first commit of mesh refactoring

This commit is contained in:
Anselme 2016-01-06 18:22:28 +01:00
parent a25344dbaf
commit b303c4b1ff
13 changed files with 388 additions and 486 deletions

View File

@ -13,8 +13,7 @@ endif(WIN32)
set(LIB_SRC_LIST set(LIB_SRC_LIST
src/framebuffer.cpp src/framebuffer.cpp
src/meshbuilder.cpp src/meshbuilder.cpp
src/phongentity.cpp
src/phongmaterial.cpp src/phongmaterial.cpp
src/crappymodule.cpp src/crappymodule.cpp
src/shader.cpp src/shader.cpp
@ -30,6 +29,7 @@ set(LIB_SRC_LIST
src/posteffectmodule.cpp src/posteffectmodule.cpp
src/textureblur.cpp src/textureblur.cpp
src/textureredux.cpp src/textureredux.cpp
src/mesh.cpp
) )
set(LIBRARY_NAME ${PROJECT_NAME}) set(LIBRARY_NAME ${PROJECT_NAME})
@ -45,7 +45,7 @@ if(CMAKE_BUILD_TYPE MATCHES "Debug")
set(CPP_DEFINES -DRENDER_DEBUG) set(CPP_DEFINES -DRENDER_DEBUG)
endif() endif()
file(GLOB LIBRARY_RES_FILES *.h shaders/*.glsl) file(GLOB LIBRARY_RES_FILES src/*.h shaders/*.glsl)
add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES}) add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES})
add_definitions(-std=c++11 ${CPP_DEFINES}) add_definitions(-std=c++11 ${CPP_DEFINES})

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@ -1,11 +1,11 @@
#include "crappymodule.h" #include "crappymodule.h"
#include "shader.h" #include "shader.h"
#include "phongentity.h"
#include "camera.h" #include "camera.h"
#include "mesh.h" #include "mesh.h"
#include "sparrowrenderer.h" #include "sparrowrenderer.h"
#include "scene.h" #include "scene.h"
#include "glassert.h" #include "glassert.h"
#include "material.h"
#include <glm/ext.hpp> #include <glm/ext.hpp>
void CrappyModule::renderGL(Camera* myCamera, Scene* scene) void CrappyModule::renderGL(Camera* myCamera, Scene* scene)
@ -37,16 +37,16 @@ void CrappyModule::renderGL(Camera* myCamera, Scene* scene)
++i; ++i;
} }
for(SceneIterator<PhongEntity*>* entityIt = scene->getGeometry(); for(SceneIterator<GeometryNode*>* geometryIt = scene->getGeometry();
entityIt->isValid(); entityIt->next()) geometryIt->isValid(); geometryIt->next())
{ {
PhongEntity* entity = entityIt->getItem(); GeometryNode* node = geometryIt->getItem();
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glm::mat4 modelViewMatrix = myCamera->getViewMatrix() * entity->modelMatrix; glm::mat4 modelViewMatrix = myCamera->getViewMatrix() * node->modelMatrix;
glLoadMatrixf(glm::value_ptr(modelViewMatrix)); glLoadMatrixf(glm::value_ptr(modelViewMatrix));
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glm::value_ptr(myCamera->getProjectionMatrix())); glLoadMatrixf(glm::value_ptr(myCamera->getProjectionMatrix()));
entity->drawDisplayList(); node->mesh->draw();
} }
glAssert(glDisable(GL_LIGHTING)); glAssert(glDisable(GL_LIGHTING));

