void TangentSpaceBuilder::compute( const IndexArray& indexBuf, const Vec3fArray& posBuf, const Vec3fArray& nrmBuf, const Vec2fArray& uvBuf, Vec3fArray& outTangBuf ) { MCD_ASSERT(posBuf.size == nrmBuf.size && uvBuf.size == outTangBuf.size && posBuf.size == outTangBuf.size); const size_t vertexCnt = posBuf.size; const size_t faceCnt = indexBuf.size / 3; // Initialize tangents to zero-length vectors for(size_t ivert = 0; ivert < vertexCnt; ++ivert) outTangBuf[ivert] = Vec3f::cZero; // Compute tangent for each face and add to each corresponding vertex for(size_t iface = 0; iface < faceCnt; ++iface) { const uint16_t v0 = indexBuf[iface*3+0]; const uint16_t v1 = indexBuf[iface*3+1]; const uint16_t v2 = indexBuf[iface*3+2]; MCD_ASSERT(v0 < vertexCnt); MCD_ASSERT(v1 < vertexCnt); MCD_ASSERT(v2 < vertexCnt); const Vec3f& vN0 = nrmBuf[v0]; const Vec3f& vN1 = nrmBuf[v1]; const Vec3f& vN2 = nrmBuf[v2]; Vec3f vT, vB; computeTangentBasis ( posBuf[v0], posBuf[v1], posBuf[v2] , uvBuf[v0], uvBuf[v1], uvBuf[v2] , vT, vB ); Vec3f vT0 = (vT - vN0 * vT.dot(vN0)); Vec3f vT1 = (vT - vN1 * vT.dot(vN1)); Vec3f vT2 = (vT - vN2 * vT.dot(vN2)); vT0.normalize(); vT1.normalize(); vT2.normalize(); // Write smoothed tangents back outTangBuf[v0] += vT0; outTangBuf[v1] += vT1; outTangBuf[v2] += vT2; } // finally normalize the tangents for(size_t ivert = 0; ivert < vertexCnt; ++ivert) outTangBuf[ivert].normalize(); }
SingleNormalMapModel(const string &obj_path): SingleModel{obj_path} { tangents = vector<vec3>(vertices.size()); bitangents = vector<vec3>(vertices.size()); computeTangentBasis(); glGenBuffers(1, &tangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer); glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(vec3), &tangents[0], GL_STATIC_DRAW); glGenBuffers(1, &bitangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer); glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(vec3), &bitangents[0], GL_STATIC_DRAW); }
bool OBJparser::loadOBJ(const char * path, std::vector<glm::vec3> &out_vertices, std::vector<glm::vec2> &out_uvs, std::vector<glm::vec3> &out_normals, std::vector<glm::vec3> &out_tangents, std::vector<glm::vec3> &out_bitangents, bool saveToTxt) { this->saveToTxt = saveToTxt; out_vertices.clear(); out_uvs.clear(); out_normals.clear(); out_tangents.clear(); out_bitangents.clear(); temp_vertices.clear(); temp_uvs.clear(); temp_normals.clear(); vertexIndices.clear(); vertexIndices.clear(); vertexIndices.clear(); uvIndices.clear(); uvIndices.clear(); uvIndices.clear(); normalIndices.clear(); normalIndices.clear(); normalIndices.clear(); FILE * file = fopen(path, "r"); if (file == NULL) { std::cout << "OBJ not loaded!!!" << std::endl; return false; } while (1) { char lineHeader[128]; //SIZE of the line!!! int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { glm::vec3 vertex; fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z); temp_vertices.push_back(vertex); } else if (strcmp(lineHeader, "vt") == 0) { glm::vec2 uv; fscanf(file, "%f %f\n", &uv.x, &uv.y); temp_uvs.push_back(uv); } else if (strcmp(lineHeader, "vn") == 0) { glm::vec3 normal; fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z); temp_normals.push_back(normal); } else if (strcmp(lineHeader, "f") == 0) { std::string vertex1, vertex2, vertex3; unsigned int vertexIndex[3], uvIndex[3], normalIndex[3]; int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]); if (matches != 9) { std::cout << "Object cannot be read with this parser. Try exporting with other options\n"; } vertexIndices.push_back(vertexIndex[0]); vertexIndices.push_back(vertexIndex[1]); vertexIndices.push_back(vertexIndex[2]); uvIndices.push_back(uvIndex[0]); uvIndices.push_back(uvIndex[1]); uvIndices.push_back(uvIndex[2]); normalIndices.push_back(normalIndex[0]); normalIndices.push_back(normalIndex[1]); normalIndices.push_back(normalIndex[2]); } } for (unsigned int i = 0; i < vertexIndices.size(); i++) { unsigned int vertexIndex = vertexIndices[i]; glm::vec3 vertex = temp_vertices[vertexIndex - 1]; out_vertices.push_back(vertex); } for (unsigned int i = 0; i < uvIndices.size(); i++) { unsigned