protot/src/modules/RenderUtils.cc

1383 lines
43 KiB
C++

#include <string.h> // strlen
#include <locale.h>
#include <iostream>
#include <fstream>
#include "RenderModule.h"
#include "RenderUtils.h"
#include "Globals.h"
#include "FileModificationObserver.h"
#include "imgui/imgui.h"
using namespace SimpleMath::GL;
typedef tinygltf::TinyGLTF GLTFLoader;
static GLTFLoader gLoader;
//
// Globals
//
static VertexArray sVertexArray;
static VertexArrayMesh sCoordinateFrameMesh;
static VertexArrayMesh sUnitCubeMesh;
static VertexArrayMesh sUnitCubeLines;
static VertexArrayMesh sIcoSphere;
static VertexArrayMesh sBoneBody;
//
// Camera
//
void Camera::UpdateMatrices() {
mViewMatrix = LookAt(mEye, mPoi, mUp);
if (mIsOrthographic) {
float width = mWidth * 0.5f * (mFar - mNear * 0.5f) * 0.001f;
float height = width * mHeight / mWidth;
mProjectionMatrix = Ortho(-width * 0.5f, width * 0.5f, -height * 0.5f, height * 0.5f, mNear, mFar);
} else {
mProjectionMatrix = Perspective(mFov, mWidth / mHeight, mNear, mFar);
}
}
void Camera::DrawGui() {
ImGui::Text("Width %3.4f, Height %3.4f", mWidth, mHeight);
ImGui::SliderFloat3("Eye", mEye.data(), -10.0f, 10.0f);
ImGui::SliderFloat3("Poi", mPoi.data(), -10.0f, 10.0f);
ImGui::InputFloat3("Up", mUp.data(), -10.0f, 10.0f);
ImGui::Checkbox("Orthographic", &mIsOrthographic);
ImGui::SliderFloat("Fov", &mFov, 5, 160);
ImGui::SliderFloat("Near", &mNear, 0.001, 10);
ImGui::SliderFloat("Far", &mFar, -20, 50);
if (ImGui::Button("Reset")) {
*this = Camera();
}
}
//
// RenderProgram
//
RenderProgram::~RenderProgram() {
if (mProgramId != -1)
glDeleteProgram(mProgramId);
}
GLuint RenderProgram::CompileVertexShader() {
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(mVertexShaderFilename.c_str(), std::ios::in);
if(VertexShaderStream.is_open()){
std::stringstream sstr;
sstr << VertexShaderStream.rdbuf();
VertexShaderCode = sstr.str();
VertexShaderStream.close();
}else{
gLog("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !", mVertexShaderFilename.c_str());
getchar();
return -1;
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
gLog("Compiling shader : %s", mVertexShaderFilename.c_str());
char const * VertexSourcePointer = VertexShaderCode.c_str();
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
glCompileShader(VertexShaderID);
// Check Vertex Shader
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
gLog("%s", &VertexShaderErrorMessage[0]);
return -1;
}
return VertexShaderID;
}
GLuint RenderProgram::CompileFragmentShader() {
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(mFragmentShaderFilename.c_str(), std::ios::in);
if(FragmentShaderStream.is_open()){
std::stringstream sstr;
sstr << FragmentShaderStream.rdbuf();
FragmentShaderCode = sstr.str();
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Fragment Shader
gLog("Compiling shader : %s", mFragmentShaderFilename.c_str());
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
glCompileShader(FragmentShaderID);
// Check Fragment Shader
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
gLog("%s", &FragmentShaderErrorMessage[0]);
return -1;
}
return FragmentShaderID;
}
GLuint RenderProgram::LinkProgram(GLuint vertex_shader, GLuint fragment_shader) {
// Link the program
gLog("Linking program");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, vertex_shader);
glAttachShader(ProgramID, fragment_shader);
// Bind attribute locations
glBindAttribLocation(ProgramID, 0, "inCoord");
glBindAttribLocation(ProgramID, 1, "inNormal");
glBindAttribLocation(ProgramID, 2, "inUV");
glBindAttribLocation(ProgramID, 3, "inColor");
glBindFragDataLocation(ProgramID, 0, "outColor");
glBindFragDataLocation(ProgramID, 1, "outNormal");
glBindFragDataLocation(ProgramID, 2, "outPosition");
glLinkProgram(ProgramID);
GLint Result = GL_FALSE;
int InfoLogLength;
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 ){
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
gLog("%s", &ProgramErrorMessage[0]);
}
return ProgramID;
}
bool RenderProgram::Load() {
GLuint vertex_shader_id = CompileVertexShader();
if (vertex_shader_id == -1) {
return false;
}
GLuint fragment_shader_id = CompileFragmentShader();
if (fragment_shader_id == -1) {
glDeleteShader(vertex_shader_id);
