#include"root.h" #include"node.h" #include"box.h" #include"texture.h" #include"skeleton.h" #include #include #include #include #include #include using namespace std; using namespace glm; namespace vb01{ Mesh::Mesh(){} Mesh::Mesh(Vertex *vertices, unsigned int *indices, int numTris, string *vertexGroups, int numVertexGroups, string *shapeKeys, int numShapeKeys, string name){ this->vertices = vertices; this->indices = indices; this->numTris = numTris; this->vertexGroups = vertexGroups; this->numVertexGroups = numVertexGroups; this->shapeKeys = shapeKeys; this->numShapeKeys = numShapeKeys; this->name = name; } Mesh::~Mesh(){ for(Mesh *m : meshes) delete m; if(material) delete material; glDeleteVertexArrays(1, &VAO); glDeleteBuffers(1, &EBO); glDeleteBuffers(1, &VBO); delete[] indices; delete[] vertices; } void Mesh::construct(){ //initFramebuffer(); initMesh(); } void Mesh::initFramebuffer(){ int width = Root::getSingleton()->getWidth(); /* */ u32 RBO; string basePath = "../../vb01/depthMap."; environmentShader = new Shader(basePath + "vert", basePath + "frag", basePath + "geo"); environmentMap = new Texture(width, false); glGenFramebuffers(1, &environmentBuffer); glBindFramebuffer(GL_FRAMEBUFFER, environmentBuffer); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, *(environmentMap->getTexture()), 0); glGenRenderbuffers(1, &RBO); glBindRenderbuffer(GL_RENDERBUFFER, RBO); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, width); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, RBO); if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) cout << "Not complete\n"; glBindFramebuffer(GL_FRAMEBUFFER, 0); } void Mesh::initMesh(){ glGenVertexArrays(1, &VAO); glGenBuffers(1, &VBO); glGenBuffers(1, &EBO); u32 size = sizeof(Vertex); glBindVertexArray(VAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, 3 * numTris * size, staticVerts ? vertices : NULL, staticVerts ? GL_STATIC_DRAW : GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * numTris * sizeof(u32), staticVerts ? indices : NULL, staticVerts ? GL_STATIC_DRAW : GL_DYNAMIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, size, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, norm))); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, uv))); glEnableVertexAttribArray(2); glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, tan))); glEnableVertexAttribArray(3); glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, biTan))); glEnableVertexAttribArray(4); glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, weights))); glEnableVertexAttribArray(5); glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, size, (void*)(offsetof(Vertex, boneIndices))); glEnableVertexAttribArray(6); } void Mesh::update(){ Root *root = Root::getSingleton(); Camera *cam = root->getCamera(); float fov = cam->getFov(), width = root->getWidth(), height = root->getHeight(); float nearPlane = cam->getNearPlane(), farPlane = cam->getFarPlane(); Vector3 dir = cam->getDirection(), up = cam->getUp(), camPos = Vector3::VEC_ZERO, pos = Vector3::VEC_ZERO, scale = Vector3::VEC_IJK; Quaternion orient = Quaternion::QUAT_W; if(node){ pos = node->localToGlobalPosition(Vector3::VEC_ZERO); orient = node->localToGlobalOrientation(Quaternion::QUAT_W); camPos = cam->getPosition(); } Vector3 rotAxis = orient.getAxis(); if(rotAxis == Vector3::VEC_ZERO) rotAxis = Vector3::VEC_I; mat4 model = mat4(1.); model = translate(model, vec3(pos.x, pos.y, pos.z)); model = rotate(model, orient.getAngle(), vec3(rotAxis.x, rotAxis.y, rotAxis.z)); model = glm::scale(model, vec3(scale.x, scale.y, scale.z)); mat4 view = lookAt(vec3(camPos.x, camPos.y, camPos.z), vec3(camPos.x + dir.x, camPos.y + dir.y, camPos.z + dir.z), vec3(up.x, up.y, up.z)); mat4 proj = perspective(radians(fov), width / height, nearPlane, farPlane); material->update(); Shader *shader = material->getShader(); if(reflect){ updateReflection(shader, pos, width, height); } if(skeleton) updateSkeleton(shader); shader->setBool(castShadow, "castShadow"); shader->setBool(skeleton, "animated"); shader->setBool(false, "environment"); shader->setMat4(view, "view"); shader->setMat4(proj, "proj"); shader->setVec3(camPos, "camPos"); shader->setMat4(model, "model"); if(material->getType() == Material::MATERIAL_GUI){ shader->setVec2(Vector2((float)width, (float)height), "screen"); if(node) shader->setVec3(pos, "pos"); } render(); } void Mesh::updateSkeleton(Shader *shader){ skeleton->update(); shader->editShader(Shader::VERTEX_SHADER, 2, "const int numBones=" + to_string(skeleton->getNumBones()) + ";"); shader->editShader(Shader::VERTEX_SHADER, 3, "const int numVertGroups=" + to_string(numVertexGroups) + ";"); Node *modelNode = skeleton->getRootBone()->getParent(); for(int i = 0; i < skeleton->getNumBones(); i++){ Bone *bone = skeleton->getBone(i), *parent = (Bone*)bone->getParent(); Vector3 boneAxis[]{ bone->getInitAxis(0), bone->getInitAxis(1), bone->getInitAxis(2) }; int vertGroupId = -1; for(int j = 0; j < numVertexGroups; j++) if(bone->getName() == vertexGroups[j]) vertGroupId = j; int parentId = -1; for(int j = 0; j < skeleton->getNumBones(); j++) if(skeleton->getBone(j) == parent){ parentId = j; break; } Vector3 posePos = bone->getPosePos(); Quaternion poseRot = bone->getPoseRot(); Vector3 rotAxis = poseRot.getAxis(); rotAxis = (boneAxis[0] * rotAxis.x + boneAxis[1] * rotAxis.y + boneAxis[2] * rotAxis.z).norm(); Vector3 trans = boneAxis[0] * posePos.x + boneAxis[1] * posePos.y + boneAxis[2] * posePos.z; Vector3 scale = bone->getPoseScale(); Vector3 bonePos = bone->getBoneSpaceRestPos(skeleton->getRootBone()); shader->setVec3(bonePos, "bones[" + to_string(i) + "].pos"); shader->setVec3(trans, "bones[" + to_string(i) + "].trans"); shader->setVec3(rotAxis, "bones[" + to_string(i) + "].rotAxis"); shader->setFloat(poseRot.getAngle(), "bones[" + to_string(i) + "].angle"); shader->setVec3(scale, "bones[" + to_string(i) + "].scale"); shader->setInt(vertGroupId, "bones[" + to_string(i) + "].vertGroup"); shader->setInt(parentId, "bones[" + to_string(i) + "].parent"); } } void Mesh::updateReflection(Shader *shader, Vector3 pos, int width, int height){ Root *root = Root::getSingleton(); glViewport(0, 0, width, width); glBindFramebuffer(GL_FRAMEBUFFER, environmentBuffer); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); environmentShader->use(); Node *rootNode = root->getRootNode(); vector descendants; rootNode->getDescendants(descendants); for(Node *node : descendants){ for(Mesh *mesh : node->getMeshes()) if(mesh != this){ Vector3 position = node->localToGlobalPosition(Vector3::VEC_ZERO); Quaternion rotation = node->localToGlobalOrientation(Quaternion::QUAT_W); float far = 100; vec3 p = vec3(position.x, position.y, position.z); mat4 proj = perspective(radians(90.f), 1.f, .1f, far); mat4 model = translate(mat4(1.), p); Vector3 rotAxis = rotation.norm().getAxis(); if(rotAxis == Vector3::VEC_ZERO) rotAxis = Vector3::VEC_I; model = rotate(model, rotation.norm().getAngle(), vec3(rotAxis.x, rotAxis.y, rotAxis.z)); environmentShader->setMat4(model, "model"); environmentShader->setBool(true, "point"); environmentShader->setVec3(pos, "lightPos"); environmentShader->setFloat(far, "farPlane"); vec3 dirs[]{ vec3(1, 0, 0), vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, -1, 0), vec3(0, 0, 1), vec3(0, 0, -1) }; for(int i = 0; i < 6; i++){ vec3 upVec; if(1 < i && i < 4) upVec = vec3(0, 0, -1); else upVec = vec3(0, -1, 0); environmentShader->setMat4(proj * lookAt(p, p + dirs[i], upVec), "shadowMat[" + to_string(i) + "]"); } mesh->render(); } } glBindFramebuffer(GL_FRAMEBUFFER, *(root->getFBO())); glViewport(0, 0, root->getWidth(), root->getHeight()); shader->setBool(reflect, "environmentMapEnabled"); root->getSkybox()->getMaterial()->getDiffuseMap(0)->select(4); environmentMap->select(4); } void Mesh::render(){ glBindVertexArray(VAO); if(!staticVerts){ glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferSubData(GL_ARRAY_BUFFER, 0, 3 * numTris * sizeof(Vertex), vertices); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, 3 * numTris * sizeof(u32), indices); } glPolygonMode(GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL); glDrawElements(GL_TRIANGLES, 3 * numTris, GL_UNSIGNED_INT, 0); } }