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csce441pine64backup/L12/src/Shape.cpp

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2017-04-10 17:50:27 -05:00
#include "Shape.h"
#include <algorithm>
#include <iostream>
#include "GLSL.h"
#include "Program.h"
#define GLM_FORCE_RADIANS
#include <glm/glm.hpp>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
using namespace std;
Shape::Shape() :
posBufID(0),
norBufID(0),
texBufID(0)
{
}
Shape::~Shape()
{
}
void Shape::loadMesh(const string &meshName)
{
// Load geometry
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
string errStr;
bool rc = tinyobj::LoadObj(&attrib, &shapes, &materials, &errStr, meshName.c_str());
if(!rc) {
cerr << errStr << endl;
} else {
// Some OBJ files have different indices for vertex positions, normals,
// and texture coordinates. For example, a cube corner vertex may have
// three different normals. Here, we are going to duplicate all such
// vertices.
// Loop over shapes
for(size_t s = 0; s < shapes.size(); s++) {
// Loop over faces (polygons)
size_t index_offset = 0;
for(size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
size_t fv = shapes[s].mesh.num_face_vertices[f];
// Loop over vertices in the face.
for(size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
posBuf.push_back(attrib.vertices[3*idx.vertex_index+0]);
posBuf.push_back(attrib.vertices[3*idx.vertex_index+1]);
posBuf.push_back(attrib.vertices[3*idx.vertex_index+2]);
if(!attrib.normals.empty()) {
norBuf.push_back(attrib.normals[3*idx.normal_index+0]);
norBuf.push_back(attrib.normals[3*idx.normal_index+1]);
norBuf.push_back(attrib.normals[3*idx.normal_index+2]);
}
if(!attrib.texcoords.empty()) {
texBuf.push_back(attrib.texcoords[2*idx.texcoord_index+0]);
texBuf.push_back(attrib.texcoords[2*idx.texcoord_index+1]);
}
}
index_offset += fv;
// per-face material (IGNORE)
shapes[s].mesh.material_ids[f];
}
}
}
}
void Shape::fitToUnitBox()
{
// Scale the vertex positions so that they fit within [-1, +1] in all three dimensions.
glm::vec3 vmin(posBuf[0], posBuf[1], posBuf[2]);
glm::vec3 vmax(posBuf[0], posBuf[1], posBuf[2]);
for(int i = 0; i < (int)posBuf.size(); i += 3) {
glm::vec3 v(posBuf[i], posBuf[i+1], posBuf[i+2]);
vmin.x = min(vmin.x, v.x);
vmin.y = min(vmin.y, v.y);
vmin.z = min(vmin.z, v.z);
vmax.x = max(vmax.x, v.x);
vmax.y = max(vmax.y, v.y);
vmax.z = max(vmax.z, v.z);
}
glm::vec3 center = 0.5f*(vmin + vmax);
glm::vec3 diff = vmax - vmin;
float diffmax = diff.x;
diffmax = max(diffmax, diff.y);
diffmax = max(diffmax, diff.z);
float scale = 1.0f / diffmax;
for(int i = 0; i < (int)posBuf.size(); i += 3) {
posBuf[i ] = (posBuf[i ] - center.x) * scale;
posBuf[i+1] = (posBuf[i+1] - center.y) * scale;
posBuf[i+2] = (posBuf[i+2] - center.z) * scale;
}
}
void Shape::init()
{
// Send the position array to the GPU
glGenBuffers(1, &posBufID);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
// Send the normal array to the GPU
if(!norBuf.empty()) {
glGenBuffers(1, &norBufID);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glBufferData(GL_ARRAY_BUFFER, norBuf.size()*sizeof(float), &norBuf[0], GL_STATIC_DRAW);
}
// Send the texture array to the GPU
if(!texBuf.empty()) {
glGenBuffers(1, &texBufID);
glBindBuffer(GL_ARRAY_BUFFER, texBufID);
glBufferData(GL_ARRAY_BUFFER, texBuf.size()*sizeof(float), &texBuf[0], GL_STATIC_DRAW);
}
// Unbind the arrays
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLSL::checkError(GET_FILE_LINE);
}
void Shape::draw(const shared_ptr<Program> prog) const
{
// Bind position buffer
int h_pos = prog->getAttribute("aPos");
glEnableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glVertexAttribPointer(h_pos, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
// Bind normal buffer
int h_nor = prog->getAttribute("aNor");
if(h_nor != -1 && norBufID != 0) {
glEnableVertexAttribArray(h_nor);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glVertexAttribPointer(h_nor, 3, GL_FLOAT, GL_FALSE, 0, (const void *)0);
}
// Bind texcoords buffer
int h_tex = prog->getAttribute("aTex");
if(h_tex != -1 && texBufID != 0) {
glEnableVertexAttribArray(h_tex);
glBindBuffer(GL_ARRAY_BUFFER, texBufID);
glVertexAttribPointer(h_tex, 2, GL_FLOAT, GL_FALSE, 0, (const void *)0);
}
// Draw
int count = posBuf.size()/3; // number of indices to be rendered
glDrawArrays(GL_TRIANGLES, 0, count);
// Disable and unbind
if(h_tex != -1) {
glDisableVertexAttribArray(h_tex);
}
if(h_nor != -1) {
glDisableVertexAttribArray(h_nor);
}
glDisableVertexAttribArray(h_pos);
glBindBuffer(GL_ARRAY_BUFFER, 0);
GLSL::checkError(GET_FILE_LINE);
}