return false;
}
mProgramId = LinkProgram(vertex_shader_id, fragment_shader_id);
if (mProgramId == -1) {
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
return false;
}
glDetachShader(mProgramId, vertex_shader_id);
glDetachShader(mProgramId, fragment_shader_id);
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
return true;
}
GLuint RenderProgram::GetUniformLocation(const std::string& name) {
if (mProgramId == -1) {
gLog("Cannot get uniform '%s' for program '%s' and '%s': shader not valid.",
name.c_str(),
mVertexShaderFilename.c_str(),
mFragmentShaderFilename.c_str()
);
assert(mProgramId != -1);
}
GLuint result = glGetUniformLocation(mProgramId, name.c_str());
if (result == -1) {
gLog ("Error loading uniform '%s' from shaders '%s' and '%s': uniform not found.",
name.c_str(),
mVertexShaderFilename.c_str(),
mFragmentShaderFilename.c_str()
);
assert(false);
} else {
gLog ("Uniform '%s': %d", name.c_str(), result);
}
return result;
}
void RenderProgram::RegisterFileModification() {
gFileModificationObserver->AddListener(mVertexShaderFilename, this);
gFileModificationObserver->AddListener(mFragmentShaderFilename, this);
}
bool RenderProgram::OnFileChanged(const std::string& filename) {
gLog("Renderprogram reload as file %s changed", filename.c_str());
GLuint vertex_shader_id = CompileVertexShader();
if (vertex_shader_id == -1) {
gLog ("Reload failed: error when compiling vertex shader");
return true;
}
GLuint fragment_shader_id = CompileFragmentShader();
if (fragment_shader_id == -1) {
glDeleteShader(vertex_shader_id);
gLog ("Reload failed: error when compiling fragment shader");
return false;
}
mProgramId = LinkProgram(vertex_shader_id, fragment_shader_id);
if (mProgramId == -1) {
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
gLog ("Reload failed: error when linking the program");
return false;
}
glDetachShader(mProgramId, vertex_shader_id);
glDetachShader(mProgramId, fragment_shader_id);
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
gLog ("Reload successful");
return true;
}
//
// RenderTarget
//
RenderTarget::~RenderTarget() {
Cleanup();
}
void RenderTarget::Initialize(int width, int height, int flags) {
Cleanup();
mFlags = flags;
Resize(width, height, mFlags);
}
void RenderTarget::Bind() {
assert(glIsFramebuffer(mFrameBufferId));
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
GLenum buffers[8];
int num_buffers = 0;
if (mFlags & EnableColor) {
buffers[num_buffers++] = GL_COLOR_ATTACHMENT0;
}
if (mFlags & EnableNormalTexture) {
buffers[num_buffers++] = GL_COLOR_ATTACHMENT1;
}
if (mFlags & EnablePositionTexture ) {
buffers[num_buffers++] = GL_COLOR_ATTACHMENT2;
}
if (mFlags & EnableNormalTexture) {
buffers[num_buffers++] = GL_COLOR_ATTACHMENT3;
}
glDrawBuffers(num_buffers, buffers);
}
void RenderTarget::Cleanup() {
if (mFrameBufferId != -1) {
glDeleteFramebuffers(1, &mFrameBufferId);
mFrameBufferId = -1;
}
if (mColorTexture != -1) {
glDeleteTextures(1, &mColorTexture);
mColorTexture = -1;
}
if (mDepthTexture!= -1) {
glDeleteTextures(1, &mDepthTexture);
mDepthTexture = -1;
}
if (mDepthBuffer != -1) {
glDeleteRenderbuffers(1, &mDepthBuffer);
mDepthBuffer = -1;
}
if (mLinearizedDepthTexture != -1) {
glDeleteTextures(1, &mLinearizedDepthTexture);
mLinearizedDepthTexture = -1;
}
if (mPositionTexture != -1) {
glDeleteTextures(1, &mPositionTexture);
mPositionTexture = -1;
}
if (mNormalTexture != -1) {
glDeleteTextures(1, &mNormalTexture);
mNormalTexture = -1;
}
mWidth = -1;
mHeight = -1;
mFlags = 0;
}
void RenderTarget::Resize(int width, int height, int flags) {
if (width == mWidth && height == mHeight && flags == mFlags)
return;
Cleanup();
mFlags = flags;
gLog("Resizing RenderTarget to %d,%d flags: %d", width, height, flags);
mWidth = width;
mHeight = height;
glGenFramebuffers(1, &mFrameBufferId);
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
if (mFlags & EnableColor) {
glGenTextures(1, &mColorTexture);
glBindTexture(GL_TEXTURE_2D, mColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mColorTexture, 0);
}
if (mFlags & EnableDepthTexture) {
assert((mFlags & EnableDepth) == false);
glGenTextures(1, &mDepthTexture);
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, mWidth, mHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
