Compare commits
19 Commits
00-getting
...
02-model-l
Author | SHA1 | Date | |
---|---|---|---|
c5f13d7c37 | |||
db3116453b | |||
0db5c5d81a | |||
d8d2c73438 | |||
806c260893 | |||
bfbdbf75f3 | |||
c4a607f660 | |||
c65a3ba314 | |||
b7e5eea448 | |||
e720355d04 | |||
fbda4821ee | |||
cc1f6afb26 | |||
621204abe5 | |||
1193e128e8 | |||
d0070045b1 | |||
6bcd4802aa | |||
9cbfa55c89 | |||
d8ab418180 | |||
babe58f0a5 |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
|
||||
.cache
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||||
compile_commands.json
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||||
main
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||||
*.py
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||||
|
3
.gitmodules
vendored
Normal file
3
.gitmodules
vendored
Normal file
@@ -0,0 +1,3 @@
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||||
[submodule "src/assimp"]
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path = src/assimp
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url = git@github.com:assimp/assimp
|
10
compile
10
compile
@@ -1,18 +1,18 @@
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#!/bin/bash
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CC=clang
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CFLAGS="-g -c -Wall -Isrc/glad/include"
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CFLAGS="-O3 -c -Wall -Isrc/glad/include"
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CXX=clang++
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CXXFLAGS="-g -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm"
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LIBS="$(pkg-config --libs sdl2) -ldl"
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CXXFLAGS="-O3 -Wall -std=c++20 $(pkg-config --cflags sdl2) -Isrc/glad/include -Isrc/glm -Isrc/assimp/include -Isrc/assimp/build/include"
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LIBS="$(pkg-config --libs sdl2) -ldl -lz -lminizip -Lsrc/assimp/build/lib/ -lassimp"
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GLAD_SRC="src/glad/src/glad.c"
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GLAD_OBJ="glad.o"
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SRC="src/*.cc $GLAD_OBJ src/glm/glm/glm.cppm"
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OUT=main
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(set -x ; $CC $CFLAGS $GLAD_SRC -o $GLAD_OBJ)
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(set -x ; $CXX $CXXFLAGS $LIBS $SRC -o $OUT)
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(set -x ; $CXX $CXXFLAGS $SRC $LIBS -o $OUT)
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if [[ -f $GLAD_OBJ ]]; then
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rm $GLAD_OBJ
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rm $GLAD_OBJ
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fi
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|
BIN
images/container2.png
Normal file
BIN
images/container2.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 457 KiB |
BIN
images/container2_specular.png
Normal file
BIN
images/container2_specular.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 141 KiB |
BIN
models/suzanne/diffuse.png
Normal file
BIN
models/suzanne/diffuse.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 67 KiB |
BIN
models/suzanne/specular.png
Normal file
BIN
models/suzanne/specular.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 526 KiB |
12
models/suzanne/suzanne.mtl
Normal file
12
models/suzanne/suzanne.mtl
Normal file
@@ -0,0 +1,12 @@
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||||
# Blender 4.3.2 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ka 1.000000 1.000000 1.000000
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||||
Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd diffuse.png
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map_Ks specular.png
|
2977
models/suzanne/suzanne.obj
Normal file
2977
models/suzanne/suzanne.obj
Normal file
File diff suppressed because it is too large
Load Diff
@@ -1,13 +1,111 @@
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#version 330 core
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in vec2 tex_coords;
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||||
#define POINT_LIGHT_COUNT 4
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struct Material {
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||||
sampler2D diffuse1;
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sampler2D specular1;
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float shininess;
