Implement normal maps
This commit is contained in:
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dbc12e422c
commit
da3c56af36
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@ -172,13 +172,14 @@ int main(int argc, char *argv[]) {
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/viper/viper.obj");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/halot/chief.fbx");
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entity.add_component<se::ModelComponent>("examples/dev_testing/resources/planks/planks.fbx");
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//entity.add_component<se::ModelComponent>("examples/dev_testing/resources/planks/planks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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entity.add_component<se::ModelComponent>("examples/dev_testing/resources/bricks/bricks.fbx", simpleengine::gfx::ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE);
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/scientist/scientist.fbx");
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// entity.add_component<se::ModelComponent>("examples/dev_testing/resources/paradigm/paradigm.fbx");
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// entity.add_component<se::RotatingComponent>();
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auto &transform_comp = entity.add_component<se::TransformComponent>();
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transform_comp.translate(7.f, -4.f, 0.f);
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transform_comp.translate(7.f, 0.f, 0.f);
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// transform_comp.scale(0.05f);
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// transform_comp.rotate_z(-90.f);
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// transform_comp.rotate_y(-90.f);
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@ -8,6 +8,7 @@
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#include "../renderable.h"
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#include "../transformable.h"
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#include "material.h"
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#include "../vector.h"
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#include <optional>
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#include <vector>
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@ -23,14 +24,23 @@ namespace simpleengine::gfx {
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std::vector<LitVertex> vertices;
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std::vector<GLuint> indicies;
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std::vector<simpleengine::Vectorf> tangents;
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std::vector<simpleengine::Vectorf> bitangents;
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bool are_buffers_created = false;
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gfx::VBO ebo;
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gfx::VBO vbo;
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gfx::VAO vao;
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gfx::VBO tangent_vbo;
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//gfx::VAO tangent_vao;
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gfx::VBO bitangent_vbo;
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//gfx::VAO bitangent_vao;
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao);
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Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao, gfx::VBO tangent_vbo, gfx::VBO bitangent_vbo);
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virtual void destroy() override;
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@ -45,5 +55,12 @@ namespace simpleengine::gfx {
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*
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*/
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void calculate_normals();
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/**
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* @brief Calculate tangents and bi-tangents (tangent space) for the model.
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*
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* @note This **will** overwrite the existing tangents and bi-tangents.
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*/
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void calculate_tangents();
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};
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}
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@ -2,6 +2,7 @@
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#include "mesh.h"
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#include "simpleengine/gfx/texture.h"
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#include "../vector.h"
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#include <assimp/material.h>
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#include <assimp/mesh.h>
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@ -14,6 +15,7 @@ namespace simpleengine::gfx {
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MdlProcFlag_NONE = 0b00000000,
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MdlProcFlag_FLIP_TEX_COORDS_VERTICALLY = 0b00000001,
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MdlProcFlag_FLIP_TEX_COORDS_HORIZONTALLY = 0b00000010,
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MdlProcFlag_CALCULATE_TANGENT_SPACE = 0b00000100,
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};
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/**
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@ -39,12 +41,12 @@ namespace simpleengine::gfx {
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std::unordered_map<aiTextureType, std::vector<Texture>> load_all_textures(aiMaterial* material);
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std::vector<std::shared_ptr<Texture>> load_material_texture(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMaterial* material, aiTextureType type, TextureFlags texture_color);
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protected:
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void post_process();
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public:
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void vertically_flip_tex_coords();
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void horizontally_flip_tex_coords();
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void calculate_tangents();
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};
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}
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@ -51,6 +51,10 @@ namespace simpleengine::gfx {
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glBindVertexArray(handle);
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}
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void unbind() const {
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glBindVertexArray(0);
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}
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// TODO: Fix this.
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void enable_attrib(const VBO& vbo, GLuint index, GLint size, GLenum type, GLsizei stride, size_t offset, bool should_bind = true) const {
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if (should_bind) {
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@ -40,6 +40,10 @@ namespace simpleengine::gfx {
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glBindBuffer(type, handle);
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}
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void unbind() const {
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glBindBuffer(type, 0);
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}
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void buffer(void *data, size_t offset, size_t size) {
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bind();
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glBufferData(type, size - offset, data, dynamic ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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@ -12,6 +12,11 @@ in vec3 vs_view_pos;
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in vec3 vs_light_pos;
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in vec3 vs_frag_pos;
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in mat3 vs_tbn;
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in vec3 vs_tangent;
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in vec3 vs_bitangent;
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const int SAMP_DIFFUSE = 0;
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const int SAMP_SPECULAR = 1;
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@ -21,6 +26,9 @@ struct Material {
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bool has_specular_map;
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sampler2D specular_map;
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// TODO: Make Optional
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sampler2D normal_map;
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float ambient_strength;
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float diffuse_strength;
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float specular_strength;
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@ -37,14 +45,12 @@ out vec4 fs_color;
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vec3 calculate_lighting();
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void main() {
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// Combine diffuse lighting, specular, and the texture into one color.
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//fs_color = vec4(diffuse, 1.f) * texture(u_material.diffuse, vs_texcoord) + vec4(final_specular, 1.f);
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vec3 lighting = calculate_lighting();
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fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord);
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//fs_color = vec4(vs_tangent, 1.f);
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//fs_color = vec4(vs_bitangent, 1.f);
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}
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vec3 calculate_lighting() {
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@ -52,8 +58,14 @@ vec3 calculate_lighting() {
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//float ambient_strength = 0.1;
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vec3 ambient = u_material.ambient_strength * u_light_color;
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// Apply the normal map to the lighting.
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vec3 normal = vs_normal;
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normal = texture(u_material.normal_map, vs_texcoord).rgb;
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normal = normal * 2.0 - 1.0;
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normal = normalize(vs_tbn * normal);
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// Diffuse
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vec3 norm = normalize(vs_world_normal);
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vec3 norm = normalize(normal);
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vec3 light_dir = normalize(vs_light_pos - vs_frag_pos);
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float diff = max(dot(norm, light_dir), 0.f);
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vec3 diffuse = (diff * u_material.diffuse_strength) * u_light_color;
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@ -4,6 +4,9 @@ layout (location = 0) in vec3 vertex_position;
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layout (location = 1) in vec3 vertex_color;
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layout (location = 2) in vec3 vertex_normal;
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layout (location = 3) in vec2 vertex_texcoord;
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// TODO: Make these optional
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layout (location = 4) in vec3 vertex_tangent;
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layout (location = 5) in vec3 vertex_bitangent;
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out vec3 vs_position;
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out vec3 vs_color;
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@ -17,6 +20,11 @@ out vec3 vs_view_pos;
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out vec3 vs_light_pos;
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out vec3 vs_frag_pos;
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out mat3 vs_tbn;
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out vec3 vs_tangent;
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out vec3 vs_bitangent;
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uniform mat4 u_transform_matrix;
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uniform mat4 u_view_matrix;
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uniform mat4 u_projection_matrix;
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@ -41,4 +49,13 @@ void main() {
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vs_light_pos = u_light_position;
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vs_frag_pos = vec3(u_transform_matrix * vec4(vertex_position, 1.f));
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vs_world_normal = mat3(transpose(inverse(u_transform_matrix))) * vertex_normal; // TODO: Do this calculation on the CPU then send to GPU via a uniform
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// Calculate the TBN (Tangent, