Can now draw mesh hierarchies from gltf files (no textures, not yet animated)
parent
07fbfb3c8c
commit
eb189326b1
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@ -558,6 +558,8 @@ void Renderer::RenderScene(RenderProgram &program, const Camera& camera) {
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program.SetMat44("uModelMatrix", Matrix44f::Identity());
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program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
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gXZPlaneMesh.Draw(GL_TRIANGLES);
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gAssetFile.DrawModel(program);
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}
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void Renderer::DrawGui() {
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@ -554,7 +554,7 @@ void VertexArray::Bind() {
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// Attribute 0: coords
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(
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0,
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VertexAttributePosition,
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4,
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GL_FLOAT,
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GL_FALSE,
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@ -564,7 +564,7 @@ void VertexArray::Bind() {
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// Attribute 1: normals
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(
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1,
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VertexAttributeNormal,
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3,
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GL_FLOAT,
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GL_FALSE,
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@ -574,17 +574,17 @@ void VertexArray::Bind() {
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// Attribute 2: texture coordinates
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(
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2,
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VertexAttributeTexCoord0,
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2,
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GL_FLOAT,
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GL_FALSE,
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(sizeof(VertexData)),
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(void*)(sizeof(float) * 7)
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);
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// Attribute 1: color
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// Attribute 3: color
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glEnableVertexAttribArray(3);
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glVertexAttribPointer(
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3,
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VertexAttributeColor,
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4,
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GL_UNSIGNED_BYTE,
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GL_TRUE,
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@ -761,13 +761,22 @@ void AssetFile::LoadBuffers() {
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}
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}
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enum PrimitiveType {
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PrimitivePosition = 1,
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PrimitiveNormal,
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PrimitiveTexCoord0
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};
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VertexAttributeType AssetFile::GetVertexAttributeType(const std::string &attribute_string) const {
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VertexAttributeType attribute_type;
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if (attribute_string.compare("POSITION") == 0) {
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attribute_type = VertexAttributePosition;
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} else if (attribute_string.compare("NORMAL") == 0) {
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attribute_type = VertexAttributeNormal;
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} else if (attribute_string.compare("TEXCOORD_0") == 0) {
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attribute_type = VertexAttributeTexCoord0;
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} else {
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attribute_type = VertexAttributeTypeCount;
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}
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void AssetFile::DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f& matrix) {
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return attribute_type;
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}
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void AssetFile::DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f& matrix) const {
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for (int i = 0, n = mesh.primitives.size(); i < n; ++i) {
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const tinygltf::Primitive& primitive = mesh.primitives[i];
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@ -792,35 +801,64 @@ void AssetFile::DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f& matrix) {
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default: assert(0); break;
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}
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PrimitiveType primitive_type;
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if (it->first.compare("POSITION") == 0) {
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primitive_type = PrimitivePosition;
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} else if (it->first.compare("NORMAL") == 0) {
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primitive_type = PrimitiveNormal;
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} else if (it->first.compare("TEXCOORD_0") == 0) {
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primitive_type = PrimitiveTexCoord0;
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} else {
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gLog("Invalid primitive type: %s", it->first.c_str());
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assert(false);
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}
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VertexAttributeType attribute_type = GetVertexAttributeType(it->first);
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if ((it->first.compare("POSITION") == 0)
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|| (it->first.compare("NORMAL") == 0)
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|| (it->first.compare("TEXCOORD_0") == 0)) {
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if (attribute_type != VertexAttributeTypeCount) {
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int byte_stride = accessor.ByteStride(mGLTFModel.bufferViews[accessor.bufferView]);
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assert(byte_stride != -1);
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glVertexAttribPointer(
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attribute_type,
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size,
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accessor.componentType,
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accessor.normalized ? GL_TRUE : GL_FALSE,
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byte_stride,
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(char *)NULL + accessor.byteOffset);
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glEnableVertexAttribArray(attribute_type);
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}
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}