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@ -1,6 +1,5 @@
#include "forwardmodule.h" #include "forwardmodule.h"
#include "scene.h" #include "scene.h"
#include "phongentity.h"
#include "mesh.h" #include "mesh.h"
#include "shader.h" #include "shader.h"
#include "light.h" #include "light.h"
@ -84,17 +83,17 @@ void ForwardModule::lightPass(Camera* myCamera, Scene* scene, Light* light)
break; break;
} }
} }
for(SceneIterator<PhongEntity*>* entityIt = scene->getGeometry(); for(SceneIterator<GeometryNode*>* geometryIt = scene->getGeometry();
entityIt->isValid(); entityIt->next()) geometryIt->isValid(); geometryIt->next())
{ {
// compute matrix attributes // compute matrix attributes
PhongEntity* entity = entityIt->getItem(); GeometryNode* node = geometryIt->getItem();
glm::mat4 modelViewMatrix = myCamera->getViewMatrix() * entity->modelMatrix; glm::mat4 modelViewMatrix = myCamera->getViewMatrix() * node->modelMatrix;
glm::mat4 mvp = myCamera->getProjectionMatrix() * modelViewMatrix; glm::mat4 mvp = myCamera->getProjectionMatrix() * modelViewMatrix;
glm::mat4 normalMatrix = glm::transpose(glm::inverse(modelViewMatrix)); glm::mat4 normalMatrix = glm::transpose(glm::inverse(modelViewMatrix));
if(light != NULL && light->isShadowCaster()) if(light != NULL && light->isShadowCaster())
{ {
glm::mat4 lightMVP = Light::biasMatrix * light->getProjectionMatrix() * light->getViewMatrix() * entity->modelMatrix; glm::mat4 lightMVP = Light::biasMatrix * light->getProjectionMatrix() * light->getViewMatrix() * node->modelMatrix;
shader->bindMat4(shader->getLocation("lightMVP"), lightMVP); shader->bindMat4(shader->getLocation("lightMVP"), lightMVP);
} }
shader->bindMat4(shader->getLocation("viewMatrix"), myCamera->getViewMatrix()); shader->bindMat4(shader->getLocation("viewMatrix"), myCamera->getViewMatrix());
@ -102,16 +101,11 @@ void ForwardModule::lightPass(Camera* myCamera, Scene* scene, Light* light)
shader->bindMat3(shader->getLocation("normalMatrix"), glm::mat3(normalMatrix)); shader->bindMat3(shader->getLocation("normalMatrix"), glm::mat3(normalMatrix));
shader->bindMat4(shader->getLocation("MVP"), mvp); shader->bindMat4(shader->getLocation("MVP"), mvp);
// loop over material groups // loop over material groups
for(int j=0; j<entity->getMesh()->indiceGroups.size(); ++j) for(int j=0; j<node->mesh->indiceGroups.size(); ++j)
{ {
Material* mat = entity->getMesh()->indiceGroups[j].material; Material* mat = node->getMesh()->indiceGroups[j].material;
if(mat->getFlags() == geometryFlagList[i]) if(mat->getFlags() == geometryFlagList[i])
{ node->mesh->draw(shader);
// bind material attributes
mat->bindAttributes(shader);
// draw geometry
entity->drawGroup(j);
}
} }
} }
} }