// Set parameters so that we can set a shadow2DSampler
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
float border_color[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, mDepthTexture, 0);
if (mFlags & EnableLinearizedDepthTexture) {
glGenTextures(1, &mLinearizedDepthTexture);
glBindTexture(GL_TEXTURE_2D, mLinearizedDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, mWidth, mHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, mLinearizedDepthTexture, 0);
}
} else if (mFlags & EnableDepth) {
assert((mFlags & EnableDepthTexture) == false);
glGenRenderbuffers(1, &mDepthBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mDepthBuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, mWidth, mHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, mDepthBuffer);
}
if (mFlags & EnableNormalTexture) {
glGenTextures(1, &mNormalTexture);
glBindTexture(GL_TEXTURE_2D, mNormalTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, mNormalTexture, 0);
}
if (mFlags & EnablePositionTexture) {
glGenTextures(1, &mPositionTexture);
glBindTexture(GL_TEXTURE_2D, mPositionTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, mWidth, mHeight, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, mPositionTexture, 0);
}
GLenum result = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (result != GL_FRAMEBUFFER_COMPLETE) {
switch (result) {
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: gLog("Error: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_UNDEFINED: gLog("Error: GL_FRAMEBUFFER_UNDEFINED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: gLog("Error: GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
default: gLog("Error when creating Framebuffer: %d", result);
}
}
assert(result == GL_FRAMEBUFFER_COMPLETE);
}
void RenderTarget::RenderToLinearizedDepth(const float& near, const float& far, bool is_orthographic) {
assert(mFlags & EnableLinearizedDepthTexture);
assert(mLinearizedDepthTexture != -1);
assert(mVertexArray != nullptr);
assert(mQuadMesh != nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, mFrameBufferId);
GLenum draw_attachment_1[] = { GL_COLOR_ATTACHMENT4 };
glDrawBuffers(1, draw_attachment_1);
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mDepthTexture);
// render depth texture
glUseProgram(mLinearizeDepthProgram.mProgramId);
mLinearizeDepthProgram.SetFloat("uNear", near);
mLinearizeDepthProgram.SetFloat("uFar", far);
mLinearizeDepthProgram.SetFloat("uIsOrthographic", is_orthographic ? 1.0f : 0.0f);
mLinearizeDepthProgram.SetInt("uDepthTexture", 0);
mVertexArray->Bind();
mQuadMesh->Draw(GL_TRIANGLES);
if (mFlags & EnableColor) {
GLenum draw_attachment_0[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, draw_attachment_0);
glEnable(GL_DEPTH_TEST);
}
}
//
// Texture
//
Texture::~Texture() {
if (mTextureId != -1) {
glDeleteTextures(1, &mTextureId);
mTextureId = -1;
}
}
void Texture::MakeGrid(const int& size, const Vector3f &c1, const Vector3f &c2) {
mWidth = size;
mHeight = size;
unsigned char buffer[size * size * 3];
int size_half = size / 2;
for (int i = 0; i < size_half; ++i) {
for (int j = 0; j < size_half; ++j) {
buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c1[0] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c1[1] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c1[2] * 255.0f);
}
}
for (int i = size_half; i < size; ++i) {
for (int j = 0; j < size_half; ++j) {
buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c2[0] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c2[1] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c2[2] * 255.0f);
}
}
for (int i = size_half; i < size; ++i) {
for (int j = size_half; j < size; ++j) {
buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c1[0] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c1[1] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c1[2] * 255.0f);
}
}
for (int i = 0; i < size_half; ++i) {
for (int j = size_half; j < size; ++j) {
buffer[(i * size * 3) + (j * 3) + 0] = static_cast<unsigned char>(c2[0] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 1] = static_cast<unsigned char>(c2[1] * 255.0f);
buffer[(i * size * 3) + (j * 3) + 2] = static_cast<unsigned char>(c2[2] * 255.0f);
}
}
glGenTextures(1, &mTextureId);
glBindTexture(GL_TEXTURE_2D, mTextureId);
glTexImage2D(GL_TEXTURE_2D,
0, // level
GL_RGB, // internal format
size, // width
size, // height
0, // border (must be 0)
GL_RGB, // format of pixel data
GL_UNSIGNED_BYTE, // type of pixel data
buffer // pixel data
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
bool Texture::Load(const char* filename, int num_components) {
// unsigned char* rgb = stbi_load(filename, &mWidth, &mHeight, num_components);
assert(false);
return false;
}
VertexArray::~VertexArray() {
if (mVertexArrayId != -1) {
Cleanup();
}
}
void VertexArray::Initialize(const int& size, GLenum usage) {
mNumVertices = size;
mNumUsedVertices = 0;
glGenVertexArrays (1, &mVertexArrayId);
glBindVertexArray(mVertexArrayId);
glGenBuffers(1, &mVertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexData) * mNumVertices, NULL, usage);
}
void VertexArray::Cleanup() {
glDeleteBuffers(1, &mVertexBuffer);
mVertexBuffer = -1;
glDeleteVertexArrays(1, &mVertexArrayId);
mVertexArrayId = -1;
mNumVertices = -1;
mNumUsedVertices = -1;
}
GLuint VertexArray::AllocateMesh(const int& size) {
if (mNumUsedVertices + size > mNumVertices) {
gLog("Cannot allocate mesh in VertexArray: not enough vertices available");
assert(false);
return -1;
}
GLuint offset = mNumUsedVertices;
mNumUsedVertices += size;
return offset;
}
void VertexArray::Bind() {
glBindBuffer(GL_ARRAY_BUFFER, mVertexBuffer);
// Attribute 0: coords
glEnableVertexAttribArray(0);
glVertexAttribPointer(
VertexAttributePosition,
4,
GL_FLOAT,
GL_FALSE,
(sizeof(VertexData)),
(void*)0
);
// Attribute 1: normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(
VertexAttributeNormal,
3,
GL_FLOAT,
GL_FALSE,
(sizeof(VertexData)),
(void*)(sizeof(float) * 4)
);
// Attribute 2: texture coordinates
glEnableVertexAttribArray(2);
glVertexAttribPointer(
VertexAttributeTexCoord0,
2,
GL_FLOAT,
GL_FALSE,
(sizeof(VertexData)),
(void*)(sizeof(float) * 7)
);
// Attribute 3: color
glEnableVertexAttribArray(3);
glVertexAttribPointer(
VertexAttributeColor,
4,
GL_UNSIGNED_BYTE,
GL_TRUE,
(sizeof(VertexData)),
(void*)(sizeof(float) * 9)
);
}
bool VertexArray::IsBound() {
GLint bound_vertex_buffer = -1;
glGetIntegerv (GL_ARRAY_BUFFER_BINDING, &bound_vertex_buffer);
return bound_vertex_buffer == mVertexBuffer;
}
void VertexArrayMesh::Initialize(VertexArray &array, const int& size) {
mIndexBuffer = -1;
mIndexCount = -1;
mVertexArray = &array;
mIndexOffset = mVertexArray->AllocateMesh(size);
mOffsetPtr = (void*) (sizeof(VertexArray::VertexData) * mIndexOffset);
}
void VertexArrayMesh::SetData(
const VertexArray::VertexData* data,
const int& count
) {
// upload the data
mVertexCount = count;
glBindBuffer(GL_ARRAY_BUFFER, mVertexArray->mVertexBuffer);
glBufferSubData(
GL_ARRAY_BUFFER,
(GLintptr) mOffsetPtr,
sizeof(VertexArray::VertexData) * count,
data
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void VertexArrayMesh::SetData(
const std::vector<Vector4f> &coords,
const std::vector<Vector3f> &normals,
const std::vector<Vector2f> &uvs,
const std::vector<Vector4f> &colors,
const std::vector<GLuint> &indices
) {
assert(mOffsetPtr != (void*) -1);
int vertex_count = coords.size();
assert(vertex_count > 0);
bool have_normals = normals.size() > 0;
bool have_uvs = uvs.size() > 0;
bool have_colors = colors.size() > 0;
assert(!have_normals || (normals.size() == vertex_count));
assert(!have_uvs || (uvs.size() == vertex_count));
assert(!have_colors || (colors.size() == vertex_count));
std::vector<VertexArray::VertexData> vertex_data(vertex_count, VertexArray::VertexData());
for (int i = 0, n = vertex_count; i < n; ++i) {
memcpy (vertex_data[i].mCoords, coords[i].data(), sizeof(float) * 4);
if (have_normals) {
memcpy (vertex_data[i].mNormals, normals[i].data(), sizeof(float) * 3);
} else {
memset (vertex_data[i].mNormals, 0, sizeof(float) * 3);
}
if (have_uvs) {
memcpy (vertex_data[i].mTexCoords, uvs[i].data(), sizeof(float) * 2);
} else {
memset (vertex_data[i].mTexCoords, 0, sizeof(float) * 2);
}
if (have_colors) {
for (int j = 0; j < 4; ++j) {
vertex_data[i].mColor[j] = GLubyte(colors[i][j] * 255.0f);
}
} else {
