
}
}
m->BindBuffer();
mod->AddMesh(m);
}
}
return 0;
}
int AssetImport::HandleMeshMaterial(aiMaterial *mat, Mesh *mesh)
{
auto diffuseTexCount = mat->GetTextureCount(aiTextureType_DIFFUSE);
auto specularTexCount = mat->GetTextureCount(aiTextureType_SPECULAR);
for (unsigned int i = 0; i < diffuseTexCount; ++i)
{
aiString path;
mat->GetTexture(aiTextureType_DIFFUSE, i, &path);
QString strPath = path.C_Str();
strPath.replace("/", "\\");
auto index = strPath.lastIndexOf("\\");
if (-1 != index) {
strPath = strPath.right(strPath.length() - index - 1);
strPath.prepend(m_prePath);
}
auto texID = TextureMgr::Instance().LoadTexture(strPath.toLocal8Bit());
mesh->SetDiffuseTexID(texID);
}
for (unsigned int i = 0; i < specularTexCount; ++i)
{
aiString strPath;
mat->GetTexture(aiTextureType_SPECULAR, i, &strPath);
}
return 0;
}
Here is my Mesh Class(with Draw Function):
#include "Mesh.h"
#include "TextureMgr.h"
#include "ShaderHelper.h"
#include "PreDef.h"
#include "QMatrix4x4"
Mesh::Mesh()
:m_vao(0), m_vbo(0), m_vaeo(0), m_instanceBufferId(0), m_tbo1(0)
, m_drawType(Triangle)
, m_skyboxTexID(0), m_projTexID(0), m_normalmapTexID(0)
, m_diffuseTex1ID(0)
{
initializeOpenGLFunctions();
m_normalmapTexID = TextureMgr::Instance().LoadTexture("./models/brickwall_normal.jpg");
}
Mesh::~Mesh()
{
}
void Mesh::AddVertex(QVector3D vert)
{
m_vertices.push_back(vert.x());
m_vertices.push_back(vert.y());
m_vertices.push_back(vert.z());
}
const float* Mesh::GetVertices() const
{
return m_vertices.data();
}
int Mesh::GetVerticesMemSize() const
{
return m_vertices.size() * sizeof(float);
}
int Mesh::GetVerticesNum() const
{
return m_vertices.size() / 3;
}
void Mesh::AddColor(QVector4D color)
{
m_colors.push_back(color.x());
m_colors.push_back(color.y());
m_colors.push_back(color.z());
m_colors.push_back(color.w());
}
const float* Mesh::GetColors() const
{
return m_colors.data();
}
int Mesh::GetColorsMemSize() const
{
return m_colors.size() * sizeof(float);
}
void Mesh::AddNormal(QVector3D normal)
{
m_normals.append(normal.x());
m_normals.append(normal.y());
m_normals.append(normal.z());
}
const float* Mesh::GetNormals() const
{
return m_normals.data();
}
int Mesh::GetNormalsMemSize() const
{
return m_normals.size() * sizeof(float);
}
int Mesh::GetNormalsNum() const
{
return m_normals.size() / 3;
}
void Mesh::AddTangent(QVector4D tangent)
{
m_tangents.append(tangent.x());
m_tangents.append(tangent.y());
m_tangents.append(tangent.z());
m_tangents.append(tangent.w());
}
const float* Mesh::GetTangents() const
{
return m_tangents.data();
}
int Mesh::GetTangentsMemSize() const
{
return m_tangents.size() * sizeof(float);
}
int Mesh::GetTangentsNum() const
{
return m_tangents.size() / 4;
}
void Mesh::AddBitangent(QVector4D binormal)
{
m_binormals.append(binormal.x());
m_binormals.append(binormal.y());
m_binormals.append(binormal.z());
m_binormals.append(binormal.w());
}
const float* Mesh::GetBitangents() const
{
return m_binormals.data();
}
int Mesh::GetBitangentsMemSize() const
{
return m_binormals.size() * sizeof(float);
}
int Mesh::GetBitangentsNum() const
{
return m_binormals.size() / 4;
}
void Mesh::AddUv1(QVector2D uv)
{
m_uvs1.append(uv.x());
m_uvs1.append(uv.y());
}
const float* Mesh::GetUvs1() const
{
return m_uvs1.data();
}
int Mesh::GetUvs1MemSize() const
{
return m_uvs1.size() * sizeof(float);
}
int Mesh::GetUvs1Num() const
{
return m_uvs1.size() / 2;
}
void Mesh::AddVertInfo(const VertInfo &info)
{
m_vertInfoVec.push_back(info);
AddVertex(info.pos);
AddColor(info.color);
AddNormal(info.normal);
AddTangent(info.tangent);
AddBitangent(info.bitangent);
AddUv1(info.uv1);
}
void Mesh::BindBuffer()
{
// init the shaders first
ShaderHelper::Instance();
BindVertexRelevantBuffer();
}
void Mesh::BindVertexRelevantBuffer()
{
const GLuint *vertex_indices = GetIndices();
const GLfloat *vertex_positions = GetVertices();
const GLfloat *vertex_uvs = GetUvs1();
const GLfloat *vertex_tangents = GetTangents();
const GLfloat *vertex_bitangents = GetBitangents();
const GLfloat *vertex_normals = GetNormals();
// set element array(index array) buffer
glGenBuffers(1, &m_vaeo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vaeo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndicesMemSize(), vertex_indices, GL_STATIC_DRAW);
// set vertex array object
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glVertexArrayElementBuffer(m_vao, m_vaeo);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GetVerticesMemSize() + GetUvs1MemSize()
+ GetTangentsMemSize() + GetBitangentsMemSize() + GetNormalsMemSize() /*+ 16 * sizeof(GLfloat) * 10*/, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, GetVerticesMemSize(), vertex_positions);
glBufferSubData(GL_ARRAY_BUFFER, GetVerticesMemSize(), GetUvs1MemSize(), vertex_uvs);
glBufferSubData(GL_ARRAY_BUFFER, GetVerticesMemSize() + GetUvs1MemSize(), GetTangentsMemSize(), vertex_tangents);
glBufferSubData(GL_ARRAY_BUFFER, GetVerticesMemSize() + GetUvs1MemSize() + GetTangentsMemSize(),
GetBitangentsMemSize(), vertex_bitangents);
glBufferSubData(GL_ARRAY_BUFFER, GetVerticesMemSize() + GetUvs1MemSize()
+ GetTangentsMemSize() + GetBitangentsMemSize(),
GetNormalsMemSize(), vertex_normals);
GLint positionLoc = 0;
GLint uvLoc = 1;
GLint tangentLoc = 2;
GLint bitangentLoc = 3;
GLint normalLoc = 4;
GLint modelMatLoc = -1;
glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 0, (0));
glEnableVertexAttribArray(positionLoc);
glVertexAttribPointer(uvLoc, 2, GL_FLOAT, GL_FALSE, 0, (void*)(GetVerticesMemSize()));
glEnableVertexAttribArray(uvLoc);
glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, (void*)(GetVerticesMemSize() + GetUvs1MemSize()));
glEnableVertexAttribArray(tangentLoc);
glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0,
(void*)(GetVerticesMemSize() + GetUvs1MemSize() + GetTangentsMemSize()));
glEnableVertexAttribArray(bitangentLoc);
glVertexAttribPointer(normalLoc, 3, GL_FLOAT, GL_FALSE, 0,
(void*)(GetVerticesMemSize() + GetUvs1MemSize() + GetTangentsMemSize() + GetBitangentsMemSize()));
glEnableVertexAttribArray(normalLoc);
// multi instances model matrix
if (-1 != modelMatLoc) {
// generate the new buffer for instances
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &m_instanceBufferId);
glBindBuffer(GL_ARRAY_BUFFER, m_instanceBufferId);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * 16 * 10, nullptr, GL_STATIC_DRAW);