304
src/mesh.cpp Normal file
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@ -0,0 +1,304 @@
#include "mesh.h"
#include <glm/ext.hpp>
#include <set>
#include "glassert.h"
#include "sparrowrenderer.h"
Mesh::Mesh() :
material(NULL),
vao(0),
nb_buffers(0),
vbo(NULL)
{}
Mesh::~Mesh()
{
destroyGL();
}
void Mesh::initGL(bool isDynamic)
{
if(vbo != NULL)
destroyGL();
GLenum buffer_type = isDynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
// create VAO
glAssert(glGenVertexArrays(1, &vao));
glAssert(glBindVertexArray(vao));
nb_buffers = 2; // positions and indices buffers
if(mesh->hasNormals())
++nb_buffers;
if(mesh->hasTexCoords())
++nb_buffers;
if(mesh->hasTangents())
++nb_buffers;
// create VBOs
vbo = new GLuint[nb_buffers]();
glAssert(glGenBuffers(nb_buffers, vbo));
// init indices vbos
glAssert(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDICES_BUFFER]));
glAssert(glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), buffer_type));
// init positions vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, positions.size() * sizeof(glm::vec3), positions.data(), buffer_type));
if(hasNormals())
{
// init normals vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), buffer_type));
}
if(hasNormals())
{
// init texCoords vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, texCoords.size() * sizeof(glm::vec2), texCoords.data(), buffer_type));
}
if(hasTangents())
{
// init tangents vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENT_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3)*2, tangents.data(), buffer_type));
}
// unbind vao
glAssert(glBindVertexArray(0));
}
void Mesh::draw(Shader* shader, bool drawNormals, bool drawTexCoord, bool drawTangents)
{
bool crappy = (shader == NULL);
material.bindAttributes(shader);
glAssert(glBindVertexArray(vao));
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]));
if(crappy)
{
glAssert(glEnableClientState(GL_VERTEX_ARRAY));
glAssert(glVertexPointer(3, GL_FLOAT, 0, BUFFER_OFFSET(0)));
}
else
{
glAssert(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(0));
}
if(hasNormals() && drawNormals)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]));
if(crappy)
{
glAssert(glEnableClientState(GL_NORMAL_ARRAY));
glAssert(glNormalPointer(GL_FLOAT, 0, BUFFER_OFFSET(0)));
}
else
{
glAssert(glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(1));
}
}
if(hasTexCoords() && drawTexCoord)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]));
if(crappy)
{
glAssert(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
glAssert(glTexCoordPointer(2, GL_FLOAT, 0, BUFFER_OFFSET(0)));
}
else
{
glAssert(glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(2));
}
}
if(hasTangents() && drawTangents && !crappy)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENT_BUFFER]));
glAssert(glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Mesh::Tangents), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(3));
glAssert(glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Mesh::Tangents), BUFFER_OFFSET(sizeof(glm::vec3))));
glAssert(glEnableVertexAttribArray(4));
}
glAssert(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDICES_BUFFER]));
glAssert(glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, NULL));
glAssert(glBindVertexArray(0));
if(crappy)
{
glAssert(glDisableClientState(GL_VERTEX_ARRAY));
if(hasNormals() && drawNormals)
glAssert(glDisableClientState(GL_NORMAL_ARRAY));
if(hasTexCoords() && drawTexCoord)
glAssert(glDisableClientState(GL_TEXTURE_COORD_ARRAY));
}
}
void Mesh::destroyGL()
{
if(vbo != NULL)
{
glAssert(glDeleteVertexArrays(1, &vao));
glAssert(glDeleteBuffers(nb_buffers, vbo));
delete[] vbo;
vao = 0;
nb_buffers = 0;
vbo = NULL;
}
}
struct VertexComparator
{
// c'est plutot crade mais j'ai pas trouve d'autre moyen pour le moment
static Mesh* mesh;
static void setMesh(MeshBuilder* m) {VertexComparator::mesh = m;}
bool operator() (const int& vertId1, const int& vertId2) const
{
if(mesh->positions[vertId1].x != mesh->positions[vertId2].x)
return (mesh->positions[vertId1].x < mesh->positions[vertId2].x);
if(mesh->positions[vertId1].y != mesh->positions[vertId2].y)
return (mesh->positions[vertId1].y < mesh->positions[vertId2].y);
if(mesh->positions[vertId1].z != mesh->positions[vertId2].z)
return (mesh->positions[vertId1].z < mesh->positions[vertId2].z);
if(mesh->hasTexCoords())
{
if(mesh->texCoords[vertId1].x != mesh->texCoords[vertId2].x)
return (mesh->texCoords[vertId1].x < mesh->texCoords[vertId2].x);
if(mesh->texCoords[vertId1].y != mesh->texCoords[vertId2].y)
return (mesh->texCoords[vertId1].y < mesh->texCoords[vertId2].y);
}
if(mesh->hasNormals())
{
if(mesh->normals[vertId1].x != mesh->normals[vertId2].x)
return (mesh->normals[vertId1].x < mesh->normals[vertId2].x);
if(mesh->normals[vertId1].y != mesh->normals[vertId2].y)
return (mesh->normals[vertId1].y < mesh->normals[vertId2].y);
if(mesh->normals[vertId1].z != mesh->normals[vertId2].z)
return (mesh->normals[vertId1].z < mesh->normals[vertId2].z);
}
return false;
}
};
Mesh* VertexComparator::mesh = NULL;
void Mesh::mergeVertices()
{
std::vector<int> swapped;
std::set<int, VertexComparator> vertexSet;
VertexComparator::setMesh(this);
int swappedOffset = positions.size() - 1;
for(int i=0; i<indices.size(); ++i)
{
if(indices[i] >= positions.size())
indices[i] = swapped[swappedOffset - indices[i]];
std::pair<std::set<int,VertexComparator>::iterator,bool> ret = vertexSet.insert(g.indices[i]);
if(!ret.second) // duplicate found
{
// updating indices references
int toDelete = indices[i];
swapped.push_back(toDelete);
indices[i] = *(ret.first);
// deleting the duplicate
positions[toDelete] = positions.back();
positions.pop_back();
if(hasTexCoords())
{
texCoords[toDelete] = texCoords.back();
texCoords.pop_back();
}
if(hasNormals())
{
normals[toDelete] = normals.back();
normals.pop_back();
}
if(hasTangents())
{
tangents[indices[i]].tangent += tangents[toDelete].tangent;
tangents[indices[i]].binormal += tangents[toDelete].binormal;
tangents[toDelete] = tangents.back();
tangents.pop_back();
}
}
}
for(Tangents &t : tangents)
{
t.tangent = glm::normalize(t.tangent);
t.binormal = glm::normalize(t.binormal);
}
}
void Mesh::computeNormals()
{
normals.resize(positions.size());
for (int i=0; i < indices.size(); i += 3)
{
int v0 = indices[i];
int v1 = indices[i+1];
int v2 = indices[i+2];
glm::vec3 n = glm::cross(positions[v1] - positions[v0], positions[v2] - positions[v0]);
normals[v0] += n;
normals[v1] += n;
normals[v2] += n;
}
for(glm::vec3 &n : normals)
n = glm::normalize(n);
}
void Mesh::computeTangents()
{
if(!hasTexCoords())
return;
tangents = std::vector<Tangents>(positions.size());
for (int j=0; j < indices.size(); j += 3)
{
int vertexId0 = indices[j];
int vertexId1 = indices[j+1];
int vertexId2 = indices[j+2];
const glm::vec3 &v1 = positions[vertexId0];
const glm::vec3 &v2 = positions[vertexId1];
const glm::vec3 &v3 = positions[vertexId2];
const glm::vec2& w1 = texCoords[vertexId0];
const glm::vec2& w2 = texCoords[vertexId1];
const glm::vec2& w3 = texCoords[vertexId2];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0f / (s1 * t2 - s2 * t1);
glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r);
glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r);
Tangents& tan1 = tangents[vertexId0];
Tangents& tan2 = tangents[vertexId1];
Tangents& tan3 = tangents[vertexId2];
tan1.tangent += sdir;
tan2.tangent += sdir;
tan3.tangent += sdir;
tan1.binormal += tdir;
tan2.binormal += tdir;
tan3.binormal += tdir;
}
}