memset (vertex_data[i].mColor, 0, sizeof(float) * 4);
}
}
SetData(
vertex_data.data(),
vertex_count
);
}
void VertexArrayMesh::SetIndexData(const GLuint* indices, const int& count) {
assert(mIndexBuffer == -1);
// copy the indices and increase the indices by mIndexOffset
GLuint temp_buffer[count];
memcpy (temp_buffer, indices, sizeof(GLuint) * count);
for (int i = 0; i < count; ++i) {
temp_buffer[i] += mIndexOffset;
}
mIndexCount = count;
glGenBuffers(1, &mIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLuint), temp_buffer, GL_STATIC_DRAW);
}
void VertexArrayMesh::Draw(GLenum mode) {
this->mVertexArray->Bind();
assert(mVertexArray->IsBound());
if (mIndexBuffer == -1) {
glDrawArrays(mode, mIndexOffset, mVertexCount);
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer);
glDrawElements(mode, mIndexCount, GL_UNSIGNED_INT, (void*) 0);
}
}
//
// AssetFile
//
bool AssetFile::Load(const char* filename) {
mFilename = filename;
std::string err;
bool result = gLoader.LoadASCIIFromFile(&mGLTFModel, &err, mFilename.c_str());
if (!err.empty()) {
gLog("Error loading model '%s': %s", mFilename.c_str(), err.c_str());
} else {
gLog("Successfully loaded model '%s'", mFilename.c_str());
}
LoadBuffers();
return result;
}
void AssetFile::DrawNodeGui(const tinygltf::Node& node) {
for (int i = 0, n = node.children.size(); i < n; ++i) {
const int child_node_id = node.children[i];
const tinygltf::Node& child_node = mGLTFModel.nodes[child_node_id];
ImGui::PushID("childnode");
ImGui::PushID("i");
if (ImGui::TreeNode((void*)(intptr_t)child_node_id, "[%d] %s", child_node_id, child_node.name.c_str())) {
DrawNodeGui(child_node);
ImGui::TreePop();
}
ImGui::PopID();
ImGui::PopID();
}
}
void AssetFile::LoadBuffers() {
for (int i = 0, n = mGLTFModel.bufferViews.size(); i < n; ++i) {
const tinygltf::BufferView &buffer_view = mGLTFModel.bufferViews[i];
if (buffer_view.target == 0) {
gLog("Warning: buffer_view target at index %d is 0", i);
continue;
}
const tinygltf::Buffer &buffer = mGLTFModel.buffers[buffer_view.buffer];
GLuint buffer_id;
glGenBuffers(1, &buffer_id);
glBindBuffer(buffer_view.target, buffer_id);
if (buffer_view.name.size() > 0) {
gLog("Loading Buffer '%s': size %d offset %d", buffer_view.name.c_str(), buffer.data.size(), buffer_view.byteOffset);
} else {
gLog("Loading Buffer: size %d offset %d", buffer_view.name.c_str(), buffer.data.size(), buffer_view.byteOffset);
}
glBufferData(buffer_view.target, buffer_view.byteLength,
&buffer.data.at(0) + buffer_view.byteOffset, GL_STATIC_DRAW);
glBindBuffer(buffer_view.target, 0);
mBuffers.push_back(buffer_id);
}
}
VertexAttributeType AssetFile::GetVertexAttributeType(const std::string &attribute_string) const {
VertexAttributeType attribute_type;
if (attribute_string.compare("POSITION") == 0) {
attribute_type = VertexAttributePosition;
} else if (attribute_string.compare("NORMAL") == 0) {
attribute_type = VertexAttributeNormal;
} else if (attribute_string.compare("TEXCOORD_0") == 0) {
attribute_type = VertexAttributeTexCoord0;
} else if (attribute_string.compare("JOINTS_0") == 0) {
attribute_type = VertexAttributeBoneIndex0;
} else if (attribute_string.compare("WEIGHTS_0") == 0) {
attribute_type = VertexAttributeBoneWeights0;
} else {
attribute_type = VertexAttributeTypeCount;
}
return attribute_type;
}
void AssetFile::DrawMesh(const tinygltf::Mesh &mesh, const Matrix44f& matrix) const {
for (int i = 0, n = mesh.primitives.size(); i < n; ++i) {
const tinygltf::Primitive& primitive = mesh.primitives[i];
if (primitive.indices < 0) {
return;
}
std::map<std::string, int>::const_iterator it(primitive.attributes.begin());
std::map<std::string, int>::const_iterator it_end(primitive.attributes.end());
for (; it != it_end; it++) {
assert(it->second >= 0);
const tinygltf::Accessor& accessor = mGLTFModel.accessors[it->second];
glBindBuffer(GL_ARRAY_BUFFER, mBuffers[accessor.bufferView]);
int size = 1;
switch(accessor.type) {
case TINYGLTF_TYPE_SCALAR: size = 1; break;
case TINYGLTF_TYPE_VEC2: size = 2; break;
case TINYGLTF_TYPE_VEC3: size = 3; break;
case TINYGLTF_TYPE_VEC4: size = 4; break;
default: assert(0); break;
}
VertexAttributeType attribute_type = GetVertexAttributeType(it->first);
if (attribute_type != VertexAttributeTypeCount) {
