Exemplo n.º 1
0
void ModelVBO::Load(ModelOBJ obj)
{
    if (obj.hasPositions())
    {
        glGenBuffers(1, &vertexbuffer);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glBufferData(GL_ARRAY_BUFFER, obj.getNumberOfVertices() * obj.getVertexSize(), obj.getVertexBuffer(), GL_STATIC_DRAW);
    }

    if (obj.hasTextureCoords())
    {
        glGenBuffers(1, &uvbuffer);
        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
        glBufferData(GL_ARRAY_BUFFER, obj.getNumberOfVertices() * obj.getVertexSize(), obj.getVertexBuffer(), GL_STATIC_DRAW);
    }

    if (obj.hasNormals())
    {
        glGenBuffers(1, &normalbuffer);
        glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
        glBufferData(GL_ARRAY_BUFFER, obj.getNumberOfVertices() * obj.getVertexSize(), obj.getVertexBuffer(), GL_STATIC_DRAW);
    }

    if (obj.hasTangents())
    {
        glGenBuffers(1, &tangentbuffer);
        glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
        glBufferData(GL_ARRAY_BUFFER, obj.getNumberOfVertices() * obj.getVertexSize(), obj.getVertexBuffer(), GL_STATIC_DRAW);
    }

    glGenBuffers(1, &elementbuffer);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementbuffer);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, obj.getNumberOfIndices() * obj.getIndexSize(), obj.getIndexBuffer(),
                 GL_STATIC_DRAW);
}
Exemplo n.º 2
0
void init_VBO()
{
    // 1 vertex, 1 normal, + N element sets
    num_buffer_objects = 2 + model.getNumberOfMeshes();
    bufferObjects = (GLuint*) malloc( sizeof(GLuint) * num_buffer_objects );
    glGenBuffers( num_buffer_objects, bufferObjects );


    //
    // Copy data to video memory
    //

    // Vertices array stores Vertex data & Normal Data
    glBindBuffer( GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA] );
    glBufferData( GL_ARRAY_BUFFER, model.getVertexSize() * model.getNumberOfVertices(),
                                        model.getVertexBuffer(), GL_STATIC_DRAW );

    /* Normal data
    if ( model.hasNormals())
    {  
        glBindBuffer( GL_ARRAY_BUFFER, bufferObjects[NORMAL_DATA] );
        glBufferData( GL_ARRAY_BUFFER, sizeof(float)* model.getNumberOfVertices() * 3,
                                                model.getVertexBuffer()->normal, GL_STATIC_DRAW );
    } */

    for ( int i = 0; i < model.getNumberOfMeshes(); ++i )
    {
        const ModelOBJ::Mesh *pMesh = &model.getMesh(i);

        // Indexes
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, bufferObjects[INDEX_DATA+i] );
        glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * pMesh->triangleCount * 3, model.getIndexBuffer() + pMesh->startIndex, GL_STATIC_DRAW ); 

    }
}
Exemplo n.º 3
0
//MODEL - vertex array version
void draw_test_model_Vertex_Arrays()
{
    const ModelOBJ::Mesh *pMesh = 0;
    const ModelOBJ::Material *pMaterial = 0;


    for (int i = 0; i < model.getNumberOfMeshes(); ++i)
    {
        pMesh = &model.getMesh(i);
        pMaterial = pMesh->pMaterial;


        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);

        if (model.hasPositions())
        {
            glEnableClientState(GL_VERTEX_ARRAY);
            glVertexPointer(3, GL_FLOAT, model.getVertexSize(),
                    model.getVertexBuffer()->position);
        }


        if ( model.hasNormals())
        {  
            glEnableClientState(GL_NORMAL_ARRAY);
            glNormalPointer(GL_FLOAT, model.getVertexSize(),
                model.getVertexBuffer()->normal);
        }

        glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
            model.getIndexBuffer() + pMesh->startIndex);

        if (model.hasNormals())
            glDisableClientState(GL_NORMAL_ARRAY);

        if (model.hasPositions())
            glDisableClientState(GL_VERTEX_ARRAY);
    }

}
Exemplo n.º 4
0
void draw_test_model_VBO()
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_INDEX_ARRAY);
    glEnableClientState(GL_NORMAL_ARRAY);

    // Here’s where the data is now
    // Vertex data
    glBindBuffer( GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA] );
    glVertexPointer( 3, GL_FLOAT, model.getVertexSize(), 0 );

    // Normal data
    if ( model.hasNormals())
    {  
        //glBindBuffer( GL_ARRAY_BUFFER, bufferObjects[NORMAL_DATA] );
        glBindBuffer( GL_ARRAY_BUFFER, bufferObjects[VERTEX_DATA] );
        glNormalPointer( GL_FLOAT, model.getVertexSize(), model.getVertexBuffer()->normal /* pointer? */ ); 
    }

    for ( int i = 0; i < model.getNumberOfMeshes(); ++i )
    {
        const ModelOBJ::Mesh * pMesh = &model.getMesh(i);