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@ -1,31 +1,64 @@
#ifndef MESH_H #ifndef MESH_H
#define MESH_H #define MESH_H
#include <glew/glew.h>
#include <vector> #include <vector>
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include <glm/vec2.hpp> #include <glm/vec2.hpp>
class Material; class Material;
class Shader;
struct Mesh struct Mesh
{ {
protected:
// geometry data
typedef struct typedef struct
{ {
glm::vec3 tangent; glm::vec3 tangent;
glm::vec3 binormal; glm::vec3 binormal;
} Tangents; } Tangents;
typedef struct Material* material;
{
std::vector<unsigned int> indices;
Material* material;
} Group;
std::vector<glm::vec3> positions; std::vector<glm::vec3> positions;
std::vector<glm::vec3> normals; std::vector<glm::vec3> normals;
std::vector<glm::vec2> texCoords; std::vector<glm::vec2> texCoords;
std::vector<Tangents> tangents; std::vector<Tangents> tangents;
std::vector<Group> indiceGroups; std::vector<unsigned int> indices;
// opengl
enum {
// required buffers
POSITION_BUFFER,
// optionnal buffers :
NORMAL_BUFFER, TEXCOORD_BUFFER, TANGENT_BUFFER,
// indices buffers
INDICES_BUFFER
};
GLuint vao;
int nb_buffers;
GLuint* vbo;
public:
Mesh();
~Mesh();
void initGL(bool isDynamic = false);
void draw(Shader* shader = NULL, bool drawNormals = true, bool drawTexCoord = true, bool drawTangents = true);
void destroyGL();
// merge same vertices
void mergeVertices();
bool operator() (const int& vertId1, const int& vertId2) const;
// require positions and indices
void computeNormals();
// require normals and texCoord
void computeTangents();
bool hasNormals() const bool hasNormals() const
{ {