int byte_stride = accessor.ByteStride(mGLTFModel.bufferViews[accessor.bufferView]);
assert(byte_stride != -1);
glVertexAttribPointer(
attribute_type,
size,
accessor.componentType,
accessor.normalized ? GL_TRUE : GL_FALSE,
byte_stride,
(char *)NULL + accessor.byteOffset);
glEnableVertexAttribArray(attribute_type);
}
}
const tinygltf::Accessor& index_accessor = mGLTFModel.accessors[primitive.indices];
glBindBuffer(
GL_ELEMENT_ARRAY_BUFFER,
mBuffers[index_accessor.bufferView]
);
int mode = -1;
switch (primitive.mode) {
case TINYGLTF_MODE_TRIANGLES : mode = GL_TRIANGLES; break;
case TINYGLTF_MODE_TRIANGLE_STRIP: mode = GL_TRIANGLE_STRIP; break;
case TINYGLTF_MODE_TRIANGLE_FAN: mode = GL_TRIANGLE_FAN; break;
case TINYGLTF_MODE_POINTS: mode = GL_POINTS; break;
case TINYGLTF_MODE_LINE: mode = GL_LINES; break;
case TINYGLTF_MODE_LINE_LOOP: mode = GL_LINE_LOOP; break;
default: gLog("Invalid primitive mode: %d", primitive.mode); assert(false);
}
glDrawElements(
mode,
index_accessor.count,
index_accessor.componentType,
(char *)NULL + index_accessor.byteOffset
);
for (; it != it_end; it++) {
VertexAttributeType attribute_type = GetVertexAttributeType(it->first);
if (attribute_type != VertexAttributeTypeCount) {
glDisableVertexAttribArray(attribute_type);
}
}
}
}
void AssetFile::DrawNode(RenderProgram &program, const tinygltf::Node &node, const Matrix44f& matrix) const {
Matrix44f local_matrix = matrix;
if (node.matrix.size() == 16) {
// convert the matrix from double to float
Matrix44f mat;
for (int i = 0; i < 16; ++i) {
mat.data()[i] = node.matrix.data()[i];
}
local_matrix *= mat;
} else {
if (node.scale.size() == 3) {
local_matrix *= ScaleMat44(node.scale[0], node.scale[1], node.scale[2]);
}
if (node.rotation.size() == 4) {
local_matrix *= Quaternion(node.rotation[0], node.rotation[1], node.rotation[2], node.rotation[3]).toGLMatrix();
}
if (node.translation.size() == 3) {
local_matrix *= TranslateMat44(node.translation[0], node.translation[1], node.translation[2]);
}
}
if (node.mesh >= 0) {
program.SetMat44("uModelMatrix", local_matrix);
DrawMesh (mGLTFModel.meshes[node.mesh], local_matrix);
}
for (int i = 0; i < node.children.size(); ++i) {
DrawNode(program, mGLTFModel.nodes[node.children[i]], local_matrix);
}
}
void AssetFile::DrawModel(RenderProgram& program) const {
// todo: support non-default scenes
assert(mGLTFModel.defaultScene >= 0);
const tinygltf::Scene &scene = mGLTFModel.scenes[mGLTFModel.defaultScene];
for (int i = 0; i < scene.nodes.size(); ++i) {
const tinygltf::Node &node = mGLTFModel.nodes[scene.nodes[i]];
DrawNode(program, node, RotateMat44(90, 0.0, 0.0, 1.0));
}
}
void AssetFile::DrawGui() {
ImGui::Text("File: %s", mFilename.c_str());
if (ImGui::TreeNode("Meshes")) {
for (int i = 0, n = mGLTFModel.meshes.size(); i < n; ++i) {
const tinygltf::Mesh& mesh = mGLTFModel.meshes[i];
ImGui::PushID("mesh");
if (ImGui::TreeNode((void*)(intptr_t)i, "[%d] %s", i, mesh.name.c_str())) {
for (int j = 0, m = mesh.primitives.size(); j < m; ++j) {
const tinygltf::Primitive& primitive
= mesh.primitives[j];
if (ImGui::TreeNode("Attributes")) {
std::map<std::string, int>::const_iterator iter = primitive.attributes.begin();
while (iter != primitive.attributes.end()) {
ImGui::Text("%s", iter->first.c_str());
iter ++;
}
ImGui::TreePop();
}
ImGui::Text("Indices %d", primitive.indices);
ImGui::Text("Material %d", primitive.material);
ImGui::Text("Mode %d", primitive.mode);
}
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Nodes")) {
for (int i = 0, n = mGLTFModel.nodes.size(); i < n; ++i) {
const tinygltf::Node& node = mGLTFModel.nodes[i];
ImGui::PushID("node");
if (ImGui::TreeNode((void*)(intptr_t)i, "[%d] %s", i, node.name.c_str())) {
if (node.camera >= 0) {
ImGui::Text("Camera %d", node.camera);
}
if (node.mesh >= 0) {
ImGui::Text("Mesh %d", node.mesh);
}
if (node.skin >= 0) {
ImGui::Text("Skin %d", node.skin);
}
DrawNodeGui(node);
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Skins")) {
for (int i = 0, n = mGLTFModel.skins.size(); i < n; ++i) {
const tinygltf::Skin& skin = mGLTFModel.skins[i];
ImGui::PushID("skin");
if (ImGui::TreeNode((void*)(intptr_t)i, "[%d] %s", i, skin.name.c_str())) {
ImGui::Text("Skeleton: %d", skin.skeleton);
