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LoadGltfModel.cpp
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/*
* LoadGltfModel.cpp
*
* Created on: 13 kwi 2020
* Author: andr
*/
#include "LoadGltfModel.h"
LoadGltfModel::LoadGltfModel()
{
model_dir = "models";
}
int LoadGltfModel::LoadFromFile(string plik)
{
Base.init(plik);
int count_mod = 0;
int count_tr = 0;
int count_vert = 0;
for (int i = 0; i < Base.Nodes.size(); i++)
{
Node node = Base.Nodes[i];
cout << "Nodes i: " << i << " node.MeshId: " << node.MeshId << " meshes.size: " << Base.Meshes.size()<<endl;
if (node.MeshId == -1) continue;
Mesh mesh = Base.Meshes[node.MeshId];
// Mesh mesh = Base.Meshes[i];
Model * model = new Model;
for (int i = 0; i < mesh.Primitives.size(); i++)
{
Primitive prim = mesh.Primitives[i];
Accessor accPosition = Base.Accessors[prim.Position];
Accessor accNormal = Base.Accessors[prim.Normal];
Accessor accIndices = Base.Accessors[prim.Indices];
Material material = Base.Materials[prim.Material];
// cout << "Position "<<prim.Position<<" size: "<< Base.Accessors[prim.Position].Floats.size() << endl;
// cout << "Normal "<<prim.Normal<<" size: "<< Base.Accessors[prim.Normal].Floats.size() << endl;
// cout << "Indices "<<prim.Indices<<" size: "<< Base.Accessors[prim.Indices].ShortInts.size() << endl;
// cout << "Material size: "<< accMaterial.size() << endl;
for (int i = 0; i < accIndices.ShortInts.size(); )
{
Vertex vert[3];
int abc[3];
for (int j = 0; j < 3; j++, i++)
{
unsigned short int idx = accIndices.ShortInts[i];
abc[j] = idx;
float pos1 = accPosition.Floats[idx*3];
float pos2 = accPosition.Floats[idx*3 + 1];
float pos3 = accPosition.Floats[idx*3 + 2];
float n1 = accNormal.Floats[idx*3];
float n2 = accNormal.Floats[idx*3 + 1];
float n3 = accNormal.Floats[idx*3 + 2];
vert[j].x = pos1;
vert[j].y = pos2;
vert[j].z = pos3;
// cout << "vert idx: " << idx <<" x: " <<vert[j].x<<" y: " <<vert[j].y<<" z: " <<vert[j].z<<endl;
vert[j].nx = n1;
vert[j].ny = n2;
vert[j].nz = n3;
vert[j].kolor = Kolor(material.r, material.g, material.b);
model->Vertices.push_back(vert[j]);
count_vert++;
}
Triangle triangle;
triangle.a = abc[0];
triangle.b = abc[1];
triangle.c = abc[2];
triangle.normalna = triangle.b;
// cout << "tr a: " <<triangle.a<<" b: " <<triangle.b<<" c: " <<triangle.c<<endl;
model->wierzcholki[triangle.a] = vert[0];
model->wierzcholki[triangle.b] = vert[1];
model->wierzcholki[triangle.c] = vert[2];
glm::vec3 normal1(vert[0].nx, vert[0].ny, vert[0].nz);
glm::vec3 normal2(vert[1].nx, vert[1].ny, vert[1].nz);
glm::vec3 normal3(vert[2].nx, vert[2].ny, vert[2].nz);
model->normalne[triangle.a] = normal1;
model->normalne[triangle.b] = normal2;
model->normalne[triangle.c] = normal3;
model->trojkaty.push_back(triangle);
count_tr++;
}
// cout << "Model kolor: " << material.r << ", "<< material.g << ", "<< material.b << endl;
model->ustawKolorAllVert(Kolor(material.r, material.g, material.b));
// model->wyznaczAllVertNormal();
// cout << "Model : "<<plik<<" count: " << count_mod << " count triangles: " << model->trojkaty.size() << " count vert: "<<model->wierzcholki.size()<<endl;
}
Modele.push_back(model);
ModelsMap[i] = model;
count_mod++;
}
return count_mod;
}
void LoadGltfModel::Draw(GLuint modelLoc)
{
glBindVertexArray(vao);
map<int, Model *>::iterator itmod;
itmod = ModelsMap.begin();
int elemCount = 0;
while (itmod != ModelsMap.end())
{
Model * model = itmod->second;
int node = itmod->first;
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, &MatricesMap[node][0][0]);
glDrawArrays(GL_TRIANGLES, elemCount, model->retBufCount());
elemCount += model->retBufCount();
itmod++;
}
glBindVertexArray(0);
}
void LoadGltfModel::Tick()
{
map<int, Model *>::iterator iter = ModelsMap.begin();
while (iter != ModelsMap.end())
{
Model * model = iter->second;
int node_num = iter->first;
glm::mat4 ModelMatrix(1.0f);
glm::vec3 Scale = Base.Nodes[node_num].Scale;
glm::vec3 Rotation = Base.Nodes[node_num].Rotation;
glm::vec3 Position = Base.Nodes[node_num].Position;
ModelMatrix = glm::mat4(1.0f);
ModelMatrix = glm::translate(ModelMatrix, Position);
ModelMatrix = glm::rotate(ModelMatrix, Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
ModelMatrix = glm::rotate(ModelMatrix, Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
ModelMatrix = glm::rotate(ModelMatrix, Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
ModelMatrix = glm::scale(ModelMatrix, Scale);
MatricesMap[node_num] = ModelMatrix; // glm::mat4(1.0f);
iter++;
}
}
void LoadGltfModel::init_vao(string model_obj)
{
// init_vao();
glBindVertexArray(vao);
string filename = model_dir+string("/")+model_obj+".gltf";
cout << "Loading... " << filename << endl;
LoadFromFile(filename);
vector<Model *>::iterator itmod;
itmod = Modele.begin();
while (itmod != Modele.end())
{
Model * model = *itmod;
// model->wyznaczAllVertNormal();
// model->ustawKolorAllVert(material.Kolory[model->material]);
itmod++;
}
/*
glGenBuffers(1, &vbo);
*/
// glGenBuffers(1, &ibo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
/*
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(3*sizeof(GLfloat)));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid *)(6*sizeof(GLfloat)));
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
*/
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
cout << "Modele count: " << Modele.size() << endl;
wypelnijBufor();
glBindVertexArray(0);
}