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@ -1,6 +1,4 @@
#include "meshbuilder.h" #include "meshbuilder.h"
#include <glm/ext.hpp>
#include <set>
void MeshBuilder::addPosition(float x, float y, float z) void MeshBuilder::addPosition(float x, float y, float z)
{ {
@ -54,201 +52,12 @@ void MeshBuilder::addVertex(const glm::vec3 &position, const glm::vec3 &normal,
void MeshBuilder::addTriangle(int i1, int i2, int i3) void MeshBuilder::addTriangle(int i1, int i2, int i3)
{ {
indiceGroups[currentGroup].indices.push_back(i1); indices.push_back(i1);
indiceGroups[currentGroup].indices.push_back(i2); indices.push_back(i2);
indiceGroups[currentGroup].indices.push_back(i3); indices.push_back(i3);
} }
void MeshBuilder::addGroup(Material* myMaterial) void MeshBuilder::setMaterial(Material* myMaterial)
{ {
Group g; material = myMaterial;
g.material = myMaterial;
setCurrentGroup(getNbGroups());
indiceGroups.push_back(g);
}
void MeshBuilder::setCurrentGroup(int groupId)
{
currentGroup = groupId;
}
void MeshBuilder::setCurrentGroupMaterial(Material* myMaterial)
{
indiceGroups[currentGroup].material = myMaterial;
}
int MeshBuilder::getNbGroups()
{
return indiceGroups.size();
}
class VertexComparator
{
public:
// c'est crade mais j'ai pas trouvé d'autre moyen pour le moment
static MeshBuilder* mesh;
static void setMesh(MeshBuilder* m) {VertexComparator::mesh = m;}
bool operator() (const int& vertId1, const int& vertId2) const
{
if(mesh->positions[vertId1].x != mesh->positions[vertId2].x)
return (mesh->positions[vertId1].x < mesh->positions[vertId2].x);
if(mesh->positions[vertId1].y != mesh->positions[vertId2].y)
return (mesh->positions[vertId1].y < mesh->positions[vertId2].y);
if(mesh->positions[vertId1].z != mesh->positions[vertId2].z)
return (mesh->positions[vertId1].z < mesh->positions[vertId2].z);
if(mesh->hasTexCoords())
{
if(mesh->texCoords[vertId1].x != mesh->texCoords[vertId2].x)
return (mesh->texCoords[vertId1].x < mesh->texCoords[vertId2].x);
if(mesh->texCoords[vertId1].y != mesh->texCoords[vertId2].y)
return (mesh->texCoords[vertId1].y < mesh->texCoords[vertId2].y);
}
if(mesh->hasNormals())
{
if(mesh->normals[vertId1].x != mesh->normals[vertId2].x)
return (mesh->normals[vertId1].x < mesh->normals[vertId2].x);
if(mesh->normals[vertId1].y != mesh->normals[vertId2].y)
return (mesh->normals[vertId1].y < mesh->normals[vertId2].y);
if(mesh->normals[vertId1].z != mesh->normals[vertId2].z)
return (mesh->normals[vertId1].z < mesh->normals[vertId2].z);
}
return false;
}
};
MeshBuilder* VertexComparator::mesh = NULL;
void MeshBuilder::mergeVertices()
{
std::vector<int> swapped;
std::set<int, VertexComparator> vertexSet;
VertexComparator::setMesh(this);
int swappedOffset = positions.size() - 1;
for(Group &g : indiceGroups)
for(int i=0; i<g.indices.size(); ++i)
{
if(g.indices[i] >= positions.size())
g.indices[i] = swapped[swappedOffset - g.indices[i]];
std::pair<std::set<int,VertexComparator>::iterator,bool> ret = vertexSet.insert(g.indices[i]);
if(!ret.second) // duplicate found
{
// updating indices references
int toDelete = g.indices[i];
swapped.push_back(toDelete);
g.indices[i] = *(ret.first);
// deleting the duplicate
positions[toDelete] = positions.back();
positions.pop_back();
if(hasTexCoords())
{
texCoords[toDelete] = texCoords.back();
texCoords.pop_back();
}
if(hasNormals())
{
normals[toDelete] = normals.back();
normals.pop_back();
}
if(hasTangents())
{
tangents[g.indices[i]].tangent += tangents[toDelete].tangent;
tangents[g.indices[i]].binormal += tangents[toDelete].binormal;
tangents[toDelete] = tangents.back();
tangents.pop_back();
}
}
}
for(Tangents &t : tangents)
{
t.tangent = glm::normalize(t.tangent);
t.binormal = glm::normalize(t.binormal);
}
}
void MeshBuilder::computeNormals()
{
normals.resize(positions.size());
for(const Group &g : indiceGroups)
for (int i=0; i < g.indices.size(); i += 3)
{
int v0 = g.indices[i];
int v1 = g.indices[i+1];
int v2 = g.indices[i+2];
glm::vec3 n = glm::cross(positions[v1] - positions[v0], positions[v2] - positions[v0]);
normals[v0] += n;
normals[v1] += n;
normals[v2] += n;
}
for(glm::vec3 &n : normals)
n = glm::normalize(n);
}
void MeshBuilder::computeTangents()
{
if(!hasTexCoords())
return;
tangents = std::vector<Tangents>(positions.size());
for(const Group &g : indiceGroups)
for (int j=0; j < g.indices.size(); j += 3)
{
int vertexId0 = g.indices[j];
int vertexId1 = g.indices[j+1];
int vertexId2 = g.indices[j+2];
const glm::vec3 &v1 = positions[vertexId0];
const glm::vec3 &v2 = positions[vertexId1];
const glm::vec3 &v3 = positions[vertexId2];
const glm::vec2& w1 = texCoords[vertexId0];
const glm::vec2& w2 = texCoords[vertexId1];
const glm::vec2& w3 = texCoords[vertexId2];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0f / (s1 * t2 - s2 * t1);
glm::vec3 sdir((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r);
glm::vec3 tdir((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r);
Tangents& tan1 = tangents[vertexId0];
Tangents& tan2 = tangents[vertexId1];
Tangents& tan3 = tangents[vertexId2];
tan1.tangent += sdir;
tan2.tangent += sdir;
tan3.tangent += sdir;
tan1.binormal += tdir;
tan2.binormal += tdir;
tan3.binormal += tdir;
}
// building tangent matrix
/*
for (long a = 0; a < vertexCount; a++)
{
const Vector3D& n = normal[a];
const Vector3D& t = tan1[a];
// Gram-Schmidt orthogonalize
tangent[a] = (t - n * Dot(n, t)).Normalize();
// Calculate handedness
tangent[a].w = (Dot(Cross(n, t), tan2[a]) < 0.0F) ? -1.0F : 1.0F;
}*/
} }