if (ImGui::TreeNode("Joints")) {
for (int j = 0, m = skin.joints.size(); j < m; j++) {
ImGui::Text("%d", skin.joints[j]);
}
ImGui::TreePop();
}
ImGui::TreePop();
}
ImGui::PopID();
}
ImGui::TreePop();
}
}
//
// Skeleton
//
void Skeleton::UpdateMatrices() {
int n = mParentIndex.size();
mMatrices[0] = mLocalTransforms[0].toMatrix();
for (int i = 1; i < n; i++) {
int parent_index = mParentIndex[i];
mMatrices[i] = mMatrices[parent_index] * mLocalTransforms[i].toMatrix();
}
}
//
// Debug Draw Stuff
//
static void set_icosphere_point(
VertexArray::VertexData* data,
unsigned int index,
const Vector3f &v) {
assert (index >= 0 && index < 12);
data[index].x = v[0];
data[index].y = v[1];
data[index].z = v[2];
data[index].w = 1.0f;
Vector3f vn = v.normalized();
data[index].nx = vn[0];
data[index].ny = vn[1];
data[index].nz = vn[2];
data[index].s = 0.0f;
data[index].t = 0.0f;
data[index].r = 255.0f;
data[index].g = 255.0f;
data[index].b = 255.0f;
data[index].a = 255.0f;
}
void DebugDrawInitialize() {
// The global VertexArray used for all RenderUtils primitives
sVertexArray.Initialize(1000, GL_STATIC_DRAW);
// CoordinateFrame
sCoordinateFrameMesh.Initialize(sVertexArray, 6);
VertexArray::VertexData vertex_data[] = {
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255},
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255},
{0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, 0, 255, 255}
};
sCoordinateFrameMesh.SetData(vertex_data, 6);
GLuint coordinate_frame_index_data[] = {
0, 1,
1, 2,
3, 4
};
sCoordinateFrameMesh.SetIndexData(coordinate_frame_index_data, 6);
// UnitCubeMesh
sUnitCubeMesh.Initialize(sVertexArray, 4 * 6);
VertexArray::VertexData unit_cube_data[] = {
// front: +x
{1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
// back: -x
{-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 0, 0, 255 },
// side: +z
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
// back side: -z
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0, 0, 255, 255 },
// top: +y
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
// bottom: -y
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0, 255, 0, 255 },
};
sUnitCubeMesh.SetData(unit_cube_data, 4 * 6);
GLuint unit_cube_index_data[] = {
0, 1, 2, 2, 3, 0,
4, 7, 6, 6, 5, 4,
8, 9, 10, 10, 11, 8,
12, 15, 14, 14, 13, 12,
16, 17, 18, 18, 19, 16,
20, 23, 22, 22, 21, 20
};
sUnitCubeMesh.SetIndexData(unit_cube_index_data, 36);
// Unit Cube (but only lines)
sUnitCubeLines.Initialize(sVertexArray, 4 * 6);
VertexArray::VertexData unit_cube_lines_data[] = {
// front: +x
{1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back: -x
{-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// side: +z
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back side: -z
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// top: +y
{1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// bottom: -y
{1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-1.0f, -1.0f, 1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
};
sUnitCubeLines.SetData(unit_cube_lines_data, 4 * 6);
GLuint unit_cube_lines_index_data[] = {
0, 1, 1, 2, 2, 3, 3, 0,
4, 5, 5, 6, 6, 7, 7, 4,
8, 9, 9, 10, 10, 11, 11, 8,
12, 13, 13, 14, 14, 15, 15, 12,
16, 17, 17, 18, 18, 19, 19, 16,
20, 21, 21, 22, 22, 23, 23, 20,
12, 14, 13, 15
};
sUnitCubeLines.SetIndexData(unit_cube_lines_index_data, 8 * 6 + 4);
// Icosphere
VertexArray::VertexData icosphere_data[12];
float t_icosphere = (1.0f + sqrt(5.0f)) * 0.5f;
set_icosphere_point(icosphere_data, 0, Vector3f (-1.0f, t_icosphere, 0.0f));
set_icosphere_point(icosphere_data, 1, Vector3f ( 1.0f, t_icosphere, 0.0f));
set_icosphere_point(icosphere_data, 2, Vector3f (-1.0f, -t_icosphere, 0.0f));
set_icosphere_point(icosphere_data, 3, Vector3f ( 1.0f, -t_icosphere, 0.0f));
set_icosphere_point(icosphere_data, 4, Vector3f (0.0f, -1.0f, t_icosphere));
set_icosphere_point(icosphere_data, 5, Vector3f (0.0f, 1.0f, t_icosphere));
set_icosphere_point(icosphere_data, 6, Vector3f (0.0f, -1.0f, -t_icosphere));
set_icosphere_point(icosphere_data, 7, Vector3f (0.0f, 1.0f, -t_icosphere));
set_icosphere_point(icosphere_data, 8, Vector3f ( t_icosphere, 0.0f, -1.0f));
