#include "Mesh.h" SubMesh::SubMesh() {} SubMesh::SubMesh(VertexList vertices, IndexList indices) { this->vertices = vertices; this->indices = indices; } void SubMesh::SetupSubMesh() { glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(Index), &indices[0], GL_STATIC_DRAW); // Vertex positions glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) 0); // Vertex normal glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (3 * sizeof(float))); // Vertex UV glEnableVertexAttribArray(2); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*) (6 * sizeof(float))); glBindVertexArray(0); } void SubMesh::Draw(Shader *shader) { shader->UpdateMaterial(material); glBindVertexArray(VAO); glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); } SubMesh *SubMesh::Duplicate() { SubMesh* submesh = new SubMesh(); submesh->VAO = VAO; submesh->indices = indices; submesh->material = material; return submesh; } Name Mesh::GetType() const {return "Mesh";} Mesh::Mesh() {} Mesh::~Mesh() { for (SubMesh *sub : submeshes) { delete sub; } } Mesh *Mesh::Create() { return new Mesh; } Mesh *Mesh::Duplicate() { Mesh *mesh = static_cast(Spatial::Duplicate()); // Duplicate submeshes mesh->submeshes = SubMeshList(); for (SubMesh *submesh : submeshes) { mesh->submeshes.push_back(submesh->Duplicate()); } return mesh; } Mesh *Mesh::Instance() { return static_cast(Node::Instance()); } void Mesh::SetupMesh() { for (SubMesh *sub : submeshes) { sub->SetupSubMesh(); } } Material Mesh::GetMaterial(int submesh) { return submeshes[submesh]->material; } void Mesh::SetMaterial(int submesh, Material material) { submeshes[submesh]->material = material; } Mesh* Mesh::FromFile(const char *filename) { // HOCUS: https://assimp-docs.readthedocs.io/en/latest/usage/use_the_lib.html Assimp::Importer importer; const aiScene* scene = importer.ReadFile( filename, // Read the file aiProcess_Triangulate | // We only do triangles aiProcess_GenNormals | // We want normals precalculated aiProcess_GenUVCoords // We want UV mappings precalculated ); if (!scene) { Util::Die(importer.GetErrorString()); } aiNode *root = scene->mRootNode; if (root->mNumChildren == 1) { root = root->mChildren[0]; } Mesh *my_mesh = new Mesh(); for (int i = 0; i < root->mNumMeshes; i++) { aiMesh *mesh_to_import = scene->mMeshes[root->mMeshes[i]]; my_mesh->submeshes.push_back(aiMesh2SubMesh(mesh_to_import, scene->mMaterials[mesh_to_import->mMaterialIndex])); } my_mesh->SetupMesh(); return my_mesh; } SubMesh *Mesh::aiMesh2SubMesh(aiMesh *aimesh, aiMaterial* material){ SubMesh *sub = new SubMesh(); for (int i = 0; i < aimesh->mNumVertices; i++) { aiVector3D aiPosition = aimesh->mVertices[i]; aiVector3D aiNormal = aimesh->mNormals[i]; aiVector3D aiUV = aimesh->mTextureCoords[0][i]; // TODO get ALL texture coords Vertex vertex(aiPosition.x, aiPosition.y, aiPosition.z, aiNormal.x, aiNormal.y, aiNormal.z, aiUV.x, aiUV.y); sub->vertices.push_back(vertex); } for (int i = 0; i < aimesh->mNumFaces; i++) { // We're importing triangulated meshes, so each face is three indices unsigned int *face = aimesh->mFaces[i].mIndices; Index index(face[0], face[1], face[2]); sub->indices.push_back(index); } // Get material properties aiColor3D ambient; if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_AMBIENT, ambient)) sub->material.ambient = aiColor3D2Color(ambient); aiColor3D diffuse; if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse)) sub->material.diffuse = aiColor3D2Color(diffuse); aiColor3D specular; if (AI_SUCCESS == material->Get(AI_MATKEY_COLOR_SPECULAR, specular)) sub->material.specular = aiColor3D2Color(specular); float shininess; if(AI_SUCCESS == material->Get(AI_MATKEY_SHININESS, shininess)) sub->material.shininess = (int) shininess; return sub; } Color Mesh::aiColor3D2Color(aiColor3D aicolor) { Color color; color.r = aicolor.r; color.g = aicolor.g; color.b = aicolor.b; return color; } void Mesh::Draw(Shader *shader) { for (SubMesh *sub : submeshes) { sub->Draw(shader); } }