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};
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||||
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struct DirLight {
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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||||
};
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struct PointLight {
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vec3 position;
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||||
vec3 ambient;
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||||
vec3 diffuse;
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vec3 specular;
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float constant;
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float linear;
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float quadratic;
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||||
};
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struct SpotLight {
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vec3 position;
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vec3 direction;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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float cutoff;
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float outer_cutoff;
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};
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in vec3 vert_normal;
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in vec3 frag_position;
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in vec2 uv_coords;
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out vec4 color;
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uniform float mix_factor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform Material material;
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uniform DirLight directional_light;
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uniform PointLight point_lights[POINT_LIGHT_COUNT];
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uniform SpotLight spot_light;
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uniform vec3 camera_position;
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction);
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vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction);
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void main() {
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color = mix(texture(texture0, tex_coords), texture(texture1, tex_coords), mix_factor);
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vec3 normal = normalize(vert_normal);
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vec3 view_direction = normalize(camera_position - frag_position);
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vec3 result = calc_dir_light(directional_light, normal, view_direction);
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for (int i = 0; i < POINT_LIGHT_COUNT; ++i) {
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result += calc_point_light(point_lights[i], normal, frag_position, view_direction);
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}
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result += calc_spot_light(spot_light, normal, frag_position, view_direction);
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color = vec4(result, 1.0);
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};
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vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) {
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vec3 light_direction = normalize(-light.direction);
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vec3 reflect_direction = reflect(-light_direction, normal);
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float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex;
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vec3 diffuse = light.diffuse * (diff * diff_tex);
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords)));
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||||
|
||||
return ambient + diffuse + specular;
|
||||
}
|
||||
|
||||
vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction) {
|
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vec3 light_direction = normalize(light.position - frag_position);
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||||
vec3 reflect_direction = reflect(-light_direction, normal);
|
||||
float distance = length(light.position - frag_position);
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||||