set_icosphere_point(icosphere_data, 9, Vector3f ( t_icosphere, 0.0f, 1.0f));
set_icosphere_point(icosphere_data, 10, Vector3f (-t_icosphere, 0.0f, -1.0f));
set_icosphere_point(icosphere_data, 11, Vector3f (-t_icosphere, 0.0f, 1.0f));
sIcoSphere.Initialize(sVertexArray, 12);
sIcoSphere.SetData(icosphere_data, 12);
GLuint icosphere_index_data[] = {
0, 11, 5,
0, 5, 1,
0, 1, 7,
0, 7, 10,
0, 10, 11,
1, 5, 9,
5, 11, 4,
11, 10, 2,
10, 7, 6,
7, 1, 8,
3, 9, 4,
3, 4, 2,
3, 2, 6,
3, 6, 8,
3, 8, 9,
4, 9, 5,
2, 4, 11,
6, 2, 10,
8, 6, 7,
9, 8, 1
};
sIcoSphere.SetIndexData(icosphere_index_data, 20 * 3);
// BoneBody
sBoneBody.Initialize(sVertexArray, 8 * 3);
float bone_width = 0.1;
float bone_bump_fraction = 0.25f;
VertexArray::VertexData bone_data[] = {
// lower half
//
// front: +x
{bone_width, bone_bump_fraction, bone_width, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{bone_width, bone_bump_fraction, -bone_width, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back: -x
{-bone_width, bone_bump_fraction, -bone_width, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{ 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-bone_width, bone_bump_fraction, bone_width, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// side: +z
{-bone_width, bone_bump_fraction, bone_width, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{bone_width, bone_bump_fraction, bone_width, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back side: -z
{bone_width, bone_bump_fraction, -bone_width, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-bone_width, bone_bump_fraction, -bone_width, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// upper half
//
// front: +x
{bone_width, bone_bump_fraction, -bone_width, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{bone_width, bone_bump_fraction, bone_width, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back: -x
{-bone_width, bone_bump_fraction, bone_width, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{ 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-bone_width, bone_bump_fraction, -bone_width, 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// side: +z
{bone_width, bone_bump_fraction, bone_width, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{-bone_width, bone_bump_fraction, bone_width, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
// back side: -z
{-bone_width, bone_bump_fraction, -bone_width, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
{bone_width, bone_bump_fraction, -bone_width, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 255, 255, 255, 255 },
};
sBoneBody.SetData(bone_data, 8 * 3);
GLuint bone_index_data[] = {
0, 1, 2,
3, 4, 5,
6, 7, 8,
9, 10, 11,
12, 13, 14,
15, 16, 17,
18, 19, 20,
21, 22, 23
};
sBoneBody.SetIndexData(bone_index_data, 24);
}
void DebugDrawCube(RenderProgram &program, const Matrix44f& mat) {
sVertexArray.Bind();
program.SetMat44("uModelMatrix", mat);
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
sUnitCubeMesh.Draw(GL_TRIANGLES);
}
void DebugDrawCubeLines(RenderProgram &program, const Matrix44f& mat) {
sVertexArray.Bind();
program.SetMat44("uModelMatrix", mat);
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
sUnitCubeLines.Draw(GL_TRIANGLES);
}
void DebugDrawFrame(RenderProgram &program, const Matrix44f& mat) {
sVertexArray.Bind();
program.SetMat44("uModelMatrix", mat);
program.SetVec4("uColor", Vector4f (1.0f, 1.0f, 1.0f, 1.0f));
sCoordinateFrameMesh.Draw(GL_LINES);
}
void DebugDrawSphere(RenderProgram &program, const Matrix44f& mat, const Vector3f& color) {
sVertexArray.Bind();
program.SetMat44("uModelMatrix", mat);
program.SetVec4("uColor", Vector4f (color[0], color[1], color[2], 1.0f));
sIcoSphere.Draw(GL_TRIANGLES);
}
void DebugDrawBone(RenderProgram &program, const Matrix44f& mat, const Vector3f& color) {
sVertexArray.Bind();
const float sphere_size = 0.035f;
DebugDrawSphere(
program,
ScaleMat44(sphere_size, sphere_size, sphere_size)
* mat,
color
);
program.SetMat44("uModelMatrix", mat);
program.SetVec4("uColor", Vector4f (color[0], color[1], color[2], 1.0f));
sBoneBody.Draw(GL_TRIANGLES);
DebugDrawSphere(
program,
ScaleMat44(sphere_size, sphere_size, sphere_size)
* mat * TranslateMat44(0.0f, 1.0f, 0.0f),
color
);
};