// m_instanceBufferId = m_vbo;
// mat4 type take space of 4 vec4, so we should circle 4 times
for (int i = 0; i < 4; ++i)
{
glVertexAttribPointer(modelMatLoc + i, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 16,
(void*)(/*GetVerticesMemSize() + GetUvs1MemSize() + GetTangentsMemSize() + GetBitangentsMemSize() + GetNormalsMemSize() +*/ sizeof(GLfloat) * 4 * i));
glEnableVertexAttribArray(modelMatLoc + i);
// implement the multi instances
glVertexAttribDivisor(modelMatLoc + i, 1);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
// sampler buffer bind
glGenBuffers(1, &m_tbo1);
glBindBuffer(GL_TEXTURE_BUFFER, m_tbo1);
glBufferData(GL_TEXTURE_BUFFER, sizeof(GLfloat) * 16 * 10, nullptr, GL_STATIC_DRAW);
GLuint tex1;
glCreateTextures(GL_TEXTURE_BUFFER, 1, &tex1);
glTextureBuffer(tex1, GL_RGBA32F, m_tbo1);
glBindTextureUnit(0, m_tbo1);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
}
GLuint Mesh::GetVao()
{
return m_vao;
}
void Mesh::AddIndex(unsigned int index)
{
m_indices.push_back(index);
}
void Mesh::AddIndexVec(QVector<unsigned int> &indexVec)
{
m_indices = indexVec;
}
const unsigned int* Mesh::GetIndices() const
{
return m_indices.data();
}
int Mesh::GetIndicesMemSize() const
{
return m_indices.size() * sizeof(unsigned int);
}
int Mesh::GetIndicesNum() const
{
return m_indices.size();
}
GLuint Mesh::GetMultiInstanceModelMatrixOffset() const
{
return (GetVerticesMemSize() + GetUvs1MemSize() + GetTangentsMemSize()
+ GetBitangentsMemSize() + GetNormalsMemSize());
}
GLuint Mesh::GetInstancesBufferId() const
{
return m_instanceBufferId;
}
void Mesh::SetDiffuseTexID(GLuint id)
{
m_diffuseTex1ID = id;
}
void Mesh::AddSpecularTexture(GLuint id)
{
m_specularTex1ID = id;
}
GLuint Mesh::GetTextureBuffer1() const
{
return m_tbo1;
}
void Mesh::InitSkybox()
{
m_skyboxTexID = TextureMgr::Instance().LoadTexture("skybox");
}
void Mesh::InitProjTex()
{
m_projTexID = TextureMgr::Instance().LoadTexture("./textures/proj.jpg");
}
void Mesh::SetDrawType(eDrawType type)
{
m_drawType = type;
}
void Mesh::Draw(QMatrix4x4 matVP, QMatrix4x4 matModel, QVector3D camPos, QMatrix4x4 matProj, QMatrix4x4 matView,
QMatrix4x4 matOrtho)
{
if (0 != m_diffuseTex1ID)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_diffuseTex1ID);
}
if (0 != m_normalmapTexID)
{
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_normalmapTexID);
}
if (0 != m_skyboxTexID) {
glBindTexture(GL_TEXTURE_CUBE_MAP, m_skyboxTexID);
matModel.translate(camPos);
matModel.scale(10000);
glCullFace(GL_FRONT);
glDepthMask(0);
ShaderHelper::Instance().SetShaderType(ShaderHelper::Skybox);
}
else if (0 != m_projTexID) {
glActiveTexture(GL_TEXTURE10);
glBindTexture(GL_TEXTURE_2D, m_projTexID);
ShaderHelper::Instance().SetShaderType(ShaderHelper::Decal);
}
glBindVertexArray(GetVao());
matVP = matVP * matModel;
ShaderHelper::Instance().SetMVPMatrix(matVP);
ShaderHelper::Instance().SetWorldMatrix(matModel);
ShaderHelper::Instance().SetCamWorldPos(camPos);
ShaderHelper::Instance().SetProjMat(matProj);
ShaderHelper::Instance().SetViewMat(matView);
ShaderHelper::Instance().SetOrthoMat(matOrtho);
// Draw element(with indices)
if (Triangle == m_drawType)
{
glDrawElements(GL_TRIANGLES, GetIndicesNum(), GL_UNSIGNED_INT, 0);
}
else if (Point == m_drawType)
{
glDrawArrays(GL_POINTS, 0, GetVerticesNum());
}
if (0 != m_skyboxTexID) {
glCullFace(GL_BACK);
glDepthMask(1);
}
glBindVertexArray(0);
}
Here is the main draw function:
void OpenWidget::paintGL()
{
static int i = 0;
if (0 == i){
++i;
CreateOffScreenFrameBufferTexture();
}
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
return;
}
paintClearAndReset();
QMatrix4x4 matVP = m_cam->GetVPMatrix();
QMatrix4x4 matProj = m_cam->GetProjectionMatrix();
QMatrix4x4 matOrtho = m_cam->GetOrthographicMatrix();
QMatrix4x4 matView = m_cam->GetViewMatrix();
QVector3D camPos = m_cam->GetCamPos().toVector3D();
auto modelNum = ModelMgr::Instance().GetModelNum();
for (unsigned int i = 0; i < modelNum; ++i)
{
Model *mod = ModelMgr::Instance().GetModel(i);
SwitchShader(ShaderHelper::Default);
QMatrix4x4 matModel = mod->GetWorldMat();
mod->Draw(matVP, matModel, camPos, matProj, matView, matOrtho);
if (modelNum - 1 == i) {
Model *pBox = ModelMgr::Instance().FindModelByName("Box001");
// SwitchShader(ShaderHelper::PlaneClip);
// glFrontFace(GL_CW);
// glEnable(GL_CLIP_PLANE0);
// glStencilMask(0xff);
// glStencilFunc(GL_ALWAYS, 1, 0xff);
// glColorMask(0, 0, 0, 0);
//
// pBox->Draw(matVP, pBox->GetWorldMat(), camPos);
// glFrontFace(GL_CCW);
// glDisable(GL_CLIP_PLANE0);
// glColorMask(1, 1, 1, 1);
//
// glStencilMask(0);
// glStencilFunc(GL_EQUAL, 1, 0xff);
// SwitchShader(ShaderHelper::PureColor);
// pBox->Draw(matVP, pBox->GetWorldMat(), camPos);
}
}
//-----------------------------------------------
// test the frame buffer
DrawOffScreenTexture();
}
Finally, I found where the problem is, I give up on this issue for a while, but today, I encountered another problem with my skybox(cubemap), I can only draw my skybox correctly at the last of my draw queue, otherwise the cubemap only show one face, so, no shortcut for me anymore, I decided to resolve this issue, after many hours debug, I found this issue caused by the create sequence of VAO and ElementBuffer, here is the wrong code:
// set element array(index array) buffer
glGenBuffers(1, &m_vaeo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vaeo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndicesMemSize(), vertex_indices, GL_STATIC_DRAW);
// set vertex array object
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glVertexArrayElementBuffer(m_vao, m_vaeo);
you should always create and bind VAO first:
// set vertex array object
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
// set element array(index array) buffer
glGenBuffers(1, &m_vaeo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vaeo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GetIndicesMemSize(), vertex_indices, GL_STATIC_DRAW);
glVertexArrayElementBuffer(m_vao, m_vaeo);
But, after all, I think it's so implicit, because of you can bind the element to vao after you create the element buffer, it seems like when you gen the element buffer it's nothing to do with the vao, what I can do, only be careful next time.