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
|
||||
float diff = max(dot(normal, light_direction), 0.0);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 ambient = light.ambient * diff_tex * attenuation;
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vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation;
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vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation;
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||||
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||||
return ambient + diffuse + specular;
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||||
}
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||||
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||||
vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction) {
|
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vec3 light_direction = normalize(light.position - frag_position);
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vec3 reflect_direction = reflect(-light_direction, normal);
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||||
float theta = dot(light_direction, normalize(-light.direction));
|
||||
float epsilon = light.cutoff - light.outer_cutoff;
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||||
float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0);
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float diff = max(dot(normal, light_direction), 0.0);
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float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess);
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vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords));
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vec3 ambient = light.ambient * diff_tex;
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||||
vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity;
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||||
vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity;
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||||
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||||
return ambient + diffuse + specular;
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||||
}
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||||
|
9
shaders/light_frag.glsl
Normal file
9
shaders/light_frag.glsl
Normal file
@@ -0,0 +1,9 @@
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||||
#version 330 core
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||||
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||||
out vec4 color;
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||||
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||||
uniform vec3 light_diffuse;
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||||
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||||
void main() {
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color = vec4(light_diffuse, 1.0);
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||||
}
|
@@ -1,15 +1,21 @@
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||||
#version 330 core
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||||
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||||
layout(location=0) in vec3 position;
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layout(location=1) in vec2 uv;
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layout(location=1) in vec3 normal;
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layout(location=2) in vec2 uv;
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out vec3 vert_normal;
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||||
out vec3 frag_position;
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out vec2 uv_coords;
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|
||||
uniform mat3 normal_mat;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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||||
out vec2 tex_coords;
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||||
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||||
void main() {
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tex_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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vert_normal = normal_mat * normal;
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||||
frag_position = vec3(model * vec4(position, 1.0));
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uv_coords = uv;
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gl_Position = projection * view * model * vec4(position, 1.0);
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||||