int uvIndex = uvIndices[i]; glm::vec2 uv = temp_uvs[uvIndex - 1]; out_uvs.push_back(uv); } for (unsigned int i = 0; i < normalIndices.size(); i++) { unsigned int normalIndex = normalIndices[i]; glm::vec3 normal = temp_normals[normalIndex - 1]; out_normals.push_back(normal); } computeTangentBasis(out_vertices, out_uvs, out_normals, out_tangents, out_bitangents); // Saving data... TODO: remove last , from arrays? if (saveToTxt == true) { std::ofstream outPutData; outPutData.open("cube.inl"); outPutData << "float Vertices[" << out_vertices.size() * 3<<"] = { \n"; for (int i = 0; i < out_vertices.size(); i++) { outPutData << out_vertices[i].x << " , " << out_vertices[i].y << " , " << out_vertices[i].z << " , " << std::endl; } outPutData << "};\n"; outPutData << "float Uvs[" << out_uvs.size() * 3 << "] = {\n"; for (int i = 0; i < out_uvs.size(); i++) { outPutData << out_uvs[i].x << " , " << out_uvs[i].y << " , " << std::endl; } outPutData << "};\n"; outPutData << "float Normals[" << out_normals.size() * 3 << "] = {\n"; for (int i = 0; i < out_normals.size(); i++) { outPutData << out_normals[i].x << " , " << out_normals[i].y << " , " << out_normals[i].z << " , " << std::endl; } outPutData << "};\n"; outPutData << "float Tangents[" << out_tangents.size() * 3 << "] = {\n"; for (int i = 0; i < out_tangents.size(); i++) { outPutData << out_tangents[i].x << " , " << out_tangents[i].y << " , " << out_tangents[i].z << " , " << std::endl; } outPutData << "};\n"; outPutData << "float Bitangents[" << out_bitangents.size() * 3 << "] = {\n"; for (int i = 0; i < out_bitangents.size(); i++) { outPutData << out_bitangents[i].x << " , " << out_bitangents[i].y << " , " << out_bitangents[i].z << " , " << std::endl; } outPutData << "};\n"; outPutData << "uint16_t Indices[" << vertexIndices.size() << "] = {\n"; for (int i = 0; i < vertexIndices.size(); i++) { outPutData << vertexIndices[i] << " , " << std::endl; } outPutData << "};\n"; outPutData.close(); } }
int main( void ) { crap::audiodevice audio_device; /* openalcode */ //setup window crap::window_setup win_setup; win_setup.title = "Funny Window"; win_setup.width = 1024; win_setup.height = 768; win_setup.multisampling_count = 8; win_setup.opengl_version = 3.3f; win_setup.opengl_profile = crap::compat; //create window crap::window window( win_setup ); window.open(); //get keyboard and mouse crap::keyboard keyboard; crap::mouse mouse; // temporary crap::opengl::enable(crap::opengl::depth_test); crap::opengl::setDepthComparison(crap::opengl::less); crap::opengl::enable(crap::opengl::cull_face); //camera setup camera cam; cam.setPosition( glm::vec3( 0.0f, 0.0f, 5.0f ) ); mouse_pos = mouse.position(); //create contentmanager content_manager cm; cm.init( "spg.ini" ); //create vertex array crap::vertex_array vert_array; vert_array.bind(); //test: load vbo onto GPU vbo cube_vbo( "cube", &cm, vbo::static_draw ); vbo ape_vbo("ape", &cm, vbo::static_draw ); vbo cube_big_vbo( "cube", &cm, vbo::static_draw ); //vbo people_vbo("people", &cm, vbo::static_draw ); ////////////////////////// // Read our .obj file std::vector<glm::vec3> vertices; std::vector<glm::vec2> uvs; std::vector<glm::vec3> normals; bool res = loadOBJ("../../../data/geometry/dupercube.obj", vertices, uvs, normals); std::vector<glm::vec3> tangents; std::vector<glm::vec3> bitangents; computeTangentBasis( vertices, uvs, normals, // input tangents, bitangents // output ); std::vector<unsigned short> indices; std::vector<glm::vec3> indexed_vertices; std::vector<glm::vec2> indexed_uvs; std::vector<glm::vec3> indexed_normals; std::vector<glm::vec3> indexed_tangents; std::vector<glm::vec3> indexed_bitangents; indexVBO_TBN( vertices, uvs, normals, tangents, bitangents, indices, indexed_vertices, indexed_uvs, indexed_normals, indexed_tangents, indexed_bitangents ); GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_vertices.size() * sizeof(glm::vec3), &indexed_vertices[0], GL_STATIC_DRAW); GLuint uvbuffer; glGenBuffers(1, &uvbuffer); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_uvs.size() * sizeof(glm::vec2), &indexed_uvs[0], GL_STATIC_DRAW); GLuint