I am new to OpenGl, right now my code can move a big circle with a small one inside him around the window.
Can you please tell me how to move the small circle separately from the big one, and also how to get him out from inside the big one.
And when for eg.: the small cirle is inside the big one when they are moving they moving together, and there is a line which is connects the center of the window with the small cirlce.
Here is my code:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "glm/glm.hpp"
#include <array>
#include <iostream>
#include <string>
#include <fstream>
#define PI 3.14159265359
using namespace std;
#define numVAOs 1
GLuint VBO;
GLuint VAO;
GLfloat radius = 0.2;
GLfloat centerx = 0.3;
GLfloat centery = 0;
GLfloat novX = 0.009;
GLfloat novY = 0.005;
GLdouble updateFrequency = 0.01, lastUpdate;
GLfloat s_vertices[600];
void updateVertexData()
{
for (int i = 0; i < 100; i++)
{
s_vertices[3 * i] = centerx + radius * cos(i * (2 * PI / 100));
s_vertices[3 * i + 1] = centery + radius * sin(i * (2 * PI / 100));
s_vertices[3 * i + 2] = 0;
}
}
void updateVertexData1()
{
for (int j = 100; j < 200; j++) {
s_vertices[3 * j] = centerx + radius * (cos(j * (2 * PI / 100))) / 5;
s_vertices[3 * j + 1] = centery + radius * (sin(j * (2 * PI / 100))) / 5;
s_vertices[3 * j + 2] = 0;
}
}
void updateVBO() {
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(s_vertices), s_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
GLuint renderingProgram;
GLuint vao[numVAOs];
bool checkOpenGLError() {
bool foundError = false;
int glErr = glGetError();
while (glErr != GL_NO_ERROR) {
cout << "glError: " << glErr << endl;
foundError = true;
glErr = glGetError();
}
return foundError;
}
void printShaderLog(GLuint shader) {
int len = 0;
int chWrittn = 0;
char* log;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetShaderInfoLog(shader, len, &chWrittn, log);
cout << "Shader Info Log: " << log << endl;
free(log);
}
}
void printProgramLog(int prog) {
int len = 0;
int chWrittn = 0;
char* log;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &len);
if (len > 0) {
log = (char*)malloc(len);
glGetProgramInfoLog(prog, len, &chWrittn, log);
cout << "Program Info Log: " << log << endl;
free(log);
}
}
string readShaderSource(const char* filePath) {
string content;
ifstream fileStream(filePath, ios::in);
string line = "";
while (!fileStream.eof()) {
getline(fileStream, line);
content.append(line + "\n");
}
fileStream.close();
return content;
}
GLuint createShaderProgram() {
GLint vertCompiled;
GLint fragCompiled;
GLint linked;
string vertShaderStr = readShaderSource("vertexShader.glsl");
string fragShaderStr = readShaderSource("fragmentShader.glsl");
GLuint vShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fShader = glCreateShader(GL_FRAGMENT_SHADER);
const char* vertShaderSrc = vertShaderStr.c_str();
const char* fragShaderSrc = fragShaderStr.c_str();
glShaderSource(vShader, 1, &vertShaderSrc, NULL);
glShaderSource(fShader, 1, &fragShaderSrc, NULL);
glCompileShader(vShader);
checkOpenGLError();
glGetShaderiv(vShader, GL_COMPILE_STATUS, &vertCompiled);
if (vertCompiled != 1) {
cout << "vertex compilation failed" << endl;
printShaderLog(vShader);
}
glCompileShader(fShader);
checkOpenGLError();
glGetShaderiv(vShader, GL_COMPILE_STATUS, &fragCompiled);
if (fragCompiled != 1) {
cout << "fragment compilation failed" << endl;
printShaderLog(fShader);
}
GLuint vfProgram = glCreateProgram();
glAttachShader(vfProgram, vShader);
glAttachShader(vfProgram, fShader);
glLinkProgram(vfProgram);
checkOpenGLError();
glGetProgramiv(vfProgram, GL_LINK_STATUS, &linked);
if (linked != 1) {
cout << "linking failed" << endl;
printProgramLog(vfProgram);
}
glDeleteShader(vShader);
glDeleteShader(fShader);
return vfProgram;
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS)
{
switch (key) {
case GLFW_KEY_ESCAPE:
glfwSetWindowShouldClose(window, GLFW_TRUE);
break;
case GLFW_KEY_L:
novX *= -1;
break;
case GLFW_KEY_R:
radius += 0.01;
updateVertexData();
updateVertexData1();
updateVBO();
break;
}
}
}
void cursorPosCallback(GLFWwindow* window, double xPos, double yPos)
{
}
void mouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
}
void init() {
renderingProgram = createShaderProgram();
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(s_vertices), s_vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void cleanUpScene()
{
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteProgram(renderingProgram);
}
void display(GLFWwindow* window, double currentTime) {
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT); // fontos lehet minden egyes alkalommal törölni!
glUseProgram(renderingProgram);
glBindVertexArray(VAO);
glPointSize(8.0);
glDrawArrays(GL_LINE_LOOP, 0, 99);
glDrawArrays(GL_LINE_LOOP, 100, 200);
if (currentTime - lastUpdate >= updateFrequency) {
centerx += novX;
centery += novY;
if (centerx + radius > 1 - abs(novX) || centerx - radius < -1 + abs(novX))
novX *= -1;
if (centery + radius > 1 - abs(novY) || centery - radius < -1 + abs(novY))
novY *= -1;
lastUpdate = currentTime;
updateVertexData();
updateVertexData1();
updateVBO();
}
glBindVertexArray(0);
}
int main(void) {
updateVertexData();
updateVertexData1();
if (!glfwInit()) { exit(EXIT_FAILURE); }
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
GLFWwindow* window = glfwCreateWindow(600, 600, "VAO VBO", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, keyCallback);
if (glewInit() != GLEW_OK) { exit(EXIT_FAILURE); }
glfwSwapInterval(1);
init();
lastUpdate = glfwGetTime();
while (!glfwWindowShouldClose(window)) {
display(window, glfwGetTime());
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
cleanUpScene();
glfwTerminate();
exit(EXIT_SUCCESS);
}
I try to load the FBX model in the last contains of this learnopengl tutorial, but I only can load diffuse texture of the FBX. I had tried the solution of adjusting the order of layout in vertex shader, but it didn't work. The result of material->GetTextureCount(type) is 0 when type isn't aiTextureType_DIFFUSE.
