74239300bd
Conflicts: assets src/GameWorld.cpp src/Renderer.cpp src/Renderer.h src/Systems/RenderSystem.cpp
281 lines
7.6 KiB
C++
Executable File
281 lines
7.6 KiB
C++
Executable File
#include "PrecompiledHeader.h"
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#include "Model.h"
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Model::Model(std::shared_ptr<ResourceManager> rm, OBJ &obj)
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{
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OBJ::MaterialInfo* currentMaterial = nullptr;
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TextureGroup* currentTexGroup = nullptr;
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int index = 0;
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for (auto face : obj.Faces)
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{
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if (face.Material == nullptr)
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{
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LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
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return;
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}
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// New material
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if (face.Material != currentMaterial)
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{
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currentMaterial = face.Material;
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// Load texture
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auto texture = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->DiffuseTexture.FileName));
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// TODO: Load normal map
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std::shared_ptr<Texture> normalMap = nullptr;
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if (!currentMaterial->NormalMap.FileName.empty())
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{
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normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->NormalMap.FileName));
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}
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else
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{
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normalMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", "Textures/NeutralNormalMap.png"));
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}
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// Load specular map
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std::shared_ptr<Texture> specularMap = nullptr;
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if (!currentMaterial->SpecularMap.FileName.empty())
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{
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specularMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->SpecularMap.FileName));
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}
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else
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{
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specularMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", "Textures/NeutralSpecularMap.png"));
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}
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// TODO: Load material parameters
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// Create new texture group (start index of new group is upcoming index)
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TextureGroup texGroup = { texture, normalMap, specularMap, index, index };
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TextureGroups.push_back(texGroup);
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currentTexGroup = &TextureGroups.back();
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}
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/*std::unordered_map<int, glm::vec3> similarNormals;
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std::unordered_map<int, int> normalCount;
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for (auto &faceDef : face.Definitions)
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{
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if (faceDef.NormalIndex == 0)
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continue;
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similarNormals[faceDef.VertexIndex - 1] += normal;
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normalCount[faceDef.VertexIndex - 1]++;
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int index = pair.first;
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glm::vec3 averagedNormal = ;
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Normals[]
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}*/
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// Face definitions
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for (auto faceDef : face.Definitions)
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{
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glm::vec3 vertex;
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std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
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Vertices.push_back(vertex);
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if (faceDef.NormalIndex != 0)
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{
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glm::vec3 normal;
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std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
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Normals.push_back(normal);
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}
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if (faceDef.TextureCoordIndex != 0)
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{
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glm::vec2 texCoord;
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// TODO: W-coord?
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std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
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TextureCoords.push_back(texCoord);
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}
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currentTexGroup->EndIndex = index;
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index++;
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}
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}
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if (Vertices.size() > 0)
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{
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CreateTangents();
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//getSimilarVertexIndex();
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CreateBuffers(Vertices, Normals, TangentNormals, BiTangentNormals, TextureCoords);
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}
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else
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{
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LOG_WARNING("Loaded OBJ with no vertices!");
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}
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}
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void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec3> tangents, std::vector<glm::vec3> biTangents, std::vector<glm::vec2>textureCoords)
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{
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LOG_INFO("Generating VertexBuffer");
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glGenBuffers(1, &VertexBuffer);
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if (vertices.size() > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, VertexBuffer");
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}
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else
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{
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LOG_WARNING("Created empty vertex buffer!");
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}
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LOG_INFO("Generating NormalBuffer");
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glGenBuffers(1, &NormalBuffer);
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if (normals.size() > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, NormalBuffer");
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}
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else
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{
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LOG_WARNING("Created empty normal buffer!");
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}
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LOG_INFO("Generating TangentNormalsBuffer");
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glGenBuffers(1, &TangentNormalsBuffer);
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if (tangents.size() > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
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glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TangentNormalsBuffer");
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}
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else
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{
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LOG_WARNING("Created empty tangent buffer!");
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}
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LOG_INFO("Generating BiTangentNormalsBuffer");
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glGenBuffers(1, &BiTangentNormalsBuffer);
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if (biTangents.size() > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
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glBufferData(GL_ARRAY_BUFFER, biTangents.size() * sizeof(glm::vec3), &biTangents[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, BiTangentNormalsBuffer");
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}
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else
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{
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LOG_WARNING("Created empty biTangent buffer!");
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}
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LOG_INFO("Generating textureCoordBuffer");
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glGenBuffers(1, &TextureCoordBuffer);
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if (textureCoords.size() > 0)
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{
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
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GLERROR("GLEW: BufferFail, TextureCoordBuffer");
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}
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else
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{
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LOG_WARNING("Created empty texture coordinate buffer!");
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}
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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GLERROR("GLEW: BufferFail4");
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, TangentNormalsBuffer);
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glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, BiTangentNormalsBuffer);
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glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(3);
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glEnableVertexAttribArray(4);
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GLERROR("GLEW: BufferFail5");
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}
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bool Model::IsNear( float v1, float v2 )
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{
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return fabs(v1 - v2) < 0.001f;
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}
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void Model::getSimilarVertexIndex()
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{
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for(int i = 0; i < Vertices.size(); i++)
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{
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for(int t = 0; t < Vertices.size(); t++)
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{
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if(i != t)
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{
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if(IsNear(Vertices[i].x, Vertices[t].x)
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&& IsNear(Vertices[i].y, Vertices[t].y)
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&& IsNear(Vertices[i].z, Vertices[t].z)
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)
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{
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glm::vec3 tempNormal, tempTangent, tempBiTangent;
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tempNormal = Normals[i] + Normals[t];
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tempTangent = TangentNormals[i] + TangentNormals[t];
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tempBiTangent = BiTangentNormals[i] + BiTangentNormals[t];
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Normals[i] = tempNormal;
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Normals[t] = tempNormal;
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TangentNormals[i] = tempTangent;
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TangentNormals[t] = tempTangent;
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BiTangentNormals[i] = tempBiTangent;
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BiTangentNormals[t] = tempBiTangent;
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}
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}
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}
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}
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}
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void Model::CreateTangents()
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{
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for(int i = 0; i < Vertices.size(); i += 3)
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{
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glm::vec3 v0 = Vertices[i];
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glm::vec3 v1 = Vertices[i+1];
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glm::vec3 v2 = Vertices[i+2];
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glm::vec2 uv0 = TextureCoords[i];
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glm::vec2 uv1 = TextureCoords[i+1];
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glm::vec2 uv2 = TextureCoords[i+2];
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//Calculate the edge of the triangle
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glm::vec3 edge1 = v1-v0;
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glm::vec3 edge2 = v2-v0;
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glm::vec2 deltaUV1 = uv1 - uv0;
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glm::vec2 deltaUV2 = uv2 - uv0;
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float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
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glm::vec3 tangent, biTangent;
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tangent = (edge1 * deltaUV2.y - edge2 * deltaUV1.y) * r;
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biTangent = (edge2 * deltaUV1.x - edge1 * deltaUV2.x) * r;
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TangentNormals.push_back(tangent);
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TangentNormals.push_back(tangent);
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TangentNormals.push_back(tangent);
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BiTangentNormals.push_back(biTangent);
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BiTangentNormals.push_back(biTangent);
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BiTangentNormals.push_back(biTangent);
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}
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}
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