Files
fishtanks/src/Model.cpp
T
2014-04-27 08:07:18 +02:00

140 lines
3.8 KiB
C++
Executable File

#include "PrecompiledHeader.h"
#include "Model.h"
Model::Model(ResourceManager* rm, OBJ &obj)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
int index = 0;
for (auto face : obj.Faces)
{
if (face.Material == nullptr)
{
LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
return;
}
// New material
if (face.Material != currentMaterial)
{
currentMaterial = face.Material;
// Load texture
auto texture = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->DiffuseTexture.FileName));
// TODO: Load normal map
std::shared_ptr<Texture> normalMap = nullptr;
// Load specular map
std::shared_ptr<Texture> specularMap = nullptr;
if (!currentMaterial->SpecularMap.FileName.empty())
specularMap = std::shared_ptr<Texture>(rm->Load<Texture>("Texture", currentMaterial->SpecularMap.FileName));
// TODO: Load material parameters
// Create new texture group (start index of new group is upcoming index)
TextureGroup texGroup = { texture, normalMap, specularMap, index, index };
TextureGroups.push_back(texGroup);
currentTexGroup = &TextureGroups.back();
}
// Face definitions
for (auto faceDef : face.Definitions)
{
glm::vec3 vertex;
std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
Vertices.push_back(vertex);
if (faceDef.NormalIndex != 0)
{
glm::vec3 normal;
std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
Normals.push_back(normal);
}
if (faceDef.TextureCoordIndex != 0)
{
glm::vec2 texCoord;
// TODO: W-coord?
std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
TextureCoords.push_back(texCoord);
}
currentTexGroup->EndIndex = index;
index++;
}
}
if (Vertices.size() > 0)
{
CreateBuffers(Vertices, Normals, TextureCoords);
}
else
{
LOG_WARNING("Loaded OBJ with no vertices!");
}
}
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
{
LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer);
if (vertices.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, VertexBuffer");
}
else
{
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer);
if (normals.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, NormalBuffer");
}
else
{
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer);
if (textureCoords.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, TextureCoordBuffer");
}
else
{
LOG_WARNING("Created empty texture coordinate buffer!");
}
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLERROR("GLEW: BufferFail5");
}