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@ -5,8 +5,6 @@
class MeshBuilder : public Mesh class MeshBuilder : public Mesh
{ {
int currentGroup;
public: public:
void addTriangle(int i1, int i2, int i3); void addTriangle(int i1, int i2, int i3);
@ -21,18 +19,7 @@ public:
void addVertex(const glm::vec3 &position, const glm::vec2 &texCoord); void addVertex(const glm::vec3 &position, const glm::vec2 &texCoord);
void addVertex(const glm::vec3 &position, const glm::vec3 &normal, const glm::vec2 &texCoord); void addVertex(const glm::vec3 &position, const glm::vec3 &normal, const glm::vec2 &texCoord);
void addGroup(Material* myMaterial); void setMaterial(Material* myMaterial);
void setCurrentGroup(int groupId);
void setCurrentGroupMaterial(Material* myMaterial);
int getNbGroups();
// merge same vertices
void mergeVertices();
bool operator() (const int& vertId1, const int& vertId2) const;
// require positions and indices
void computeNormals();
// require normals and texCoord
void computeTangents();
}; };
#endif // MESHBUILDER_H #endif // MESHBUILDER_H

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@ -8,8 +8,6 @@
Sphere::Sphere(Material* mat, int n) Sphere::Sphere(Material* mat, int n)
{ {
// icosahedron : // icosahedron :
addGroup(mat);
Group* group = &(indiceGroups[0]);
// top cap // top cap
createVertex(0, 1); createVertex(0, 1);
@ -37,7 +35,7 @@ Sphere::Sphere(Material* mat, int n)
// geodesic subdivisions : // geodesic subdivisions :
for(int i=0; i<n; i++) for(int i=0; i<n; i++)
subdivide(group); subdivide();
} }
int Sphere::getEdge(int a, int b) int Sphere::getEdge(int a, int b)
@ -78,27 +76,27 @@ int Sphere::getEdge(int a, int b)
return vid; return vid;
} }
void Sphere::subdivide(Group* group) void Sphere::subdivide()
{ {
edges = new Edge[positions.size()-1]; edges = new Edge[positions.size()-1];
int nb_triangles = group->indices.size()/3; int nb_triangles = indices.size()/3;
for(int j=0; j<nb_triangles; j++) for(int j=0; j<nb_triangles; j++)
{ {
int vid[3]; int vid[3];
for(int k=0; k<3; k++) for(int k=0; k<3; k++)
{ {
int idA = group->indices[j*3 + k]; int idA = indices[j*3 + k];
int idB = group->indices[j*3 + (k+1)%3]; int idB = indices[j*3 + (k+1)%3];
int a = idA < idB ? idA : idB; int a = idA < idB ? idA : idB;
int b = idA > idB ? idA : idB; int b = idA > idB ? idA : idB;
vid[k] = getEdge(a, b); vid[k] = getEdge(a, b);
} }
for(int k=0; k<3; k++) for(int k=0; k<3; k++)
addTriangle(group->indices[j*3 + k], vid[k], vid[(k+2)%3]); addTriangle(indices[j*3 + k], vid[k], vid[(k+2)%3]);
addTriangle(vid[0], vid[1], vid[2]); addTriangle(vid[0], vid[1], vid[2]);
} }
delete[](edges); delete[](edges);
group->indices.erase(group->indices.begin(), group->indices.begin()+nb_triangles*3); indices.erase(indices.begin(), indices.begin()+nb_triangles*3);
} }
void Sphere::createVertex(float u, float v) void Sphere::createVertex(float u, float v)
@ -113,7 +111,7 @@ void Sphere::createVertex(float u, float v)
GridMesh::GridMesh(Material* mat, int width, int height, bool alternate) GridMesh::GridMesh(Material* mat, int width, int height, bool alternate)
{ {
addGroup(mat); setMaterial(mat);
for(int i=0; i<=width; ++i) for(int i=0; i<=width; ++i)
{ {
for(int j=0; j<=height; ++j) for(int j=0; j<=height; ++j)

View File

@ -22,7 +22,7 @@ private:
Edge* edges; Edge* edges;
int getEdge(int a, int b); int getEdge(int a, int b);
void createVertex(float u, float v); void createVertex(float u, float v);
void subdivide(Group* group); void subdivide();
public: public:
Sphere(Material* mat, int n = 0); Sphere(Material* mat, int n = 0);
}; };