normalbuffer; glGenBuffers(1, &normalbuffer); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_normals.size() * sizeof(glm::vec3), &indexed_normals[0], GL_STATIC_DRAW); GLuint tangentbuffer; glGenBuffers(1, &tangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_tangents.size() * sizeof(glm::vec3), &indexed_tangents[0], GL_STATIC_DRAW); GLuint bitangentbuffer; glGenBuffers(1, &bitangentbuffer); glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer); glBufferData(GL_ARRAY_BUFFER, indexed_bitangents.size() * sizeof(glm::vec3), &indexed_bitangents[0], GL_STATIC_DRAW); // Generate a buffer for the indices as well GLuint elementbuffer; glGenBuffers(1, &elementbuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned short), &indices[0], GL_STATIC_DRAW); ///////////////////////// geometry_content ig; cm.create_content( "cube" , &ig, type_name::geometry ); //test: load texture onto GPU tbo diffuse_tbo( "stone_diff", &cm, tbo::tga ); tbo normal_tbo( "stone_norm", &cm, tbo::tga ); tbo height_tbo( "stone_height", &cm, tbo::tga ); //shadow stuff crap::frame_buffer frame_buffer; frame_buffer.bind(); tbo depthmap( "", &cm, tbo::depth ); frame_buffer.unbind(); //shadow stuff crap::quad_buffer quad_buffer; //test: load linked shader progam onto GPU shader_manager sm(&cm); sm.add("epr_vert", "epr_frag"); sm.add("shadow_vert", "shadow_frag"); //get stuff from shader program //shadow shader sm.set_current("shadow_vert", "shadow_frag"); crap::uniform DepthBiasMVPID = sm.current()->uniform_location("depthMVP"); //vertex shader sm.set_current("epr_vert", "epr_frag"); crap::uniform WorldMatrixID = sm.current()->uniform_location("world_matrix4x4"); crap::uniform ViewMatrixID = sm.current()->uniform_location("view_matrix4x4"); crap::uniform ModelMatrixID = sm.current()->uniform_location("model_matrix4x4"); crap::uniform ModelView3x3MatrixID = sm.current()->uniform_location("model_view_matrix3x3"); //fragment shader crap::uniform DiffuseTextureID = sm.current()->uniform_location("diffuse_texture"); crap::uniform NormalTextureID = sm.current()->uniform_location("normal_texture"); crap::uniform HeightTextureID = sm.current()->uniform_location("height_texture"); crap::uniform LightAmbientPowerID = sm.current()->uniform_location("ambient_power"); crap::uniform LightPowerArrayID = sm.current()->uniform_location("light_power"); crap::uniform LightSpecularTypeArrayID = sm.current()->uniform_location("light_specular_type"); crap::uniform LightSpecularLobeArrayID = sm.current()->uniform_location("light_specular_lobe"); crap::uniform LightColorArrayID = sm.current()->uniform_location("light_color"); crap::uniform LightSelfShadowingOnID = sm.current()->uniform_location("selfshadowing_on"); crap::uniform DisplacementOnID = sm.current()->uniform_location("displacement_on"); crap::uniform DisplacementStepsID = sm.current()->uniform_location("displacement_steps"); crap::uniform DisplacementRefinementStepsID = sm.current()->uniform_location("displacement_refinement_steps"); crap::uniform DisplacementUVFactorID = sm.current()->uniform_location("displacement_uv_factor"); //both shaders crap::uniform LightPositionArrayID = sm.current()->uniform_location("light_position"); crap::uniform LightDirectionArrayID = sm.current()->uniform_location("light_direction"); crap::uniform LightTypeArrayID = sm.current()->uniform_location("light_type"); crap::uniform LightStateArrayID = sm.current()->uniform_location("light_state"); crap::uniform LightNormalMappingOnID = sm.current()->uniform_location("normal_mapping_on"); //shadow stuff crap::uniform ShadowMapID = sm.current()->uniform_location("shadow_map"); crap::uniform ShadowMappingOnID = sm.current()->uniform_location("shadow_mapping_on"); crap::uniform ShadowDepthBiasMVPID = sm.current()->uniform_location("depth_bias_mvp"); //SHADER DATA // Projection matrix : 60° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units float display_field_of_view = 60.f; //60° float display_ratio_horizontal = 4.f; float display_ratio_vertical = 3.f; float display_range_near = 0.1f; float display_range_far = 100.f; glm::mat4 projection_matrix = glm::perspective( display_field_of_view, display_ratio_horizontal / display_ratio_vertical, display_range_near, display_range_far); glm::mat4 model_matrix(1.0f); glm::mat4 model_view_matrix(1.0f); glm::mat4 view_matrix = cam.view(); glm::mat4 world_matrix(1.0f); glm::mat3 model_view_matrix3x3(1.0f); //light stuff float light_ambient_power = 0.5f; float light_power_array[MAX_LIGHTS] = { 1.f, 1.f, 1.f }; int light_specular_type_array[MAX_LIGHTS] = { 1, 1, 1 }; float light_specular_lobe_array[MAX_LIGHTS] = { 100.f, 100.f, 100.f }; glm::vec3 light_color_array[MAX_LIGHTS] = { glm::vec3(1.f), glm::vec3(1.f), glm::vec3(1.f) }; int light_self_shadowing_on = 1; glm::vec3 light_position_array[MAX_LIGHTS] = { glm::vec3(4,0,0), glm::vec3(0,0,-4), glm::vec3(4,4,4) }; glm::vec3 light_direction_array[MAX_LIGHTS] = { glm::vec3(-4,0,0), glm::vec3(0,0,4), glm::vec3(-4,-4,-4) }; int light_type_array[MAX_LIGHTS] = { 0, 0, 0 }; int light_state_array[MAX_LIGHTS] = { 1, 0, 0 }; int light_normal_mapping_on = 1; //shadowstuff int shadow_mapping_on = 1; //displacement stuff int displacement_on = 1; float displacement_steps = 20; float displacement_refinement_steps = 20; float displacmenet_uv_factor = 20; //GUI TwInit(TW_OPENGL, NULL); TwWindowSize(1024, 768); TwBar * GeneralGUI = TwNewBar("General settings"); TwBar * LightGUI = TwNewBar("Light Settings"); TwBar * DisplacementGUI = TwNewBar("Displacement Settings"); TwSetParam(GeneralGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1"); TwSetParam(LightGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1"); TwSetParam(DisplacementGUI, NULL, "refresh", TW_PARAM_CSTRING, 1, "0.1"); //general gui TwAddSeparator(GeneralGUI, "Funny seperator", NULL); TwAddVarRW(GeneralGUI, "Field of View", TW_TYPE_FLOAT , &display_field_of_view, "help='Field of View value'"); TwAddVarRW(GeneralGUI, "Ratio Horizontal", TW_TYPE_FLOAT , &display_ratio_horizontal, "help='Ratio Horizontal'"); TwAddVarRW(GeneralGUI, "Ratio Vertical", TW_TYPE_FLOAT , &display_ratio_vertical, "help='Ratio Vertical'"); TwAddVarRW(GeneralGUI, "Range Near", TW_TYPE_FLOAT , &display_range_near, "help='Range near'"); TwAddVarRW(GeneralGUI, "Range far", TW_TYPE_FLOAT , &display_range_far, "help='Range far'"); //light gui TwAddVarRW(LightGUI, "Ambient light", TW_TYPE_FLOAT , &light_ambient_power, "help='Ambient power'"); TwAddVarRW(LightGUI, "Self Shadowing", TW_TYPE_BOOL32, &light_self_shadowing_on, NULL); TwAddVarRW(LightGUI, "Normal Mapping", TW_TYPE_BOOL32, &light_normal_mapping_on, NULL); TwType gui_light_type = TwDefineEnumFromString("LightType", "Directionallight,Pointlight"); TwType gui_light_specular_type = TwDefineEnumFromString("LightSpecularType", "Blinn,Phong"); //shadow TwAddVarRW(LightGUI, "Cast Shadows", TW_TYPE_BOOL32, &shadow_mapping_on, NULL); //light1 TwAddVarRW(LightGUI, "Light 1", TW_TYPE_BOOL32, light_state_array, NULL); TwAddVarRW(LightGUI, "Light Type 1", gui_light_type, light_type_array, NULL); TwAddVarRW(LightGUI, "Light Specular Type 1", gui_light_specular_type, light_specular_type_array, NULL); TwAddVarRW(LightGUI, "Light Power 1", TW_TYPE_FLOAT , light_power_array, NULL); TwAddVarRW(LightGUI, "Light Specular Lobe 1", TW_TYPE_FLOAT , light_specular_lobe_array, NULL); TwAddVarRW(LightGUI, "Light Color 1", TW_TYPE_COLOR3F , light_color_array, NULL); TwAddVarRW(LightGUI, "Light Position 1", TW_TYPE_DIR3F , light_position_array, NULL); TwAddVarRW(LightGUI, "Light Direction 1", TW_TYPE_DIR3F , light_direction_array, NULL); //light2 TwAddVarRW(LightGUI, "Light 2", TW_TYPE_BOOL32, light_state_array+1, NULL); TwAddVarRW(LightGUI, "Light Type 2", gui_light_type, light_type_array+1, NULL); TwAddVarRW(LightGUI, "Light Specular Type 2", gui_light_specular_type, light_specular_type_array+1, NULL); TwAddVarRW(LightGUI, "Light Power 2", TW_TYPE_FLOAT , light_power_array+1, NULL); TwAddVarRW(LightGUI, "Light Specular Lobe 2", TW_TYPE_FLOAT , light_specular_lobe_array+1, NULL); TwAddVarRW(LightGUI, "Light Color 2", TW_TYPE_COLOR3F , light_color_array+1, NULL); TwAddVarRW(LightGUI, "Light Position 2", TW_TYPE_DIR3F , light_position_array+1, NULL); TwAddVarRW(LightGUI, "Light Direction 2", TW_TYPE_DIR3F , light_direction_array+1, NULL); //light3 TwAddVarRW(LightGUI, "Light 3", TW_TYPE_BOOL32, light_state_array+2, NULL); TwAddVarRW(LightGUI, "Light Type 3", gui_light_type, light_type_array+2, NULL); TwAddVarRW(LightGUI, "Light Specular Type 3", gui_light_specular_type, light_specular_type_array+2, NULL); TwAddVarRW(LightGUI, "Light Power 3", TW_TYPE_FLOAT , light_power_array+2, NULL); TwAddVarRW(LightGUI, "Light Specular Lobe 3", TW_TYPE_FLOAT , light_specular_lobe_array+2, NULL); TwAddVarRW(LightGUI, "Light Color 3", TW_TYPE_COLOR3F , light_color_array+2, NULL); TwAddVarRW(LightGUI, "Light Position 3", TW_TYPE_DIR3F , light_position_array+2, NULL); TwAddVarRW(LightGUI, "Light Direction 3", TW_TYPE_DIR3F , light_direction_array+2, NULL); //displacement gui TwAddVarRW(DisplacementGUI, "Displacement ON/OFF", TW_TYPE_BOOL32, &displacement_on, NULL); TwAddVarRW(DisplacementGUI, "Displacment steps", TW_TYPE_FLOAT , &displacement_steps, NULL); TwAddVarRW(DisplacementGUI, "Displacement refinement", TW_TYPE_FLOAT , &displacement_refinement_steps, NULL); TwAddVarRW(DisplacementGUI, "Displacement UV factor", TW_TYPE_FLOAT , &displacmenet_uv_factor, NULL); //gui mouse setup mouse.set_on_pressed_function( (crap::mouse::user_button_callback_function)gui_mouse_down ); mouse.set_on_release_function( (crap::mouse::user_button_callback_function)gui_mouse_up ); mouse.set_on_move_function( (crap::mouse::user_move_callback_function)TwEventMousePosGLFW ); mouse.set_on_wheel_function( (crap::mouse::user_wheel_callback_function)TwEventMouseWheelGLFW ); keyboard.set_on_pressed_function( (crap::keyboard::user_callback_function)TwEventKeyGLFW ); //todo set char input // temporary crap::opengl::clearColor(1.0f, 1.0f, 1.0f, 0.0f); while( !keyboard.is_pressed( crap::keyboard::key_escape ) && window.is_open() ) { // update positions handleInput(keyboard, mouse, cam); crap::opengl::clear(crap::opengl::color_depth_buffer); frame_buffer.bind(); glViewport(0,0,1024,1024); // Render on the whole framebuffer, complete from the lower left corner to the upper right sm.set_current("shadow_vert", "shadow_frag"); sm.activate(); glm::vec3 lightInvDir = light_direction_array[0]; //glm::vec3(0.5f,2,2); // Compute the MVP matrix from the light's point of view glm::mat4 depthProjectionMatrix = glm::ortho<float>(-10,10,-10,10,-10,20); glm::mat4 depthViewMatrix = glm::lookAt(lightInvDir, glm::vec3(0,0,0), glm::vec3(0,1,0)); glm::mat4 depthModelMatrix = glm::mat4(1.0); glm::mat4 depthMVP = depthProjectionMatrix * depthViewMatrix * depthModelMatrix; sm.current()->uniform_matrix4f_value( DepthBiasMVPID, 1, &depthMVP[0][0]); sm.current()->vertex_attribute_array.enable(0); cube_vbo.bind_buffer( vbo::verticies ); sm.current()->vertex_attribute_array.pointer( 0, 3, crap::gl_float, false, 0, (void*)0); cube_vbo.bind_buffer( vbo::indicies ); crap::opengl::draw_elements( crap::opengl::triangles, // mode cube_vbo.indicies_size, // count crap::opengl::unsigned_short // type ); sm.current()->vertex_attribute_array.disable(0); frame_buffer.unbind(); glViewport(0,0,1024,768); // Render on the whole framebuffer, complete from the lower left corner to the upper right crap::opengl::clear(crap::opengl::color_depth_buffer); sm.set_current("epr_vert", "epr_frag"); sm.activate(); /////////////////////////////////////// ////////////////////////////////////// projection_matrix = glm::perspective( display_field_of_view, display_ratio_horizontal / display_ratio_vertical, display_range_near, display_range_far); view_matrix = cam.view(); model_view_matrix = view_matrix * world_matrix; model_view_matrix3x3 = glm::mat3(model_view_matrix); world_matrix = projection_matrix * view_matrix * model_matrix; glm::mat4 biasMatrix( 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); glm::mat4 depthBiasMVP = biasMatrix*depthMVP; sm.current()->uniform_matrix4f_value( ShadowDepthBiasMVPID, 