};
|
||||
|
1
src/assimp
Submodule
1
src/assimp
Submodule
Submodule src/assimp added at c35200e38e
584
src/main.cc
584
src/main.cc
@@ -1,6 +1,10 @@
|
||||
// GLAD
|
||||
#include "glad/glad.h"
|
||||
|
||||
// STB Image
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
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||||
|
||||
// GLM
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include "glm/ext/matrix_transform.hpp"
|
||||
@@ -10,9 +14,13 @@
|
||||
#include "glm/gtx/rotate_vector.hpp"
|
||||
#include "glm/gtx/string_cast.hpp"
|
||||
|
||||
// STB Image
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
// Assimp
|
||||
#include "assimp/Importer.hpp"
|
||||
#include "assimp/postprocess.h"
|
||||
#include "assimp/scene.h"
|
||||
#include "assimp/mesh.h"
|
||||
#include "assimp/material.h"
|
||||
#include "assimp/types.h"
|
||||
|
||||
// SDL
|
||||
#include <SDL2/SDL.h>
|
||||
@@ -31,11 +39,15 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#define WINDOW_WIDTH 1280
|
||||
#define WINDOW_HEIGHT 720
|
||||
#define WINDOW_HALF_WIDTH 640
|
||||
#define WINDOW_WIDTH 1280
|
||||
#define WINDOW_HEIGHT 720
|
||||
#define WINDOW_HALF_WIDTH 640
|
||||
#define WINDOW_HALF_HEIGHT 360
|
||||
|
||||
#define min(a, b) (a < b ? a : b)
|
||||
#define max(a, b) (a > b ? a : b)
|
||||
#define clamp(v, a, b) (min(max(v, a), b))
|
||||
|
||||
enum exit_codes : int {
|
||||
EXIT_CODE_SUCCESS,
|
||||
EXIT_CODE_SDL_INIT_FAILED,
|
||||
@@ -49,6 +61,12 @@ class Shader {
|
||||
Shader(const std::string &vert_file, const std::string &frag_file);
|
||||
~Shader();
|
||||
void activate();
|
||||
void set_int(const char *name, int value);
|
||||
void set_float(const char *name, float value);
|
||||
void set_vec3(const char *name, glm::vec3 vector);
|
||||
void set_vec4(const char *name, glm::vec4 vector);
|
||||
void set_mat3(const char *name, glm::mat3 matrix);
|
||||
void set_mat4(const char *name, glm::mat4 matrix);
|
||||
GLuint program;
|
||||
private:
|
||||
void link_program(GLuint vert, GLuint frag);
|
||||
@@ -57,6 +75,66 @@ class Shader {
|
||||
static const char *get_shader_type_string(GLenum shader_type);
|
||||
};
|
||||
|
||||
enum TextureType : unsigned char {
|
||||
TEXTURE_TYPE_DIFFUSE,
|
||||
TEXTURE_TYPE_SPECULAR,
|
||||
};
|
||||
|
||||
class Texture2D {
|
||||
public:
|
||||
Texture2D(const char *filename, GLint texture_unit, TextureType type);
|
||||
~Texture2D();
|
||||
void activate() const;
|
||||
std::string name(unsigned int index) const;
|
||||
int width;
|
||||
int height;
|
||||
int channels;
|
||||
const char *filename;
|
||||
GLint texture_unit;
|
||||
TextureType type;
|
||||
private:
|
||||
GLuint texture;
|
||||
GLint format;
|
||||
};
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 position;
|
||||
glm::vec3 normal;
|
||||
glm::vec2 tex_coord;
|
||||
};
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<Texture2D> textures;
|
||||
|
||||
Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures);
|
||||
void draw(Shader &Shader);
|
||||
private:
|
||||
GLuint vao, vbo, ebo;
|
||||
void setup_mesh();
|
||||
};
|
||||
|
||||
class Model {
|
||||
public:
|
||||
Model(const char *path) {
|
||||
load_model(path);
|
||||
}
|
||||
|
||||
void draw(Shader &shader);
|
||||
private:
|
||||
std::vector<Texture2D> loaded_textures;
|
||||
std::vector<Mesh> meshes;
|
||||
std::string directory;
|
||||
GLint texture_unit = GL_TEXTURE0;
|
||||
|
||||
void load_model(std::string path);
|
||||
void process_node(aiNode *node, const aiScene *scene);
|
||||
Mesh process_mesh(aiMesh *mesh, const aiScene *scene);
|
||||
std::vector<Texture2D> load_material_textures(aiMaterial *mat, aiTextureType type);
|
||||
};
|
||||
|
||||
int main() {
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
|
||||
return EXIT_CODE_SDL_INIT_FAILED;
|
||||
@@ -86,149 +164,141 @@ int main() {
|
||||
SDL_SetRelativeMouseMode(SDL_TRUE);
|
||||
SDL_WarpMouseInWindow(window, WINDOW_HALF_WIDTH, WINDOW_HALF_HEIGHT);
|
||||
|
||||
// Set texture options
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glViewport(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
std::vector<GLfloat> vertices = {
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // position, uv
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // position, uv
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, // position, uv
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, // position, uv
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, // position, uv
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, // position, uv