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@ -1,166 +0,0 @@
#include "phongentity.h"
#include "shader.h"
#include <glm/glm.hpp>
#include "phongmaterial.h"
#include "mesh.h"
#include <glm/ext.hpp>
#include "glassert.h"
#include "sparrowrenderer.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
PhongEntity::PhongEntity(Mesh* myMesh) :
mesh(myMesh),
vao(0),
nb_buffers(0),
vbo(NULL),
displayList(0),
modelMatrix()
{}
void PhongEntity::modernInit(bool isDynamic)
{
GLenum buffer_type = isDynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW;
// create VAO
glAssert(glGenVertexArrays(1, &vao));
glAssert(glBindVertexArray(vao));
nb_buffers = 1; // positions buffer
if(mesh->hasNormals())
++nb_buffers;
if(mesh->hasTexCoords())
++nb_buffers;
if(mesh->hasTangents())
++nb_buffers;
nb_buffers += mesh->indiceGroups.size();
// create VBOs
vbo = new GLuint[nb_buffers]();
glAssert(glGenBuffers(nb_buffers, vbo));
for(int i=0; i<mesh->indiceGroups.size(); ++i)
{
const Mesh::Group &g = mesh->indiceGroups[i];
// init indices vbos
glAssert(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDICES_BUFFERS + i]));
glAssert(glBufferData(GL_ELEMENT_ARRAY_BUFFER, g.indices.size() * sizeof(GLuint), g.indices.data(), buffer_type));
}
// init positions vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, mesh->positions.size() * sizeof(glm::vec3), mesh->positions.data(), buffer_type));
if(mesh->hasNormals())
{
// init normals vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, mesh->normals.size() * sizeof(glm::vec3), mesh->normals.data(), buffer_type));
}
if(mesh->hasNormals())
{
// init texCoords vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, mesh->texCoords.size() * sizeof(glm::vec2), mesh->texCoords.data(), buffer_type));
}
if(mesh->hasTangents())
{
// init tangents vbo
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENT_BUFFER]));
glAssert(glBufferData(GL_ARRAY_BUFFER, mesh->tangents.size() * sizeof(glm::vec3)*2, mesh->tangents.data(), buffer_type));
}
// unbind vao
glAssert(glBindVertexArray(0));
}
void PhongEntity::crappyInit()
{
displayList = glAssert(glGenLists(1));
glAssert(glNewList(displayList, GL_COMPILE));
for(int i=0; i<mesh->indiceGroups.size(); ++i)
{
PhongMaterial* mat = (PhongMaterial*)(mesh->indiceGroups[i].material);
mat->bindAttributes(NULL);
glAssert(glBegin(GL_TRIANGLES));
for(int j=0; j<mesh->indiceGroups[i].indices.size(); ++j)
{
int vid = mesh->indiceGroups[i].indices[j];
glNormal3fv(glm::value_ptr(mesh->normals[vid]));
glTexCoord2fv(glm::value_ptr(mesh->texCoords[vid]));
glVertex3fv(glm::value_ptr(mesh->positions[vid]));
}
glAssert(glEnd());
}
glAssert(glEndList());
}
void PhongEntity::initGL(bool isDynamic)
{
if(SparrowRenderer::isModernOpenGLAvailable())
modernInit(isDynamic);
else
crappyInit();
}
void PhongEntity::destroyGL()
{
if(SparrowRenderer::isModernOpenGLAvailable())
{
glAssert(glDeleteVertexArrays(1, &vao));
glAssert(glDeleteBuffers(nb_buffers, vbo));
delete[] vbo;
vbo = NULL;
}
else
glAssert(glDeleteLists(displayList, 1));
}
void PhongEntity::drawGroup(int groupId, bool drawNormals, bool drawTexCoord, bool drawTangents)
{
glAssert(glBindVertexArray(vao));
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[POSITION_BUFFER]));
glAssert(glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(0));
if(mesh->hasNormals() && drawNormals)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[NORMAL_BUFFER]));
glAssert(glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(glm::vec3), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(1));
}
if(mesh->hasTexCoords() && drawTexCoord)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TEXCOORD_BUFFER]));
glAssert(glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(glm::vec2), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(2));
}
if(mesh->hasTangents() && drawTangents)
{
glAssert(glBindBuffer(GL_ARRAY_BUFFER, vbo[TANGENT_BUFFER]));
glAssert(glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Mesh::Tangents), BUFFER_OFFSET(0)));
glAssert(glEnableVertexAttribArray(3));
glAssert(glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Mesh::Tangents), BUFFER_OFFSET(sizeof(glm::vec3))));
glAssert(glEnableVertexAttribArray(4));
}
glAssert(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[INDICES_BUFFERS + groupId]));
glAssert(glDrawElements(GL_TRIANGLES, mesh->indiceGroups[groupId].indices.size(), GL_UNSIGNED_INT, NULL));
}
void PhongEntity::drawDisplayList()
{
glAssert(glCallList(displayList));
}
PhongEntity* PhongEntity::clone()
{
PhongEntity* myClone = new PhongEntity(mesh);
myClone->modelMatrix = modelMatrix;
myClone->displayList = displayList;
myClone->nb_buffers = nb_buffers;
myClone->vao = vao;
myClone->vbo = vbo;
return myClone;
}

