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tools.cpp
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377 lines (291 loc) · 13.6 KB
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#include <tools.h>
bool loadOBJ(const char * path, std::vector<glm::vec3> & out_vertices, std::vector<glm::vec2> & out_uvs, std::vector<glm::vec3> & out_normals){
printf("Loading OBJ file %s...\n", path);
std::vector<unsigned int> vertexIndices, uvIndices, normalIndices;
std::vector<glm::vec3> temp_vertices;
std::vector<glm::vec2> temp_uvs;
std::vector<glm::vec3> temp_normals;
FILE * file = fopen(path, "r");
if( file == NULL ){
printf("Impossible to open the file ! Are you in the right path ? See Tutorial 1 for details\n");
return false;
}
while( 1 ){
char lineHeader[128];
// read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if (res == EOF)
break; // EOF = End Of File. Quit the loop.
// else : parse lineHeader
if ( strcmp( lineHeader, "v" ) == 0 ){
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z );
temp_vertices.push_back(vertex);
}else if ( strcmp( lineHeader, "vt" ) == 0 ){
glm::vec2 uv;
fscanf(file, "%f %f\n", &uv.x, &uv.y );
uv.y = 1.0-uv.y; // Invert V coordinate since we will only use DDS texture, which are inverted. Remove if you want to use TGA or BMP loaders.
temp_uvs.push_back(uv);
}else if ( strcmp( lineHeader, "vn" ) == 0 ){
glm::vec3 normal;
fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
temp_normals.push_back(normal);
}else if ( strcmp( lineHeader, "f" ) == 0 ){
std::string vertex1, vertex2, vertex3;
unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] );
if (matches != 9){
printf("File can't be read by our simple parser :-( Try exporting with other options\n");
return false;
}
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
uvIndices .push_back(uvIndex[0]);
uvIndices .push_back(uvIndex[1]);
uvIndices .push_back(uvIndex[2]);
normalIndices.push_back(normalIndex[0]);
normalIndices.push_back(normalIndex[1]);
normalIndices.push_back(normalIndex[2]);
}else{
// Probably a comment, eat up the rest of the line
char stupidBuffer[1000];
fgets(stupidBuffer, 1000, file);
}
}
// For each vertex of each triangle
for( unsigned int i=0; i<vertexIndices.size(); i++ ){
// Get the indices of its attributes
unsigned int vertexIndex = vertexIndices[i];
unsigned int uvIndex = uvIndices[i];
unsigned int normalIndex = normalIndices[i];
// Get the attributes thanks to the index
glm::vec3 vertex = temp_vertices[ vertexIndex-1 ];
glm::vec2 uv = temp_uvs[ uvIndex-1 ];
glm::vec3 normal = temp_normals[ normalIndex-1 ];
// Put the attributes in buffers
out_vertices.push_back(vertex);
out_uvs.push_back(uv);
out_normals .push_back(normal);
}
return true;
}
GLuint loadShaders(const char * vertex_file_path, const char * fragment_file_path){
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
std::string VertexShaderCode;
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
if(VertexShaderStream.is_open())
{
std::string Line = "";
while(getline(VertexShaderStream, Line))
VertexShaderCode += "\n" + Line;
VertexShaderStream.close();
}
// Read the Fragment Shader code from the file
std::string FragmentShaderCode;
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
if(FragmentShaderStream.is_open()){
std::string Line = "";
while(getline(FragmentShaderStream, Line))
FragmentShaderCode += "\n" + Line;
FragmentShaderStream.close();
}
GLint Result = GL_FALSE;
int InfoLogLength;
// Compile Vertex Shader
printf("Compiling shader : %s\n", vertex_file_path);
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);
std::vector<char> VertexShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &VertexShaderErrorMessage[0]);
// Compile Fragment Shader
printf("Compiling shader : %s\n", fragment_file_path);
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);
std::vector<char> FragmentShaderErrorMessage(InfoLogLength);
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
fprintf(stdout, "%s\n", &FragmentShaderErrorMessage[0]);
// Link the program
fprintf(stdout, "Linking program\n");
GLuint ProgramID = glCreateProgram();
glAttachShader(ProgramID, VertexShaderID);
glAttachShader(ProgramID, FragmentShaderID);
glLinkProgram(ProgramID);
// Check the program
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
std::vector<char> ProgramErrorMessage( max(InfoLogLength, int(1)) );
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
fprintf(stdout, "%s\n", &ProgramErrorMessage[0]);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
return ProgramID;
}
bool drawModel(glm::mat4& modelMat, glm::mat4& viewMat, glm::mat4& projMat, glm::mat4& depthBiasMVP, GLuint& shader, GLuint& shadowMap, glm::vec3& eyePos, Model& m, bool useNormalMap)
{
glm::mat4 MVP = projMat*viewMat*modelMat;
sf::Texture texture = m.texture;
sf::Texture normalMap = m.normalMap;
sf::Texture specularMap = m.specularMap;
int vertCount = m.vertices.size();
glUseProgram(shader);
GLuint matMVPID = glGetUniformLocation(shader, "MVP");
GLuint matMID = glGetUniformLocation(shader, "M");
GLuint matVID = glGetUniformLocation(shader, "V");
GLuint depthMVPID = glGetUniformLocation(shader, "depthBiasMVP");
glUniformMatrix4fv(matMVPID, 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(matMID, 1, GL_FALSE, &modelMat[0][0]);
glUniformMatrix4fv(matVID, 1, GL_FALSE, &viewMat[0][0]);
glUniformMatrix4fv(depthMVPID, 1, GL_FALSE, &depthBiasMVP[0][0]);
GLuint textureID = glGetUniformLocation(shader, "textureSampler");
GLuint shadowMapID = glGetUniformLocation(shader, "shadowMap");
GLuint specularMapID = glGetUniformLocation(shader, "specularMapSampler");
glActiveTexture(GL_TEXTURE0);
sf::Texture::bind(&texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
glUniform1i(textureID, 0);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, shadowMap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUniform1i(shadowMapID, 3);
glActiveTexture(GL_TEXTURE2);
sf::Texture::bind(&specularMap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
glUniform1i(specularMapID, 2);
if (useNormalMap)
{
GLuint normalMapID = glGetUniformLocation(shader, "normalMapSampler");
glActiveTexture(GL_TEXTURE1);
sf::Texture::bind(&normalMap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glGenerateMipmap(GL_TEXTURE_2D);
glUniform1i(normalMapID, 1);
}
GLuint dirLightID = glGetUniformLocation(shader, "dirLight_in");
glUniform3fv(dirLightID, 1, (float*) &dirLight);
GLuint ptLightID = glGetUniformLocation(shader, "ptLightPos");
glUniform3fv(ptLightID, 1, (float*) &ptLight);
GLuint eyePosID = glGetUniformLocation(shader, "eyePos");
glUniform3fv(eyePosID, 1, (float*) &eyePos);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glVertexAttribPointer(
1, // attribute 1. No particular reason for 1, but must match the layout in the shader.
2, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
if (useNormalMap)
{
glEnableVertexAttribArray(3);
glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
glEnableVertexAttribArray(4);
glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
}
glDrawArrays(GL_TRIANGLES, 0, vertCount*3);
if (useNormalMap)
{
glDisableVertexAttribArray(4);
glDisableVertexAttribArray(3);
}
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(0);
glUseProgram(0);
return true;
}
void computeTangentBasis(vector<glm::vec3>& vertices, vector<glm::vec2>& uvs, vector<glm::vec3>& tangents, vector<glm::vec3>& bitangents)
{
for ( int i=0; i<int(vertices.size()); i+=3){
// Shortcuts for vertices
glm::vec3 & v0 = vertices[i+0];
glm::vec3 & v1 = vertices[i+1];
glm::vec3 & v2 = vertices[i+2];
// Shortcuts for UVs
glm::vec2 & uv0 = uvs[i+0];
glm::vec2 & uv1 = uvs[i+1];
glm::vec2 & uv2 = uvs[i+2];
// Edges of the triangle : postion delta
glm::vec3 deltaPos1 = v1-v0;
glm::vec3 deltaPos2 = v2-v0;
// UV delta
glm::vec2 deltaUV1 = uv1-uv0;
glm::vec2 deltaUV2 = uv2-uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r;
// Set the same tangent for all three vertices of the triangle.
tangents.push_back(tangent);
tangents.push_back(tangent);
tangents.push_back(tangent);
// Same thing for bitangents
bitangents.push_back(bitangent);
bitangents.push_back(bitangent);
bitangents.push_back(bitangent);
}
}
// Set the buffers for a given model
void setBuffers(Model& m)
{
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, m.vertices.size()*sizeof(glm::vec3), &m.vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
glBufferData(GL_ARRAY_BUFFER, m.texCoords.size()*sizeof(glm::vec2), &m.texCoords[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, normalbuffer);
glBufferData(GL_ARRAY_BUFFER, m.normals.size()*sizeof(glm::vec3), &m.normals[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, tangentbuffer);
glBufferData(GL_ARRAY_BUFFER, m.tangents.size()*sizeof(glm::vec3), &m.tangents[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, bitangentbuffer);
glBufferData(GL_ARRAY_BUFFER, m.bitangents.size()*sizeof(glm::vec3), &m.bitangents[0], GL_STATIC_DRAW);
}
Model loadModel(string path, string texPath, string specularPath, string normalMapPath)
{
Model m;
loadOBJ(path.c_str(), m.vertices, m.texCoords, m.normals);
computeTangentBasis(m.vertices, m.texCoords, m.tangents, m.bitangents);
m.texture.loadFromFile(texPath);
m.specularMap.loadFromFile(specularPath);
m.normalMap.loadFromFile(normalMapPath);
return m;
}