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const tinygltf::Accessor& index_accessor = mGLTFModel.accessors[primitive.indices];
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glBindBuffer(
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GL_ELEMENT_ARRAY_BUFFER,
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mBuffers[index_accessor.bufferView]
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);
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int mode = -1;
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switch (primitive.mode) {
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case TINYGLTF_MODE_TRIANGLES : mode = GL_TRIANGLES; break;
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case TINYGLTF_MODE_TRIANGLE_STRIP: mode = GL_TRIANGLE_STRIP; break;
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case TINYGLTF_MODE_TRIANGLE_FAN: mode = GL_TRIANGLE_FAN; break;
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case TINYGLTF_MODE_POINTS: mode = GL_POINTS; break;
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case TINYGLTF_MODE_LINE: mode = GL_LINES; break;
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case TINYGLTF_MODE_LINE_LOOP: mode = GL_LINE_LOOP; break;
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default: gLog("Invalid primitive mode: %d", primitive.mode); assert(false);
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}
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glDrawElements(
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mode,
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index_accessor.count,
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index_accessor.componentType,
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(char *)NULL + index_accessor.byteOffset
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);
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for (; it != it_end; it++) {
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VertexAttributeType attribute_type = GetVertexAttributeType(it->first);
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if (attribute_type != VertexAttributeTypeCount) {
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glDisableVertexAttribArray(attribute_type);
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}
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}
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}
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}
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void AssetFile::DrawNode(const tinygltf::Node &node, const Matrix44f& matrix) {
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void AssetFile::DrawNode(RenderProgram &program, const tinygltf::Node &node, const Matrix44f& matrix) const {
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Matrix44f local_matrix = matrix;
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if (node.matrix.size() == 16) {
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// convert the matrix from double to float
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Matrix44f mat;
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memcpy(mat.data(), node.matrix.data(), sizeof(float) * 4);
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for (int i = 0; i < 16; ++i) {
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mat.data()[i] = node.matrix.data()[i];
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}
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local_matrix *= mat;
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} else {
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if (node.scale.size() == 3) {
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@ -836,20 +874,23 @@ void AssetFile::DrawNode(const tinygltf::Node &node, const Matrix44f& matrix) {
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}
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}
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DrawMesh (mGLTFModel.meshes[node.mesh], local_matrix);
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if (node.mesh >= 0) {
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program.SetMat44("uModelMatrix", local_matrix);
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DrawMesh (mGLTFModel.meshes[node.mesh], local_matrix);
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}
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for (int i = 0; i < node.children.size(); ++i) {
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DrawNode(mGLTFModel.nodes[node.children[i]], matrix);
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DrawNode(program, mGLTFModel.nodes[node.children[i]], local_matrix);
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}
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}
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void AssetFile::DrawModel() {
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void AssetFile::DrawModel(RenderProgram& program) const {
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// todo: support non-default scenes
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assert(mGLTFModel.defaultScene >= 0);
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const tinygltf::Scene &scene = mGLTFModel.scenes[mGLTFModel.defaultScene];
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for (int i = 0; i < scene.nodes.size(); ++i) {
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const tinygltf::Node &node = mGLTFModel.nodes[scene.nodes[i]];
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DrawNode(node, Matrix44f::Identity());
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DrawNode(program, node, RotateMat44(90, 0.0, 0.0, 1.0));
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}
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}
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@ -289,6 +289,14 @@ struct Texture {
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bool Load(const char* path, int num_components = 3);
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};
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enum VertexAttributeType {
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VertexAttributePosition = 0,
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VertexAttributeNormal = 1,
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VertexAttributeTexCoord0 = 2,
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VertexAttributeColor = 3,
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VertexAttributeTypeCount
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};
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/**
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* Storage for (multiple) VertexArrayMeshes
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* Storage order is:
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@ -422,9 +430,12 @@ struct AssetFile {
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bool Load(const char* filename);
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void LoadBuffers();
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void DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f &matrix);
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void DrawNode(const tinygltf::Node &node, const Matrix44f &matrix);
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void DrawModel();
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VertexAttributeType GetVertexAttributeType(const std::string &attribute_string) const;
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void DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f &matrix) const;
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void DrawNode(RenderProgram& program, const tinygltf::Node &node, const Matrix44f &matrix) const;
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void DrawModel(RenderProgram& program) const;
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// Debug UI
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void DrawNodeGui(const tinygltf::Node& node);
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void DrawGui();
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};
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