Here is my code:
mesh.h
#ifndef Mesh_h
#define Mesh_h
#include <iostream>
#include <string>
#include <vector>
using namespace std;
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "ReviewShader.h"
struct Vertex{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoord;
};
struct Texture{
unsigned int id;
string type;
string path;
};
class Mesh{
public:
vector<Texture> textures;
vector<unsigned int> indices;
unsigned int VAO;
Mesh(vector<Vertex> vertices, vector<Texture> textures, vector<unsigned int> indices){
this->vertices = vertices;
this->textures = textures;
this->indices = indices;
setupMesh();
}
void Draw(ReviewShader shader){
int diffuseCount = 1;
int specularCount = 1;
int reflectionCount = 1;
shader.use();
for(int i = 0; i < textures.size(); i++){
string name = textures[i].type;
string num;
if(name == "texture_diffuse")
num = to_string(diffuseCount++);
else if(name == "texture_specular")
num = to_string(specularCount++);
else if(name == "texture_reflection")
num = to_string(reflectionCount++);
shader.setInt((name+num).c_str(), i);
glActiveTexture(GL_TEXTURE0+i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
glActiveTexture(GL_TEXTURE0);
glBindVertexArray(0);
}
private:
vector<Vertex> vertices;
unsigned int VBO, EBO;
void setupMesh(){
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * vertices.size(), &vertices[0], GL_STATIC_DRAW);
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoord));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
}
};
#endif /* Mesh_h */
model.h
#ifndef Model_h
#define Model_h
#include <iostream>
using namespace std;
#include <string>
#include <vector>
#include "Mesh.h"
#include "ReviewShader.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
//#define STB_IMAGE_IMPLEMENTATION
#include <stb-master/stb_image.h>
vector<Texture> loaded_textures;
class Model{
public:
vector<Mesh> meshes;
string directory;
Model(char *path){
loadModel(path);
}
void Draw(ReviewShader shader){
for(int i = 0; i < meshes.size(); i++){
meshes[i].Draw(shader);
}
}
private:
void loadModel(string path){
Assimp::Importer importer;
// const aiScene *scene = importer.ReadFile(path, aiProcess_FlipUVs | aiProcess_Triangulate);
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode){
cout << "ERROR::ASSIMP::" << importer.GetErrorString() << endl;
return;
}
directory = path.substr(0, path.find_last_of("/"));
processNode(scene->mRootNode, scene);
}
void processNode(aiNode *node, const aiScene *scene){
for(int i = 0; i < node->mNumMeshes; i++){
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for(int i = 0; i < node->mNumChildren; i++){
processNode(node->mChildren[i], scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene){
vector<Vertex> vertices;
vector<Texture> textures;
vector<unsigned int> indices;
for(int i = 0; i < mesh->mNumVertices; i++){
Vertex vertex;
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
if(mesh->mTextureCoords[0]){
glm::vec2 tex;
tex.x = mesh->mTextureCoords[0][i].x;
tex.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoord = tex;
}
else{
vertex.TexCoord = glm::vec2(0.0, 0.0);
}
vertices.push_back(vertex);
}
for(int i = 0; i < mesh->mNumFaces; i++){
aiFace face = mesh->mFaces[i];
for(int j = 0; j < face.mNumIndices; j++){
indices.push_back(face.mIndices[j]);
}
}
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
vector<Texture> texture_diffuse = loadMaterialTexture(material, aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), texture_diffuse.begin(), texture_diffuse.end());
vector<Texture> texture_specular = loadMaterialTexture(material, aiTextureType_SPECULAR, "texture_specular");
textures.insert(textures.end(), texture_specular.begin(), texture_specular.end());
vector<Texture> texture_ambient = loadMaterialTexture(material, aiTextureType_SHININESS, "texture_reflection");
textures.insert(textures.end(), texture_ambient.begin(), texture_ambient.end());
return Mesh(vertices, textures, indices);
}
vector<Texture> loadMaterialTexture(aiMaterial *material, aiTextureType type, string Typename){
vector<Texture> textures;
cout << material->GetTextureCount(type) << endl;
for(int i = 0; i < material->GetTextureCount(type); i++){
bool skip = false;
aiString str;
material->GetTexture(type, i, &str);
string tempStr = str.C_Str();
tempStr.replace(tempStr.find("\\"), 1, "/");
cout << tempStr << endl;
for(int j = 0; j < loaded_textures.size(); j++){
if(strcmp(loaded_textures[j].path.c_str(), tempStr.c_str()) == 0){
skip = true;
textures.push_back(loaded_textures[i]);
break;
}
}
if(!skip){
Texture tex;
tex.id = loadTextureFromFile(tempStr, directory);
tex.type = Typename;
tex.path = str.C_Str();
textures.push_back(tex);
loaded_textures.push_back(tex);
}
}
return textures;
}
unsigned int loadTextureFromFile(string path, string &Directory){
unsigned int textureID;
glGenTextures(1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
string filepath = Directory + "/" + path;
int width, height, urChannel;
unsigned char *data = stbi_load(filepath.c_str(), &width, &height, &urChannel, 0);
if(data){
GLenum format;
if(urChannel == 1)
format = GL_RED;
if(urChannel == 3)
format = GL_RGB;
if(urChannel == 4)
format = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
stbi_image_free(data);
}
else{
cout << "Read texture Data failed\n";
stbi_image_free(data);
}
return textureID;
}
};
#endif /* Model_h */
model.vs
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aUV;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 Normal;
out vec2 UV;
out vec3 Position;
void main(){
gl_Position = projection * view * model * vec4(aPos, 1.0);
UV = aUV;
Normal = mat3(transpose(inverse(model))) * aNormal;
Position = vec3(model * vec4(aPos, 1.0));
}
model.fs
#version 330 core
out vec4 FragColor;
uniform sampler2D texture_diffuse;
uniform sampler2D texture_specular;
uniform sampler2D texture_roughness;
in vec3 Normal;
in vec2 UV;
in vec3 Position;
void main(){
FragColor = texture(texture_diffuse, UV);
}
main.cpp
#include <...>
...
using namespace std;
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void processInput(GLFWwindow *window);
unsigned int loadTexture(const char *path);
unsigned int loadHDRTexture(char const * path);
unsigned int loadCubemap(vector<string> faces);
void renderQuad();
void renderCube();
void renderPlane();
void renderSphere();
float lerp(float a, float b, float scale);
// size settings
const unsigned int SCR_WIDTH = 800;
const unsigned int SCR_HEIGHT = 600;
glm::vec3 lightPos = glm::vec3(2.0, 4.0, -2.0);
glm::vec3 lightColor = glm::vec3(0.2, 0.2, 0.7);
// calculation parameter
const float Pi = 3.14159265359;
const float doublePi = Pi * 2.0;
// camera
Camera camera(glm::vec3(0.0f, 0.0f, 10.0f));
float lastX = (float)SCR_WIDTH / 2.0;
float lastY = (float)SCR_HEIGHT / 2.0;
bool firstMouse = true;
// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;
// texture normal
glm::vec3 normal(0.0, 0.0, 1.0);
// plane normal
glm::vec3 planeNormal = glm::vec3(0.0, 1.0, 0.0);
int main()
{
// glfw: initialize and configure
// ------------------------------
...
// Create shaders
...
ReviewShader modelShader("shader/model.vs", "shader/model.fs");
// pbr configure
...