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // position, uv
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, // position, uv
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, // position, uv
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f, // position, uv
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f, // position, uv
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, // position, uv
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f, // position, uv
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // position, uv
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, // position, uv
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f, // position, uv
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f // position, uv
|
||||
std::vector<Vertex> vertices = {
|
||||
// positions // normals // texture coords
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, -1.0f, 0.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3( 0.0f, 0.0f, 1.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, -0.5f, 0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 0.0f, -1.0f), glm::vec2(0.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, -0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3( 0.5f, 0.5f, -0.5f), glm::vec3( 0.0f, 1.0f, 0.0f), glm::vec2(1.0f, 1.0f)},
|
||||
Vertex{glm::vec3(-0.5f, 0.5f, 0.5f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec2(1.0f, 0.0f)},
|
||||
Vertex{glm::vec3( 0.5f, -0.5f, -0.5f), glm::vec3( 1.0f, 0.0f, 0.0f), glm::vec2(0.0f, 1.0f)},
|
||||
};
|
||||
|
||||
std::vector<GLuint> indices = {
|
||||
14, 5, 9,
|
||||
9, 7, 14,
|
||||
4, 3, 12,
|
||||
12, 8, 4,
|
||||
1, 6, 13,
|
||||
13, 4, 1,
|
||||
2, 9, 15,
|
||||
15, 0, 2,
|
||||
13, 10, 3,
|
||||
3, 4, 13,
|
||||
7, 9, 2,
|
||||
2, 11, 16
|
||||
6, 14, 12,
|
||||
12, 19, 6,
|
||||
17, 7, 9,
|
||||
9, 3, 17,
|
||||
22, 20, 0,
|
||||
0, 18, 22,
|
||||
1, 2, 23,
|
||||
23, 4, 1,
|
||||
8, 5, 10,
|
||||
10, 11, 8,
|
||||
16, 21, 13,
|
||||
13, 15, 16
|
||||
};
|
||||
|
||||
GLuint vao = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
Model backpack = {"models/suzanne/suzanne.obj"};
|
||||
Mesh light = {vertices, indices, {}};
|
||||
|
||||
GLuint ebo = 0;
|
||||
glGenBuffers(1, &ebo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
GLuint vbo = 0;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
|
||||
// Load texture
|
||||
int32_t width[2], height[2], channels[2];
|
||||
uint8_t *container = stbi_load("images/container.jpg", &width[0], &height[0], &channels[0], 0);
|
||||
uint8_t *awesomeface = stbi_load("images/awesomeface.png", &width[1], &height[1], &channels[1], 0);
|
||||
|
||||
GLuint textures[2];
|
||||
glGenTextures(2, textures);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, textures[0]);
|
||||
if (container) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width[0], height[0], 0, GL_RGB, GL_UNSIGNED_BYTE, container);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
stbi_image_free(container);
|
||||
} else {
|
||||
printf("Failed to load container texture \n");
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE1); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D, textures[1]);
|
||||
if (container) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width[1], height[1], 0, GL_RGBA, GL_UNSIGNED_BYTE, awesomeface);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
stbi_image_free(awesomeface);
|
||||
} else {
|
||||
printf("Failed to load container texture \n");
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
|
||||
main_shader.activate();
|
||||
glUniform1i(glGetUniformLocation(main_shader.program, "texture0"), 0);
|
||||
glUniform1i(glGetUniformLocation(main_shader.program, "texture1"), 1);
|
||||
|
||||
float texture_mix_factor = 0.2f;
|
||||
|
||||
glm::vec3 cube_positions[] = {
|
||||
glm::vec3( 0.0f, 0.0f, 0.0f),
|
||||
glm::vec3( 4.0f, 6.0f, -15.0f),
|
||||
glm::vec3(-3.5f, -3.2f, -2.5f),
|
||||
glm::vec3(-5.8f, -3.0f, -12.3f),
|
||||
glm::vec3( 4.4f, -1.4f, -3.5f),
|
||||
glm::vec3(-3.7f, 4.0f, -7.5f),
|
||||
glm::vec3( 3.3f, -3.0f, -2.5f),
|
||||
glm::vec3( 3.5f, 3.0f, -2.5f),
|
||||
glm::vec3( 3.5f, 1.2f, -1.5f),
|
||||
glm::vec3(-3.3f, 2.0f, -1.5f)
|
||||
};
|
||||
Shader main_shader {"shaders/vert.glsl", "shaders/frag.glsl"};
|
||||
Shader light_shader {"shaders/vert.glsl", "shaders/light_frag.glsl"};
|
||||
|
||||
const float camera_speed = 25.0f;
|
||||
glm::vec3 camera_position = glm::vec3(0.0f, 0.0f, 4.0f);
|
||||
glm::vec3 camera_position = glm::vec3(-2.0f, 0.0f, 6.0f);
|
||||
glm::vec3 camera_forward = glm::vec3(0.0f);
|
||||
glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f);