1, &depthBiasMVP[0][0]); sm.current()->uniform_1i(ShadowMappingOnID, shadow_mapping_on); //activate shader porgram and connect data //sm.activate(); //default stuff sm.current()->uniform_matrix4f_value( WorldMatrixID, 1, &world_matrix[0][0]); sm.current()->uniform_matrix4f_value( ModelMatrixID, 1, &model_matrix[0][0]); sm.current()->uniform_matrix4f_value( ViewMatrixID, 1, &view_matrix[0][0]); sm.current()->uniform_matrix3f_value( ModelView3x3MatrixID, 1, &model_view_matrix3x3[0][0]); //light sm.activate(); sm.current()->uniform_1f(LightAmbientPowerID, light_ambient_power); sm.current()->uniform_1i(LightSelfShadowingOnID, light_self_shadowing_on); sm.current()->uniform_1i(LightNormalMappingOnID, light_normal_mapping_on); sm.current()->uniform_1f_value( LightPowerArrayID, 3, light_power_array ); sm.current()->uniform_1i_value( LightSpecularTypeArrayID, 3, light_specular_type_array ); sm.current()->uniform_1f_value( LightSpecularLobeArrayID, 3, light_specular_lobe_array ); sm.current()->uniform_3f_value( LightColorArrayID, 3, (f32*)light_color_array ); sm.current()->uniform_3f_value( LightPositionArrayID, 3, (f32*)light_position_array ); sm.current()->uniform_3f_value( LightDirectionArrayID, 3, (f32*)light_direction_array ); sm.current()->uniform_1i_value( LightTypeArrayID, 3, light_type_array ); sm.current()->uniform_1i_value( LightStateArrayID, 3, light_state_array ); //displacement sm.current()->uniform_1i( DisplacementOnID, displacement_on ); sm.current()->uniform_1f( DisplacementStepsID, displacement_steps); sm.current()->uniform_1f( DisplacementRefinementStepsID, displacement_refinement_steps); sm.current()->uniform_1f( DisplacementUVFactorID, displacmenet_uv_factor); //activate texture buffer and connect data diffuse_tbo.activate(); diffuse_tbo.bind_buffer(); sm.current()->uniform_1i( DiffuseTextureID, 0); normal_tbo.activate(); normal_tbo.bind_buffer(); sm.current()->uniform_1i( NormalTextureID, 1); height_tbo.activate(); height_tbo.bind_buffer(); sm.current()->uniform_1i( HeightTextureID, 2 ); depthmap.activate(); depthmap.bind_buffer(); sm.current()->uniform_1i( ShadowMapID, 4); //define data of buffers sm.current()->vertex_attribute_array.enable(0); //cube_vbo.bind_buffer( vbo::verticies ); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); sm.current()->vertex_attribute_array.pointer( 0, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(1); glBindBuffer(GL_ARRAY_BUFFER, uvbuffer); //cube_vbo.bind_buffer( vbo::uvs ); sm.current()->vertex_attribute_array.pointer( 1, 2, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(2); glBindBuffer(GL_ARRAY_BUFFER, normalbuffer); //cube_vbo.bind_buffer( vbo::normals ); sm.current()->vertex_attribute_array.pointer( 2, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(3); glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer); //cube_vbo.bind_buffer( vbo::tangents ); sm.current()->vertex_attribute_array.pointer( 3, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(4); glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer); //cube_vbo.bind_buffer( vbo::binormals ); sm.current()->vertex_attribute_array.pointer( 4, 3, crap::gl_float, false, 0, (void*)0); ////draw the f**k cube_vbo.bind_buffer( vbo::indicies ); crap::opengl::draw_elements( crap::opengl::triangles, // mode cube_vbo.indicies_size, // count crap::opengl::unsigned_short // type ); sm.current()->vertex_attribute_array.disable(0); sm.current()->vertex_attribute_array.disable(1); sm.current()->vertex_attribute_array.disable(2); sm.current()->vertex_attribute_array.disable(3); sm.current()->vertex_attribute_array.disable(4); //next object glm::mat4 model_matrix_2 = model_matrix * glm::translate(3.f,0.f,0.f); model_view_matrix = view_matrix * model_matrix_2; model_view_matrix3x3 = glm::mat3(model_view_matrix); world_matrix = projection_matrix * view_matrix * model_matrix_2; //activate shader porgram and connect data //sm.activate(); sm.current()->uniform_matrix4f_value( WorldMatrixID, 1, &world_matrix[0][0]); sm.current()->uniform_matrix4f_value( ModelMatrixID, 1, &model_matrix_2[0][0]); sm.current()->uniform_matrix3f_value( ModelView3x3MatrixID, 