Model gunModel = Model("Gun_Model/Cerberus_LP.FBX");
while(!glfwWindowShouldClose(window))
{
// avoid delay
// -----------
float currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// process input
// -------------
processInput(window);
glViewport(0, 0, SCR_WIDTH * 2, SCR_HEIGHT * 2);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 model = glm::mat4(1.0);
glm::mat4 view = camera.getViewMatrix();
glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
modelShader.use();
model = glm::mat4(1.0);
model = glm::scale(model, glm::vec3(0.1));
model = glm::rotate(model, glm::radians(-90.0f), glm::vec3(1.0, 0.0, 0.0));
modelShader.setMat4("model", model);
modelShader.setMat4("view", view);
modelShader.setMat4("projection", projection);
gunModel.Draw(modelShader);
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwTerminate();
return 0;
}
At first: which version of the Asset-Importer-Lib do you use? We made a lot of improvements in the FBX-Importer, so switching to the latest 5.0-release is strongly recommended.
Normally when the number of textures shows zero it is a sign that there is only one texture used in our model. To verify that yo can just use Blender, The interal Asset-Importer-Viewer or the Editor of the Godot-Engine to check that your model is right.
If there is more than just a diffuse-texture stored in your model please create a new issue report here: Assimp-Bugtracker . And please add a model which we can use to reproduce the issue. Thanks in advance!
I used opengl in qt5 on ubuntu 18.4, i wanted to load a simple cube(store in an .obj file) and render it. I followed the tutorial here http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/, but i got a black window at last. Here is my code, thank you very much:
myopengl.hpp
class MyOpenGL : public QOpenGLWidget, protected QOpenGLFunctions
{
public:
MyOpenGL(const QString& obj_file);
protected:
virtual void initializeGL() Q_DECL_OVERRIDE;
virtual void paintGL() Q_DECL_OVERRIDE;
virtual void resizeGL(int width, int height) Q_DECL_OVERRIDE;
void CheckGLerror();
private:
std::vector< glm::vec3 > vertices;
std::vector< glm::vec2 > uvs;
std::vector< glm::vec3 > normals;
/* Render data */
GLuint VAO, VBO, EBO;
};
myopengl.cpp
MyOpenGL ::MyOpenGL (const QString& obj_file) :
VAO(0),
VBO(0),
EBO(0)
{
std::vector< unsigned int > vertex_indices, uv_indices, normal_indices;
std::vector< glm::vec3 > temp_vertices;
std::vector< glm::vec2 > temp_uvs;
std::vector< glm::vec3 > temp_normals;
//parse obj file
QFile file(obj_file);
file.open(QFile::ReadOnly | QFile::Text);
QTextStream in(&file);
while(!in.atEnd()) {
QString line = in.readLine();
QStringList list = line.replace(",","").split(' ', QString::SkipEmptyParts);
if (list.size() >= 3) {
if (list.at(0) == "v") { //veertex
bool ok1, ok2, ok3;
float v1 = list.at(1).toFloat(&ok1);
float v2 = list.at(2).toFloat(&ok2);
float v3 = list.at(3).toFloat(&ok3);
if (ok1 && ok2 && ok3) {
glm::vec3 vertex;
vertex.x = v1;
vertex.y = v2;
vertex.z = v3;
temp_vertices.push_back(vertex);
}
} else if (list.at(0) == "vn") {
bool ok1, ok2, ok3;
float v1 = list.at(1).toFloat(&ok1);
float v2 = list.at(2).toFloat(&ok2);
float v3 = list.at(3).toFloat(&ok3);
if (ok1 && ok2 && ok3) {
glm::vec3 normal;
normal.x = v1;
normal.y = v2;
normal.z = v3;
temp_normals.push_back(normal);
}
} else if (list.at(0) == "vt") {
bool ok1, ok2;
float v1 = list.at(1).toFloat(&ok1);
float v2 = list.at(2).toFloat(&ok2);
if (ok1 && ok2) {
glm::vec2 uv;
uv.x = v1;
uv.y = v2;
temp_uvs.push_back(uv);
}
} else if (list.at(0) == "f") {
bool f_ok1, f_ok2, f_ok3;
bool t_ok1, t_ok2, t_ok3;
bool n_ok1, n_ok2, n_ok3;
unsigned int v_index1, v_index2, v_index3;
unsigned int t_index1, t_index2, t_index3;
unsigned int n_index1, n_index2, n_index3;
QStringList f_list = list.at(1).split('/');
if (f_list.size() >= 3) {
v_index1 = f_list.at(0).toUInt(&f_ok1);
if (f_ok1) {
v_index1 -= 1;
}
t_index1 = f_list.at(1).toUInt(&t_ok1);
if (t_ok1) {
t_index1 -= 1;
}
n_index1 = f_list.at(2).toUInt(&n_ok1);
if (n_ok1) {
n_index1 -= 1;
}
}
f_list = list.at(2).split('/');
if (f_list.size() >= 3) {
v_index2 = f_list.at(0).toUInt(&f_ok2);
if (f_ok2) {
v_index2 -= 1;
}
t_index2 = f_list.at(1).toUInt(&t_ok2);
if (t_ok2) {
t_index2 -= 1;
}
n_index2 = f_list.at(2).toUInt(&n_ok2);
if (n_ok2) {
n_index2 -= 1;
}
}
f_list = list.at(3).split('/');
if (f_list.size() >= 3) {
v_index3 = f_list.at(0).toUInt(&f_ok3);
if (f_ok3) {
v_index3 -= 1;
}
t_index3 = f_list.at(1).toUInt(&t_ok3);
if (t_ok3) {
t_index3 -= 1;
}
n_index3 = f_list.at(2).toUInt(&n_ok3);
if (n_ok3) {
n_index3 -= 1;
}
}
if (f_ok1 && f_ok2 && f_ok3 && n_ok1 && n_ok2 && n_ok3
&& t_ok1 && t_ok2 && t_ok3) {
vertex_indices.push_back(v_index1);
vertex_indices.push_back(v_index2);
vertex_indices.push_back(v_index3);
uv_indices.push_back(t_index1);
uv_indices.push_back(t_index2);
uv_indices.push_back(t_index3);
normal_indices.push_back(n_index1);
normal_indices.push_back(n_index2);
normal_indices.push_back(n_index3);
}
}
}
}
file.close();
for (unsigned int i = 0; i < vertex_indices.size(); ++i) {
glm::vec3 vertex = temp_vertices.at(vertex_indices.at(i));
vertices.push_back(vertex);
}
for (unsigned int i = 0; i < uv_indices.size(); ++i) {
glm::vec2 uv = temp_uvs.at(uv_indices.at(i));
uvs.push_back(uv);
}
for (unsigned int i = 0; i < normal_indices.size(); ++i) {
glm::vec3 normal = temp_normals.at(normal_indices.at(i));
normals.push_back(normal);
}
}
void MyOpenGL::initializeGL()
{
initializeOpenGLFunctions();
glClearColor(0.0,0.0,0.0,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_LIGHT0);
glewExperimental = GL_TRUE;
GLenum status = glewInit();
if (status != GLEW_OK)
{
glfwTerminate();
std::system("pause");
return;
}
glGenVertexArrays(1, &this->VAO);
glBindVertexArray(this->VAO);
glGenBuffers(1, &this->VBO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(glm::vec3), &this->vertices[0], GL_STATIC_DRAW);
glBindVertexArray(0);
}
void MyOpenGL::resizeGL(int width, int height)
{
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-width/2,width/2,-height/2,height/2,-1,1);
glMatrixMode(GL_MODELVIEW);
}
void MyOpenGL::paintGL()
{
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glDisableVertexAttribArray(0);
}
You have to define an array of generic vertex attribute data by glVertexAttribPointer.