        // Indexes
        glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, bufferObjects[INDEX_DATA+i] );
        glDrawElements( GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT, 0 ); 
    }

    // free the VBO context for regular Vertex Array calls
    glBindBuffer( GL_ARRAY_BUFFER, 0 );
    glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );

    glDisableClientState(GL_NORMAL_ARRAY);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_INDEX_ARRAY);
}
Exemplo n.º 5
0
void ModelVBO::BindBuffers(ModelOBJ obj)
{
    if (obj.hasPositions())
    {
        // 1rst attribute buffer : vertices
        glEnableVertexAttribArray(0);
        glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
        glVertexAttribPointer(
            0,                  // attribute
            3,                  // size
            GL_FLOAT,           // type
            GL_FALSE,           // normalized?
            obj.getVertexSize(),                  // stride
            (void *)0           // array buffer offset
        );
    }

    if (obj.hasTextureCoords())
    {
        // 2nd attribute buffer : UVs
        glEnableVertexAttribArray(1);
        glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
        glVertexAttribPointer(
            1,                                // attribute
            2,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            obj.getVertexSize(),                                // stride
            (void *)(3 * sizeof(float))                       // array buffer offset
        );
    }

    if (obj.hasNormals())
    {
        // 3rd attribute buffer : normals
        glEnableVertexAttribArray(2);
        glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
        glVertexAttribPointer(
            2,                                // attribute
            3,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            obj.getVertexSize(),                                // stride
            (void *)(5 * sizeof(float))                      // array buffer offset
        );
    }

    if (obj.hasTangents())
    {
        // 4th attribute buffer : tangents
        glEnableVertexAttribArray(3);
        glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
        glVertexAttribPointer(
            3,                                // attribute
            4,                                // size
            GL_FLOAT,                         // type
            GL_FALSE,                         // normalized?
            obj.getVertexSize(),                                // stride
            (void *)(8 * sizeof(float))                     // array buffer offset
        );
    }
}
Exemplo n.º 6
0
void DrawFrame()
{
    glViewport(0, 0, g_windowWidth, g_windowHeight);
    glClearColor(0.3f, 0.5f, 0.9f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(CAMERA_FOVY,
        static_cast<float>(g_windowWidth) / static_cast<float>(g_windowHeight),
        CAMERA_ZNEAR, CAMERA_ZFAR);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    gluLookAt(g_cameraPos[0], g_cameraPos[1], g_cameraPos[2],
        g_targetPos[0], g_targetPos[1], g_targetPos[2],
        0.0f, 1.0f, 0.0f);

    glRotatef(g_pitch, 1.0f, 0.0f, 0.0f);
    glRotatef(g_heading, 0.0f, 1.0f, 0.0f);

const ModelOBJ::Mesh *pMesh = 0;
    const ModelOBJ::Material *pMaterial = 0;
    const ModelOBJ::Vertex *pVertices = 0;
    ModelTextures::const_iterator iter;

    for (int i = 0; i < g_model.getNumberOfMeshes(); ++i)
    {
        pMesh = &g_model.getMesh(i);
        pMaterial = pMesh->pMaterial;
        pVertices = g_model.getVertexBuffer();

        glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
        glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);

        if (g_enableTextures)
        {
            iter = g_modelTextures.find(pMaterial->colorMapFilename);

            if (iter == g_modelTextures.end())
            {
                glDisable(GL_TEXTURE_2D);
            }
            else
            {
                glEnable(GL_TEXTURE_2D);
                glBindTexture(GL_TEXTURE_2D, iter->second);
            }
        }
        else
        {
            glDisable(GL_TEXTURE_2D);
        }

            glEnableClientState(GL_VERTEX_ARRAY);
            glVertexPointer(3, GL_FLOAT, g_model.getVertexSize(),   g_model.getVertexBuffer()->position);
       
            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
            glTexCoordPointer(2, GL_FLOAT, g_model.getVertexSize(), g_model.getVertexBuffer()->texCoord);
       
            glEnableClientState(GL_NORMAL_ARRAY);
            glNormalPointer(GL_FLOAT, g_model.getVertexSize(),      g_model.getVertexBuffer()->normal);
    
       




        glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT, g_model.getIndexBuffer() + pMesh->startIndex);



           glDisableClientState(GL_NORMAL_ARRAY);

            glDisableClientState(GL_TEXTURE_COORD_ARRAY);

            glDisableClientState(GL_VERTEX_ARRAY);
    }
}