#include "Render_Utils.h" #include #include "glew.h" #include "freeglut.h" #include #include #include void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) { vertexArray = 0; vertexBuffer = 0; vertexIndexBuffer = 0; std::vector textureCoord; std::vector indices; //tex coord must be converted to 2d vecs for (unsigned int i = 0; i < mesh->mNumVertices; i++) { if (mesh->mTextureCoords[0] != nullptr) { textureCoord.push_back(mesh->mTextureCoords[0][i].x); textureCoord.push_back(mesh->mTextureCoords[0][i].y); } else { textureCoord.push_back(0.0f); textureCoord.push_back(0.0f); } } if (mesh->mTextureCoords[0] == nullptr) { std::cout << "no uv coords\n"; } for (unsigned int i = 0; i < mesh->mNumFaces; i++) { aiFace face = mesh->mFaces[i]; // retrieve all indices of the face and store them in the indices vector for (unsigned int j = 0; j < face.mNumIndices; j++) indices.push_back(face.mIndices[j]); } unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3; unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3; unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2; unsigned int vertexTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; unsigned int vertexBiTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3; unsigned int vertexElementBufferSize = sizeof(unsigned int) * indices.size(); size = indices.size(); glGenVertexArrays(1, &vertexArray); glBindVertexArray(vertexArray); glGenBuffers(1, &vertexIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexElementBufferSize, &indices[0], GL_STATIC_DRAW); glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); //std::cout << vertexBuffer; glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glEnableVertexAttribArray(3); glEnableVertexAttribArray(4); glBufferData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize + vertexBiTangentBufferSize, NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, vertexDataBufferSize, mesh->mVertices); glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize, vertexNormalBufferSize, mesh->mNormals); glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize, vertexTexBufferSize, &textureCoord[0]); glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize, vertexTangentBufferSize, mesh->mTangents); glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize, vertexBiTangentBufferSize, mesh->mBitangents); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0)); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize)); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)(vertexNormalBufferSize + vertexDataBufferSize)); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize)); glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize)); } void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize ) { glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLES, 0, numVertices); } void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize ) { glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray); glEnableVertexAttribArray(0); glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray); } void Core::DrawVertexArray( const VertexData & data ) { int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs); for(int i = 0; i < numAttribs; i++) { glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer); glEnableVertexAttribArray(i); } glDrawArrays(GL_TRIANGLES, 0, data.NumVertices); } void Core::DrawContext(Core::RenderContext& context) { glBindVertexArray(context.vertexArray); glDrawElements( GL_TRIANGLES, // mode context.size, // count GL_UNSIGNED_INT, // type (void*)0 // element array buffer offset ); glBindVertexArray(0); }