Note, the vertex buffer object is only a data store for the vertex data. But you have to specify how to "use" them. The specification and states of the vertex attributes are stored in the vertex array object. It is sufficient to bind the vertex array object when you want to draw the mesh:
specification:
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
draw:
glBindVertexArray(this->VAO);
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
glBindVertexArray(0);
Extension:
Is it essential to use vertex shader and fragment shader? I didn't use them for current.
If you don't have a shader, then you have to use the Fixed Function Pipeline and to define the fixed function attributes, by glVertexPointer respectively glEnableClientState( GL_VERTEX_ARRAY ).
But since you only use one attribute, the vertex coordiante with attribute index 0, you can still define the attribute by glVertexAttribPointer and glEnableVertexAttribArray.
See What are the Attribute locations for fixed function pipeline in OpenGL 4.0++ core profile?
Note, in this case you have to use a compatibility OpenGL Context.
I'm building a 3D model viewer in OpenGL 3.3 but I can't get my textures to show properly. I'm pretty sure the texcoords (coming from the object I'm loading) are correct.
This is my code:
main.cpp
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "InputState.h"
#include "Viewer.h"
#include "Shader.hpp"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
std::string folder = "cube-tex/";
std::string objPath = folder + "cube-tex.obj";
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::vector<GLuint> texID;
std::string meshMode = "WIREFRAME";
std::string lightMode = "DIRECTIONAL";
double startTime = glfwGetTime();
float initScale = 1;
float zoom = 0;
float xRot, yRot;
int winX = 500;
int winY = 500;
std::vector<unsigned int> vaoHandle;
ObjectViewer *ObjCam;
Viewer *Camera;
glm::vec3 cameraPos(0.0f, 0.0f, -10.0f);
// Data structure storing mouse input info
InputState Input;
unsigned int programID;
unsigned int debugShader;
unsigned int lightTexShader;
//
// Callbacks
//
void key_callback(GLFWwindow* window,
int key, int scancode, int action, int mods)
{
if (action == GLFW_PRESS) {
switch(key)
{
case GLFW_KEY_S:
if (programID == lightTexShader) {
programID = debugShader;
meshMode = "WIREFRAME";
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
else {
programID = lightTexShader;
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
break;
case GLFW_KEY_ESCAPE: // escape key pressed
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_D:
if(programID == debugShader){
if(meshMode == "WIREFRAME") {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
meshMode = "NORMAL";
}else if(meshMode == "NORMAL"){
meshMode = "MATERIAL";
}else{
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
meshMode = "WIREFRAME";
}
}
break;
case GLFW_KEY_L:
if(programID == lightTexShader){
if(lightMode == "DIRECTIONAL") {
lightMode = "HEADLIGHT";
}else if(lightMode == "HEADLIGHT"){
lightMode = "ROTATING";
}else{
lightMode = "DIRECTIONAL";
}
}
break;
default:
break;
}
}
}
// Set the projection matrix. Takes into account window aspect ratio, so called
// when the window is resized.
void setProjection(unsigned int id)
{
glm::mat4 projection;
projection = glm::perspective( (float)M_PI/3.0f, (float) winX / winY, 1.0f, 30.0f );
// Load it to the shader program
int projHandle = glGetUniformLocation(id, "projection");
if (projHandle == -1) {
std::cout << "Uniform: projection_matrix is not an active uniform label\n";
}
glUniformMatrix4fv( projHandle, 1, false, glm::value_ptr(projection) );
}
// Called when the window is resized.
void reshape_callback( GLFWwindow *window, int x, int y )
{
winX = x;
winY = y;
setProjection(programID);
glViewport( 0, 0, x, y );
}
void mouse_pos_callback(GLFWwindow* window, double x, double y)
{
// Use a global data structure to store mouse info
// We can then use it however we want
Input.update((float)x, (float)y);
}
void mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
Input.rMousePressed = true;
}
else if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE) {
Input.rMousePressed = false;
}
else if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
Input.lMousePressed = true;
}
else if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
Input.lMousePressed = false;
}
}
int setupLight()
{
// light position uniform
int lightposHandle = glGetUniformLocation(programID, "light_pos");
if (lightposHandle == -1) {
fprintf(stderr, "Error: can't find matrix uniforms\n");
exit(1);
}
// Uniform lighting variables
int lightambientHandle = glGetUniformLocation(programID, "light_ambient");
int lightdiffuseHandle = glGetUniformLocation(programID, "light_diffuse");
int lightspecularHandle = glGetUniformLocation(programID, "light_specular");
if ( lightambientHandle == -1 ||
lightdiffuseHandle == -1 ||
lightspecularHandle == -1) {
fprintf(stderr, "Error: can't find light uniform variables\n");
return 1;
}
float lightPos[4]; // light position //= { 0.0f, 10.0f, 0.0f, 1.0f };
float lightambient[3]; // ambient light components
float lightdiffuse[3]; // diffuse light components
float lightspecular[3]; // specular light components
if(lightMode == "DIRECTIONAL"){
lightambient[0] = 0.0f;
lightambient[1] = 0.0f;
lightambient[2] = 0.0f;
lightdiffuse[0] = 0.5f;
lightdiffuse[1] = 0.5f;
lightdiffuse[2] = 1.0f;
lightspecular[0] = 1.0f;
lightspecular[1] = 1.0f;
lightspecular[2] = 1.0f;
lightPos[0] = -10.0f;
lightPos[1] = -10.0f;
lightPos[2] = -10.0f;
lightPos[3] = 0.0f;
}else if(lightMode == "HEADLIGHT"){
lightambient[0] = 0.0f;
lightambient[1] = 0.0f;
lightambient[2] = 0.0f;
lightdiffuse[0] = 1.0f;
lightdiffuse[1] = 1.0f;
lightdiffuse[2] = 1.0f;
lightspecular[0] = 1.0f;
lightspecular[1] = 1.0f;
lightspecular[2] = 1.0f;
glm::mat3 rotMat(Camera->getViewMtx());
glm::vec3 d((Camera->getViewMtx())[3]);
glm::vec3 tmp = -d * rotMat;
lightPos[0] = tmp[0];
lightPos[1] = tmp[1];
lightPos[2] = tmp[2];
lightPos[3] = 1.0f;
}else if(lightMode == "ROTATING"){
lightambient[0] = 0.0f;
lightambient[1] = 0.0f;
lightambient[2] = 0.0f;
lightdiffuse[0] = 1.0f;
lightdiffuse[1] = 1.0f;
lightdiffuse[2] = 0.2f;
lightspecular[0] = 1.0f;
lightspecular[1] = 1.0f;
lightspecular[2] = 0.2f;
double now = glfwGetTime();
lightPos[0] = 10 * cos((now - startTime));
lightPos[1] = 0.0f;
lightPos[2] = 10 * sin((now - startTime));