1, &model_view_matrix3x3[0][0]); //attempt //define data of buffers sm.current()->vertex_attribute_array.enable(0); ape_vbo.bind_buffer( vbo::verticies ); sm.current()->vertex_attribute_array.pointer( 0, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(1); ape_vbo.bind_buffer( vbo::uvs ); sm.current()->vertex_attribute_array.pointer( 1, 2, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(2); ape_vbo.bind_buffer( vbo::normals ); sm.current()->vertex_attribute_array.pointer( 2, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(3); ape_vbo.bind_buffer( vbo::tangents ); sm.current()->vertex_attribute_array.pointer(3, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(4); ape_vbo.bind_buffer( vbo::binormals ); sm.current()->vertex_attribute_array.pointer( 4, 3, crap::gl_float, false, 0, (void*)0); //draw the f**k ape_vbo.bind_buffer( vbo::indicies ); crap::opengl::draw_elements( crap::opengl::triangles, // mode ape_vbo.indicies_size, // count crap::opengl::unsigned_short // type ); //disable data define stuff sm.current()->vertex_attribute_array.disable(0); sm.current()->vertex_attribute_array.disable(1); sm.current()->vertex_attribute_array.disable(2); sm.current()->vertex_attribute_array.disable(3); sm.current()->vertex_attribute_array.disable(4); //next object glm::mat4 model_matrix_3 = model_matrix * glm::translate(0.f,-2.f,0.f); model_view_matrix = view_matrix * model_matrix_2; model_view_matrix3x3 = glm::mat3(model_view_matrix); world_matrix = projection_matrix * view_matrix * model_matrix_3; //activate shader porgram and connect data //sm.activate(); sm.current()->uniform_matrix4f_value( WorldMatrixID, 1, &world_matrix[0][0]); sm.current()->uniform_matrix4f_value( ModelMatrixID, 1, &model_matrix_3[0][0]); sm.current()->uniform_matrix3f_value( ModelView3x3MatrixID, 1, &model_view_matrix3x3[0][0]); //attempt //define data of buffers sm.current()->vertex_attribute_array.enable(0); cube_big_vbo.bind_buffer( vbo::verticies ); sm.current()->vertex_attribute_array.pointer( 0, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(1); cube_big_vbo.bind_buffer( vbo::uvs ); sm.current()->vertex_attribute_array.pointer( 1, 2, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(2); cube_big_vbo.bind_buffer( vbo::normals ); sm.current()->vertex_attribute_array.pointer( 2, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(3); cube_big_vbo.bind_buffer( vbo::tangents ); sm.current()->vertex_attribute_array.pointer(3, 3, crap::gl_float, false, 0, (void*)0); sm.current()->vertex_attribute_array.enable(4); cube_big_vbo.bind_buffer( vbo::binormals ); sm.current()->vertex_attribute_array.pointer( 4, 3, crap::gl_float, false, 0, (void*)0); //draw the f**k cube_big_vbo.bind_buffer( vbo::indicies ); crap::opengl::draw_elements( crap::opengl::triangles, // mode cube_big_vbo.indicies_size, // count crap::opengl::unsigned_short // type ); //disable data define stuff sm.current()->vertex_attribute_array.disable(0); sm.current()->vertex_attribute_array.disable(1); sm.current()->vertex_attribute_array.disable(2); sm.current()->vertex_attribute_array.disable(3); sm.current()->vertex_attribute_array.disable(4); glMatrixMode(GL_PROJECTION); glLoadMatrixf((const GLfloat*)&projection_matrix[0]); glMatrixMode(GL_MODELVIEW); glm::mat4 MV = view_matrix * model_matrix; glLoadMatrixf((const GLfloat*)&MV[0]); sm.activate(); // normals glColor3f(0,0,1); glBegin(GL_LINES); for (unsigned int i=0; i<ig.indices_size; i++){ glm::vec3 p = glm::vec3(ig.positions[ig.indices[i]].x, ig.positions[ig.indices[i]].y, ig.positions[ig.indices[i]].z ); glVertex3fv(&p.x); glm::vec3 o = glm::normalize( glm::vec3(ig.normals[ig.indices[i]].x, ig.normals[ig.indices[i]].y, ig.normals[ig.indices[i]].z) ); p+=o*0.1f; glVertex3fv(&p.x); } glEnd(); // tangents glColor3f(1,0,0); glBegin(GL_LINES); for (unsigned int i=0; i<ig.indices_size; i++){ glm::vec3 p = glm::vec3(ig.positions[ig.indices[i]].x, ig.positions[ig.indices[i]].y, ig.positions[ig.indices[i]].z ); glVertex3fv(&p.x); glm::vec3 o = glm::normalize( glm::vec3(ig.tangents[ig.indices[i]].x, ig.tangents[ig.indices[i]].y, ig.tangents[ig.indices[i]].z) ); p+=o*0.1f; glVertex3fv(&p.x); } glEnd(); // bitangents glColor3f(0,1,0); glBegin(GL_LINES); for (unsigned int i=0; i<ig.indices_size; i++){ glm::vec3 p = glm::vec3(ig.positions[ig.indices[i]].x, ig.positions[ig.indices[i]].y, ig.positions[ig.indices[i]].z ); glVertex3fv(&p.x); glm::vec3 o = glm::normalize( glm::vec3(ig.binormals[ig.indices[i]].x, ig.binormals[ig.indices[i]].y, ig.binormals[ig.indices[i]].z) ); p+=o*0.1f; glVertex3fv(&p.x); } glEnd(); glm::vec3 debug_light; // light pos 1 glColor3f(1,1,1); glBegin(GL_LINES); debug_light = light_position_array[0]; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light-=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(0,1,0)*0.1f; glVertex3fv(&debug_light.x); glEnd(); // light pos 2 glColor3f(1,1,1); glBegin(GL_LINES); debug_light = light_position_array[1]; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light-=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(0,1,0)*0.1f; glVertex3fv(&debug_light.x); glEnd(); // light pos3 glColor3f(1,1,1); glBegin(GL_LINES); debug_light = light_position_array[2]; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light-=glm::vec3(1,0,0)*0.1f; glVertex3fv(&debug_light.x); debug_light+=glm::vec3(0,1,0)*0.1f; glVertex3fv(&debug_light.x); glEnd(); // Draw GUI TwDraw(); //poll and swap window.swap(); window.poll_events(); } TwTerminate(); //geometry_content ig; //cm.create_content( "ape" , &ig, type_name::geometry ); //texture_content tc; //cm.create_content( "color", &tc, type_name::texture ); //shader_content sc; //cm.create_content( "fragment_texture_only", &sc, type_name::shader ); //cm.save_content( "fragment_texture_only", &sc, type_name::shader ); return 0; }
Buffer& Buffer::operator<<(Mesh* m) { groupID = m->groupID; texCoordSize = m->texCoord.size() * sizeof(std::vector<Vector>::value_type); positionSize = m->vertex.size() * sizeof(std::vector<Vector>::value_type); normalSize = m->normal.size() * sizeof(std::vector<Vector>::value_type); vertexCount = m->vertex.size(); std::vector<Vector> tangents; computeTangentBasis(m->vertex, m->texCoord, m->normal, tangents); texCoordData = (GLubyte*)m->texCoord.data(); positionData = (GLfloat*)m->vertex.data(); normalData = (GLfloat*)m->normal.data(); tangentData = (GLfloat*)tangents.data(); AttributIndex[TEXCOORD_OBJECT] = shader->attribute("TexCoord"); AttributIndex[POSITION_OBJECT] = shader->attribute("Position"); AttributIndex[NORMAL_OBJECT] = shader->attribute("Normal"); AttributIndex[TANGENT_OBJECT] = shader->attribute("Tangent"); glGenBuffers(BufferSize, BufferName); glBindBuffer(GL_ARRAY_BUFFER, BufferName[TEXCOORD_OBJECT]); glBufferData(GL_ARRAY_BUFFER, texCoordSize, texCoordData, GL_STREAM_DRAW); glVertexAttribPointer(AttributIndex[TEXCOORD_OBJECT], 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, BufferName[POSITION_OBJECT]); glBufferData(GL_ARRAY_BUFFER, positionSize, positionData, GL_STREAM_DRAW); glVertexAttribPointer(AttributIndex[POSITION_OBJECT], 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, BufferName[NORMAL_OBJECT]); glBufferData(GL_ARRAY_BUFFER, normalSize, normalData, GL_STREAM_DRAW); glVertexAttribPointer(AttributIndex[NORMAL_OBJECT], 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ARRAY_BUFFER, BufferName[TANGENT_OBJECT]); glBufferData(GL_ARRAY_BUFFER, normalSize, tangentData, GL_STREAM_DRAW); glVertexAttribPointer(AttributIndex[TANGENT_OBJECT], 3, GL_FLOAT, GL_FALSE, 0, 0); material = new Material( { { m->diffuse[0], m->diffuse[1], m->diffuse[2], m->diffuse[3] }, { m->emission[0], m->emission[1], m->emission[2], m->emission[3] }, { m->specular[0], m->specular[1], m->specular[2], m->specular[3] }, { m->shininess[0], 0.0, 0.0, 1.0 }, m->useTex }); useTex = m->useTex; diffTex = m->diffuseTex; normTex = m->normalTex; specTex = m->specularTex; envTex = m->environmentTex; if(material->shininess[0] > 99.0) { mirrorMap = new MirrorCube(1024); } midPoint = Vector(0.0, 0.0, 0.0); for(Vector vpos : m->vertex) { midPoint += vpos; } midPoint /= vertexCount; return *this; }