|
||||
glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f);
|
||||
glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
|
||||
float yaw = -90.0f;
|
||||
float pitch = 0.0f;
|
||||
float yaw = -70.0f;
|
||||
float pitch = 0.0f;
|
||||
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
glm::mat4 view = glm::mat4(1.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(45.0f), (float)WINDOW_WIDTH / (float)WINDOW_HEIGHT, 0.1f, 100.0f);
|
||||
glm::mat3 normal_mat = glm::mat3(1.0f);
|
||||
|
||||
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
|
||||
main_shader.set_mat4 ("projection", projection);
|
||||
main_shader.set_float("material.shininess", 32.0f);
|
||||
|
||||
const float sensitivity = 0.1f;
|
||||
int last_mouse_x = WINDOW_HALF_WIDTH;
|
||||
int last_mouse_y = WINDOW_HALF_HEIGHT;
|
||||
uint32_t last_frame = SDL_GetTicks();
|
||||
float delta = 0.0f;
|
||||
bool running = true;
|
||||
SDL_Event event = {};
|
||||
light_shader.set_mat4("projection", projection);
|
||||
|
||||
std::vector<glm::vec3> point_light_positions = {
|
||||
glm::vec3( 0.7f, 0.2f, 2.0f),
|
||||
glm::vec3( 2.3f, -3.3f, -4.0f),
|
||||
glm::vec3(-4.0f, 2.0f, -12.0f),
|
||||
glm::vec3( 1.0f, 0.0f, -18.0f)
|
||||
};
|
||||
|
||||
// Setup lights
|
||||
main_shader.set_vec3("directional_light.direction", glm::vec3(-0.2f, -1.0f, -0.3f));
|
||||
main_shader.set_vec3("directional_light.ambient", light_ambient);
|
||||
main_shader.set_vec3("directional_light.diffuse", light_diffuse * 0.25f);
|
||||
main_shader.set_vec3("directional_light.specular", light_specular);
|
||||
|
||||
main_shader.set_vec3("spot_light.ambient", light_ambient);
|
||||
main_shader.set_vec3("spot_light.diffuse", light_diffuse * 0.5f);
|
||||
main_shader.set_vec3("spot_light.specular", light_specular * 0.25f);
|
||||
|
||||
for (int i = 0; i < point_light_positions.size(); ++i) {
|
||||
char base[256] = {0};
|
||||
char position[512] = {0};
|
||||
char ambient[512] = {0};
|
||||
char diffuse[512] = {0};
|
||||
char specular[512] = {0};
|
||||
char constant[512] = {0};
|
||||
char linear[512] = {0};
|
||||
char quadratic[512] = {0};
|
||||
|
||||
snprintf(base, sizeof(base) - 1, "point_lights[%d]", i);
|
||||
snprintf(position, sizeof(position) - 1, "%s.position", base);
|
||||
snprintf(ambient, sizeof(ambient) - 1, "%s.ambient", base);
|
||||
snprintf(diffuse, sizeof(diffuse) - 1, "%s.diffuse", base);
|
||||
snprintf(specular, sizeof(specular) - 1, "%s.specular", base);
|
||||
snprintf(constant, sizeof(constant) - 1, "%s.constant", base);
|
||||
snprintf(linear, sizeof(linear) - 1, "%s.linear", base);
|
||||
snprintf(quadratic, sizeof(quadratic) - 1, "%s.quadratic", base);
|
||||
|
||||
main_shader.set_vec3(position, point_light_positions[i]);
|
||||
main_shader.set_vec3(ambient, light_ambient);
|
||||
main_shader.set_vec3(diffuse, light_diffuse * 0.25f);
|
||||
main_shader.set_vec3(specular, light_specular * 0.5f);
|
||||
main_shader.set_float(constant, 1.0f);
|
||||
main_shader.set_float(linear, 0.09f);
|
||||
main_shader.set_float(quadratic, 0.032f);
|
||||
|
||||
memset(base, 0, sizeof(base));
|
||||
memset(position, 0, sizeof(position));
|
||||
memset(ambient, 0, sizeof(ambient));
|
||||
memset(diffuse, 0, sizeof(diffuse));
|
||||
memset(specular, 0, sizeof(specular));
|
||||
memset(constant, 0, sizeof(constant));
|
||||
memset(linear, 0, sizeof(linear));
|
||||
memset(quadratic, 0, sizeof(quadratic));
|
||||
}
|
||||
|
||||
const float sensitivity = 0.1f;
|
||||
int last_mouse_x = WINDOW_HALF_WIDTH;
|
||||
int last_mouse_y = WINDOW_HALF_HEIGHT;
|
||||
uint32_t last_frame = SDL_GetTicks();
|
||||
float delta = 0.0f;
|
||||
bool running = true;
|
||||
SDL_Event event = {};
|
||||
|
||||
while (running) {
|
||||
uint32_t ticks = SDL_GetTicks();
|
||||
@@ -243,10 +313,6 @@ int main() {
|
||||
case SDL_KEYDOWN:
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE) {
|
||||
running = false;
|
||||
} else if (event.key.keysym.sym == SDLK_UP) {
|
||||
texture_mix_factor += 0.1f;
|
||||
} else if (event.key.keysym.sym == SDLK_DOWN) {
|
||||
texture_mix_factor -= 0.1f;
|
||||
} else if (event.key.keysym.sym == SDLK_w) {
|
||||
camera_position += camera_speed * delta * camera_forward;
|
||||
} else if (event.key.keysym.sym == SDLK_s) {
|
||||
@@ -294,35 +360,38 @@ int main() {
|
||||
}
|
||||
}
|
||||
|
||||
texture_mix_factor = texture_mix_factor < 0.0f ?
|
||||
0.0f : texture_mix_factor > 1.0f ?
|
||||
1.0f : texture_mix_factor;
|
||||
|
||||
camera_forward.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
camera_forward.y = sin(glm::radians(pitch));
|
||||