lightPos[3] = 1.0f;
}
glUniform4fv(lightposHandle, 1, lightPos);
glUniform3fv(lightambientHandle, 1, lightambient);
glUniform3fv(lightdiffuseHandle, 1, lightdiffuse);
glUniform3fv(lightspecularHandle, 1, lightspecular);
return 0; // return success
}
void computeInitScale(){
float minX = 0;
float minY = 0;
float maxX = 0;
float maxY = 0;
for(int i = 0; i < shapes.size(); i++){
for(int j = 0; j < shapes[i].mesh.positions.size()/3; j++){
//max and min X
if(shapes[i].mesh.positions[3*j+0] > maxX){
maxX = shapes[i].mesh.positions[3*j+0];
}else if(shapes[i].mesh.positions[3*j+0] < minX){
minX = shapes[i].mesh.positions[3*j+0];
}
//max and min Y
if(shapes[i].mesh.positions[3*j+1] > maxY){
maxY = shapes[i].mesh.positions[3*j+1];
}else if(shapes[i].mesh.positions[3*j+1] < minY){
minY = shapes[i].mesh.positions[3*j+1];
}
}
}
initScale = 2 / std::max(maxX - minX, maxY - minY);
}
void loadRGBTexture(const char *path)
{
int x, y, n;
// Load from file. Force RGB image pixel format
unsigned char *data = stbi_load(path, &x, &y, &n, 3);
// Copy to GPU as data for the currently active texture.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
glGenerateMipmap(GL_TEXTURE_2D);
}
void setMaterials(int i){
// material
int mtlambientHandle = glGetUniformLocation(programID, "mtl_ambient");
int mtldiffuseHandle = glGetUniformLocation(programID, "mtl_diffuse");
int mtlspecularHandle = glGetUniformLocation(programID, "mtl_specular");
if (mtlambientHandle == -1 || mtldiffuseHandle == -1 || mtlspecularHandle == -1) {
fprintf(stderr, "Error: can't find material uniform variables\n");
}
float mtlambient[3];
mtlambient[0] = materials[shapes[i].mesh.material_ids[0]].ambient[0];
mtlambient[1] = materials[shapes[i].mesh.material_ids[0]].ambient[1];
mtlambient[2] = materials[shapes[i].mesh.material_ids[0]].ambient[2];
float mtldiffuse[3];
mtldiffuse[0] = materials[shapes[i].mesh.material_ids[0]].diffuse[0];
mtldiffuse[1] = materials[shapes[i].mesh.material_ids[0]].diffuse[1];
mtldiffuse[2] = materials[shapes[i].mesh.material_ids[0]].diffuse[2];
float mtlspecular[3];
mtlspecular[0] = materials[shapes[i].mesh.material_ids[0]].specular[0];
mtlspecular[1] = materials[shapes[i].mesh.material_ids[0]].specular[1];
mtlspecular[2] = materials[shapes[i].mesh.material_ids[0]].specular[2];
glUniform3fv(mtlambientHandle, 1, mtlambient);
glUniform3fv(mtldiffuseHandle, 1, mtldiffuse);
glUniform3fv(mtlspecularHandle, 1, mtlspecular);
}
void loadObj(){
std::string err;
bool ret = tinyobj::LoadObj(shapes, materials, err, objPath.c_str(), folder.c_str());
if (!err.empty()) {
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
std::cout << "# of shapes : " << shapes.size() << std::endl;
std::cout << "# of materials : " << materials.size() << std::endl;
for (size_t i = 0; i < shapes.size(); i++) {
printf("shape[%ld].name = %s\n", i, shapes[i].name.c_str());
printf("Size of shape[%ld].indices: %ld\n", i, shapes[i].mesh.indices.size());
printf("Size of shape[%ld].material_ids: %ld\n", i, shapes[i].mesh.material_ids.size());
assert((shapes[i].mesh.indices.size() % 3) == 0);
for (size_t f = 0; f < shapes[i].mesh.indices.size() / 3; f++) {
printf(" idx[%ld] = %d, %d, %d. mat_id = %d\n", f, shapes[i].mesh.indices[3*f+0], shapes[i].mesh.indices[3*f+1], shapes[i].mesh.indices[3*f+2], shapes[i].mesh.material_ids[f]);
}
printf("shape[%ld].vertices: %ld\n", i, shapes[i].mesh.positions.size());
assert((shapes[i].mesh.positions.size() % 3) == 0);
for (size_t v = 0; v < shapes[i].mesh.positions.size() / 3; v++) {
printf(" v[%ld] = (%f, %f, %f)\n", v,
shapes[i].mesh.positions[3*v+0],
shapes[i].mesh.positions[3*v+1],
shapes[i].mesh.positions[3*v+2]);
}
}
for (size_t i = 0; i < materials.size(); i++) {
printf("material[%ld].name = %s\n", i, materials[i].name.c_str());
printf(" material.Ka = (%f, %f ,%f)\n", materials[i].ambient[0], materials[i].ambient[1], materials[i].ambient[2]);
printf(" material.Kd = (%f, %f ,%f)\n", materials[i].diffuse[0], materials[i].diffuse[1], materials[i].diffuse[2]);
printf(" material.Ks = (%f, %f ,%f)\n", materials[i].specular[0], materials[i].specular[1], materials[i].specular[2]);
printf(" material.Tr = (%f, %f ,%f)\n", materials[i].transmittance[0], materials[i].transmittance[1], materials[i].transmittance[2]);
printf(" material.Ke = (%f, %f ,%f)\n", materials[i].emission[0], materials[i].emission[1], materials[i].emission[2]);
printf(" material.Ns = %f\n", materials[i].shininess);
printf(" material.Ni = %f\n", materials[i].ior);
printf(" material.dissolve = %f\n", materials[i].dissolve);
printf(" material.illum = %d\n", materials[i].illum);
printf(" material.map_Ka = %s\n", materials[i].ambient_texname.c_str());
printf(" material.map_Kd = %s\n", materials[i].diffuse_texname.c_str());
printf(" material.map_Ks = %s\n", materials[i].specular_texname.c_str());
printf(" material.map_Ns = %s\n", materials[i].specular_highlight_texname.c_str());
std::map<std::string, std::string>::const_iterator it(materials[i].unknown_parameter.begin());
std::map<std::string, std::string>::const_iterator itEnd(materials[i].unknown_parameter.end());
for (; it != itEnd; it++) {
printf(" material.%s = %s\n", it->first.c_str(), it->second.c_str());
}
printf("\n");
}
computeInitScale();
}
void createVAO()
{
for(int i = 0; i < shapes.size(); i++){
vaoHandle.push_back(0);
glGenVertexArrays(1, &vaoHandle[i]);
glBindVertexArray(vaoHandle[i]);
unsigned int buffer[5];
glGenBuffers(4, buffer);
// Set vertex attribute
glBindBuffer(GL_ARRAY_BUFFER, buffer[0]);
glBufferData(GL_ARRAY_BUFFER,
sizeof(float) * shapes[i].mesh.positions.size(), &shapes[i].mesh.positions[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Set vertex attribute
glBindBuffer(GL_ARRAY_BUFFER, buffer[1]);
glBufferData(GL_ARRAY_BUFFER,
sizeof(float) * shapes[i].mesh.normals.size(), &shapes[i].mesh.normals[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
// create material array
float diffuse[shapes[i].mesh.indices.size() * 3];
for(int j = 0; j<shapes[i].mesh.indices.size(); j++){
int index = j*3;
diffuse[index] = materials[shapes[i].mesh.material_ids[j/3]].diffuse[0];
diffuse[index + 1] = materials[shapes[i].mesh.material_ids[j/3]].diffuse[1];
diffuse[index + 2] = materials[shapes[i].mesh.material_ids[j/3]].diffuse[2];
}
// Set vertex attribute
glBindBuffer(GL_ARRAY_BUFFER, buffer[2]);
glBufferData(GL_ARRAY_BUFFER,