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@ -1,63 +0,0 @@
#ifndef PHONGENTITY_H
#define PHONGENTITY_H
#include <glew/glew.h>
#include <glm/mat4x4.hpp>
#include <vector>
class Mesh;
class Material;
class Shader;
class PhongEntity
{
protected:
Mesh* mesh;
// modern opengl :
enum {
// required buffers
POSITION_BUFFER,
// optionnal buffers :
NORMAL_BUFFER, TEXCOORD_BUFFER, TANGENT_BUFFER,
// indices buffers
INDICES_BUFFERS
};
GLuint vao;
int nb_buffers;
GLuint* vbo;
void modernInit(bool isDynamic);
// old opengl :
GLuint displayList;
void crappyInit();
public:
/**
* @brief the model matrix is public, so the user can manipulate it in any way he desires.
*/
glm::mat4 modelMatrix;
PhongEntity(Mesh* myMesh);
void drawDisplayList();
void drawGroup(int groupId, bool drawNormals = true, bool drawTexCoord = true, bool drawTangents = true);
void initGL(bool isDynamic = false);
void destroyGL();
Mesh* getMesh() {return mesh;}
/**
* @brief this method returns a clone of the current entity.
* The same VAO/displayList will be used to render both, so there is no need to call initGL on the clone
*/
PhongEntity* clone();
};
#endif // PHONGENTITY_H

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@ -5,7 +5,8 @@
#include "camera.h" #include "camera.h"
#include <vector> #include <vector>
#include "light.h" #include "light.h"
#include "phongentity.h"
class Mesh;
// Scene interface : // Scene interface :
@ -20,11 +21,17 @@ public:
T& getItem() {return operator*();} T& getItem() {return operator*();}
}; };
struct GeometryNode
{
Mesh* mesh;
glm::mat4 modelMatrix;
};
class Scene class Scene
{ {
public: public:
virtual SceneIterator<Light*>* getLights() = 0; virtual SceneIterator<Light*>* getLights() = 0;
virtual SceneIterator<PhongEntity*>* getGeometry() = 0; virtual SceneIterator<GeometryNode*>* getGeometry() = 0;
}; };
// Some basic implementations : // Some basic implementations :
@ -45,16 +52,16 @@ class ArrayScene : public Scene
{ {
protected: protected:
std::vector<Light*> lights; std::vector<Light*> lights;
std::vector<PhongEntity*> entities; std::vector<GeometryNode*> geometry;
public: public:
void clearLights() {lights.clear();} void clearLights() {lights.clear();}
void clearEntities() {entities.clear();} void clearEntities() {geometry.clear();}
void clearScene() {clearLights(); clearEntities();} void clearScene() {clearLights(); clearEntities();}
void addEntity(PhongEntity* myEntity) {entities.push_back(myEntity);} void addMesh(GeometryNode* node) {geometry.push_back(node);}
void addLight(Light* myLight) {lights.push_back(myLight);} void addLight(Light* myLight) {lights.push_back(myLight);}
virtual SceneIterator<Light*>* getLights() {return new ArraySceneIterator<Light*>(lights);} virtual SceneIterator<Light*>* getLights() {return new ArraySceneIterator<Light*>(lights);}
virtual SceneIterator<PhongEntity*>* getGeometry() {return new ArraySceneIterator<PhongEntity*>(entities);} virtual SceneIterator<GeometryNode*>* getGeometry() {return new ArraySceneIterator<GeometryNode*>(geometry);}
}; };
#endif // SCENE_H #endif // SCENE_H

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@ -2,7 +2,6 @@
#include <glm/mat3x3.hpp> #include <glm/mat3x3.hpp>
#include <glm/ext.hpp> #include <glm/ext.hpp>
#include "skyboxmodule.h" #include "skyboxmodule.h"
#include "phongentity.h"
#include "shader.h" #include "shader.h"
#include "texture.h" #include "texture.h"
#include "camera.h" #include "camera.h"