camera_forward.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
camera_forward = glm::normalize(camera_forward);
|
||||
|
||||
view = glm::lookAt(camera_position, camera_position + camera_forward, world_up);
|
||||
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "view"), 1, GL_FALSE, glm::value_ptr(view));
|
||||
main_shader.set_vec3("camera_position", camera_position);
|
||||
main_shader.set_vec3("spot_light.position", camera_position);
|
||||
main_shader.set_vec3("spot_light.direction", camera_forward);
|
||||
main_shader.set_float("spot_light.cutoff", glm::cos(glm::radians(12.5)));
|
||||
main_shader.set_float("spot_light.outer_cutoff", glm::cos(glm::radians(17.5)));
|
||||
main_shader.set_mat4("view", view);
|
||||
light_shader.set_mat4("view", view);
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClearColor(0.04f, 0.08f, 0.08f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
normal_mat = glm::transpose(glm::inverse(model));
|
||||
main_shader.activate();
|
||||
glUniform1f(glGetUniformLocation(main_shader.program, "mix_factor"), texture_mix_factor);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[0]);
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, textures[1]);
|
||||
glBindVertexArray(vao);
|
||||
main_shader.set_mat4("model", model);
|
||||
main_shader.set_mat3("normal_mat", normal_mat);
|
||||
backpack.draw(main_shader);
|
||||
|
||||
for (int i = 0; i < sizeof(cube_positions) / sizeof(cube_positions[0]); ++i) {
|
||||
float angle = 20.0f * i;
|
||||
model = glm::translate(glm::mat4(1.0f), cube_positions[i]);
|
||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
||||
glUniformMatrix4fv(glGetUniformLocation(main_shader.program, "model"), 1, GL_FALSE, glm::value_ptr(model));
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, (void *)0);
|
||||
// Draw light source
|
||||
for (int i = 0; i < point_light_positions.size(); ++i) {
|
||||
model = glm::translate(glm::mat4(1.0f), point_light_positions[i]);
|
||||
model = glm::scale(model, glm::vec3(0.2f));
|
||||
light_shader.activate();
|
||||
light_shader.set_mat4("model", model);
|
||||
light_shader.set_vec3("light_diffuse", light_diffuse);
|
||||
light.draw(light_shader);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
@@ -356,6 +425,36 @@ void Shader::activate() {
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::set_int(const char *name, int value) {
|
||||
activate();
|
||||
glUniform1i(glGetUniformLocation(program, name), value);
|
||||
}
|
||||
|
||||
void Shader::set_float(const char *name, float value) {
|
||||
activate();
|
||||
glUniform1f(glGetUniformLocation(program, name), value);
|
||||
}
|
||||
|
||||
void Shader::set_vec3(const char *name, glm::vec3 vector) {
|
||||
activate();
|
||||
glUniform3f(glGetUniformLocation(program, name), vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
void Shader::set_vec4(const char *name, glm::vec4 vector) {
|
||||
activate();
|
||||
glUniform4f(glGetUniformLocation(program, name), vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
|
||||
void Shader::set_mat3(const char *name, glm::mat3 matrix) {
|
||||
activate();
|
||||
glUniformMatrix3fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::set_mat4(const char *name, glm::mat4 matrix) {
|
||||
activate();
|
||||
glUniformMatrix4fv(glGetUniformLocation(program, name), 1, GL_FALSE, glm::value_ptr(matrix));
|
||||
}
|
||||
|
||||
void Shader::link_program(GLuint vert, GLuint frag) {
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vert);
|
||||
@@ -441,3 +540,188 @@ const char *Shader::get_shader_type_string(GLenum shader_type) {
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
Texture2D::Texture2D(const char *filename, GLint texture_unit, TextureType type) : filename(filename), texture_unit(texture_unit), type(type) {
|
||||
uint8_t *image = stbi_load(filename, &width, &height, &channels, 0);
|
||||
if (!image) {
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO (Abdelrahman): This doesn't handle all formats
|
||||
format = channels > 3 ? GL_RGBA : GL_RGB;
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
activate();
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, image);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
stbi_image_free(image);
|
||||
}
|
||||
|
||||
Texture2D::~Texture2D() {}
|
||||
|
||||
void Texture2D::activate() const {
|
||||
glActiveTexture(texture_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
}
|
||||
|
||||
std::string Texture2D::name(unsigned int index) const {
|
||||
std::string output = "material.";
|
||||
|
||||
switch (type) {
|
||||
case TEXTURE_TYPE_DIFFUSE:
|
||||
output += "diffuse";
|
||||
break;
|