shapes[i].mesh.indices.size() * 3 * sizeof(float) , &diffuse[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Set element attributes. Notice the change to using GL_ELEMENT_ARRAY_BUFFER
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer[3]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof(float) * shapes[i].mesh.indices.size(), &shapes[i].mesh.indices[0], GL_STATIC_DRAW);
// load textures
texID.push_back(0);
glGenTextures(1, &texID[i] );
glActiveTexture(GL_TEXTURE0);
glBindTexture( GL_TEXTURE_2D, texID[i] );
loadRGBTexture((folder + (std::string) materials[shapes[i].mesh.material_ids[0]].diffuse_texname).c_str());
// load texture coordinates
int texLoc = glGetAttribLocation(programID, "a_tex_coord");
glBindBuffer(GL_ARRAY_BUFFER, buffer[4]);
glBufferData(GL_ARRAY_BUFFER,
shapes[i].mesh.texcoords.size() * sizeof(float) , &shapes[i].mesh.texcoords[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(texLoc);
glVertexAttribPointer(texLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Un-bind
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
}
void render()
{
glUseProgram(programID);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
setProjection(programID);
Camera->update(Input);
glm::mat4 viewMatrix;
viewMatrix = Camera->getViewMtx();
// Load viex to the shader program
int viewHandle = glGetUniformLocation(programID, "view");
if (viewHandle == -1) {
std::cout << "Uniform: view is not an active uniform label\n";
}
glUniformMatrix4fv( viewHandle, 1, false, glm::value_ptr(viewMatrix) );
// Load the model matrix
int modelUniformHandle = glGetUniformLocation(programID, "model");
if (modelUniformHandle == -1)
exit(1);
// calculate zoom
if(Input.rMousePressed){
zoom += Input.yDiff/10;
if (zoom < 0) zoom = 0;
if (zoom > 1.5) zoom = 1.5;
}
glm::mat4 model;
model = glm::scale( model, glm::vec3(initScale + zoom, initScale + zoom, initScale + zoom));
glUniformMatrix4fv( modelUniformHandle, 1, false, glm::value_ptr(model) );
if (programID == debugShader){
// set colour mode
int modeHandle = glGetUniformLocation(programID, "mode");
if (modeHandle == -1) {
std::cout << "Uniform: mode is not an active uniform label\n";
}
if(meshMode == "MATERIAL"){
glUniform1i( modeHandle, 1);
}else{
glUniform1i( modeHandle, 0);
}
}else{
setupLight();
}
// Load meshes
for(int i = 0; i < shapes.size(); i++){
glBindVertexArray(vaoHandle[i]);
glDrawElements(GL_TRIANGLES, shapes[i].mesh.indices.size(), GL_UNSIGNED_INT, 0);
if (programID == lightTexShader){
setMaterials(i);
int texHandle = glGetUniformLocation(programID, "texMap");
if (texHandle == -1) {
fprintf(stderr, "Could not find uniform variables\n");
exit(1);
}
glBindTexture(GL_TEXTURE_2D, texID[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_NEAREST);
}
glBindVertexArray(0);
}
}
/**
* Error callback for GLFW. Simply prints error message to stderr.
*/
static void error_callback(int error, const char* description)
{
fputs(description, stderr);
}
int main (int argc, char **argv)
{
GLFWwindow* window;
glfwSetErrorCallback(error_callback);
if (!glfwInit()) {
exit(1);
}
// Specify that we want OpenGL 3.3
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Create the window and OpenGL context
window = glfwCreateWindow(winX, winY, "Modelling and viewing", NULL, NULL);
if (!window)
{
glfwTerminate();
exit(1);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
exit(1);
}
// load shaders
debugShader = LoadShaders("mview.vert", "mview.frag");
lightTexShader = LoadShaders("light-texture.vert", "light-texture.frag");
if (debugShader == 0 || lightTexShader == 0) {
exit(1);
}
programID = debugShader;
// Set OpenGL state we need for this application.
glClearColor(0.5F, 0.5F, 0.5F, 0.0F);
glEnable(GL_DEPTH_TEST);
glUseProgram(programID);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Set up the scene and the cameras
//setProjection(debugShader);
//setProjection(lightTexShader);
loadObj();
createVAO();
ObjCam = new ObjectViewer( cameraPos );
Camera = ObjCam;
// Define callback functions and start main loop
glfwSetKeyCallback(window, key_callback);
glfwSetCursorPosCallback(window, mouse_pos_callback);
glfwSetMouseButtonCallback(window, mouse_button_callback);
glfwSetFramebufferSizeCallback(window, reshape_callback);
while (!glfwWindowShouldClose(window))
{
render();
glfwSwapBuffers(window);
glfwPollEvents();
}
glfwDestroyWindow(window);
glfwTerminate();
exit(0);
return 0;
}
Vertex shader
#version 330
uniform mat4 projection_matrix;
uniform mat4 modelview_matrix;
//uniform mat3 normal_matrix;
layout (location = 0) in vec3 a_vertex;
layout (location = 1) in vec3 a_normal;
layout (location = 2) in vec3 a_diffuse;
in vec2 a_tex_coord;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
//uniform int mode;
uniform vec3 mtl_diffuse;
out vec4 vertex; // vertex position in eye space
out vec3 normal; // the eye space normal
out vec2 st;
void main(void)
{
vertex = view * model * vec4(a_vertex, 1.0);
//normal = normalize(normal_matrix * a_normal);
normal = a_normal;
st = a_tex_coord;
gl_Position = projection * view * model * vec4(a_vertex, 1.0);
}
Fragment shader
#version 330
in vec4 vertex;
in vec3 normal;
in vec2 st;
out vec4 fragColour;
uniform sampler2D texMap;
uniform vec4 light_pos;
uniform vec3 light_ambient; // Light ambient RGBA values
uniform vec3 light_diffuse; // Light diffuse RGBA values
uniform vec3 light_specular; // Light specular RGBA values
uniform vec3 mtl_ambient; // Ambient surface colour
uniform vec3 mtl_diffuse; // Diffuse surface colour
uniform vec3 mtl_specular; // Specular surface colour
const float shininess = 32;
vec3 phongPointLight(in vec4 position, in vec3 norm)
{
vec3 s = normalize(vec3(light_pos - position));
if(light_pos.w == 0.0){
s = -normalize(light_pos.xyz);
}
vec3 v = normalize(-position.xyz);
vec3 r = reflect( -s, norm );
vec3 ambient = light_ambient * mtl_ambient;
// The diffuse component
float sDotN = max( dot(s,norm), 0.0 );
vec3 diffuse = light_diffuse * mtl_diffuse * sDotN;
// The specular component BLINN
vec3 spec = vec3(0.0);
vec3 halfwayDir = normalize(s + v);
if ( sDotN > 0.0 )
spec = light_specular * mtl_specular * pow(max(dot(normalize(normal), halfwayDir), 0.0), 32.0);
return ambient + diffuse + spec;
}
void main(void)
{
fragColour = vec4(phongPointLight(vertex, normalize(normal)), 1.0) * texture(texMap, st);
}
This is the result. As you can see the texture is not properly positioned on the car.