||||
case TEXTURE_TYPE_SPECULAR:
|
||||
output += "specular";
|
||||
break;
|
||||
}
|
||||
|
||||
output += std::to_string(index);
|
||||
|
||||
return output.c_str();
|
||||
}
|
||||
|
||||
Mesh::Mesh(std::vector<Vertex> vertices, std::vector<GLuint> indices, std::vector<Texture2D> textures)
|
||||
: vertices(vertices), indices(indices), textures(textures) {
|
||||
setup_mesh();
|
||||
}
|
||||
|
||||
void Mesh::setup_mesh() {
|
||||
glGenVertexArrays(1, &vao);
|
||||
glGenBuffers(1, &ebo);
|
||||
glGenBuffers(1, &vbo);
|
||||
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), vertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)(offsetof(Vertex, normal)));
|
||||
glEnableVertexAttribArray(1);
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)(offsetof(Vertex, tex_coord)));
|
||||
glEnableVertexAttribArray(2);
|
||||
}
|
||||
|
||||
void Mesh::draw(Shader &shader) {
|
||||
unsigned int diffuse = 1;
|
||||
unsigned int specular = 1;
|
||||
unsigned int index;
|
||||
|
||||
for (int i = 0; i < textures.size(); ++i) {
|
||||
const Texture2D &texture = textures[i];
|
||||
index = texture.type == TEXTURE_TYPE_DIFFUSE ? diffuse++ : specular++;
|
||||
shader.set_int(texture.name(index).c_str(), texture.texture_unit - GL_TEXTURE0);
|
||||
texture.activate();
|
||||
}
|
||||
|
||||
glBindVertexArray(vao);
|
||||
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, (void *)0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Model::draw(Shader &shader) {
|
||||
for (int i = 0; i < meshes.size(); ++i) {
|
||||
meshes[i].draw(shader);
|
||||
}
|
||||
}
|
||||
|
||||
void Model::load_model(std::string path) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
|
||||
printf("Failed to load model: %s. Error: %s\n", path.c_str(), importer.GetErrorString());
|
||||
return;
|
||||
}
|
||||
|
||||
directory = path.substr(0, path.find_last_of('/'));
|
||||
process_node(scene->mRootNode, scene);
|
||||
}
|
||||
|
||||
void Model::process_node(aiNode *node, const aiScene *scene) {
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; ++i) {
|
||||
aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(process_mesh(mesh, scene));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; ++i) {
|
||||
process_node(node->mChildren[i], scene);
|
||||
}
|
||||
}
|
||||
|
||||
Mesh Model::process_mesh(aiMesh *mesh, const aiScene *scene) {
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<GLuint> indices;
|
||||
std::vector<Texture2D> textures;
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; ++i) {
|
||||
Vertex vertex;
|
||||
|
||||
vertex.position = glm::vec3(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
|
||||
vertex.normal = glm::vec3(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
vertex.tex_coord = glm::vec2(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
|
||||
} else {
|
||||
vertex.tex_coord = glm::vec2(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; ++i) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
for (unsigned int j = 0; j < face.mNumIndices; ++j) {
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
if (mesh->mMaterialIndex >= 0) {
|
||||
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
|
||||
std::vector<Texture2D> diffuse_maps = load_material_textures(material, aiTextureType_DIFFUSE);
|
||||
textures.insert(textures.end(), diffuse_maps.begin(), diffuse_maps.end());
|
||||
|
||||
std::vector<Texture2D> specular_maps = load_material_textures(material, aiTextureType_SPECULAR);
|
||||
textures.insert(textures.end(), specular_maps.begin(), specular_maps.end());
|
||||
}
|
||||
|
||||
return Mesh(vertices, indices, textures);
|
||||
}
|
||||
|
||||
std::vector<Texture2D> Model::load_material_textures(aiMaterial *material, aiTextureType type) {
|
||||
std::vector<Texture2D> textures;
|
||||
for (unsigned int i = 0; i < material->GetTextureCount(type); ++i) {
|
||||
aiString path;
|
||||
material->GetTexture(type, i, &path);
|
||||
std::string absolute_path = directory + '/' + path.C_Str();
|
||||
|
||||
bool skip = false;
|
||||
for (unsigned int j = 0; j < loaded_textures.size(); ++j) {
|
||||
if (std::strcmp(loaded_textures[j].filename, absolute_path.c_str()) == 0) {
|
||||
textures.push_back(loaded_textures[j]);
|
||||
skip = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!skip) {
|
||||
TextureType tex_type = type == aiTextureType_DIFFUSE ? TEXTURE_TYPE_DIFFUSE : TEXTURE_TYPE_SPECULAR;
|
||||
Texture2D texture = {absolute_path.c_str(), texture_unit++, tex_type};
|
||||
textures.push_back(texture);
|
||||
}
|
||||
}
|
||||
|
||||
return textures;
|
||||
}
|
||||
|
Reference in New Issue
Block a user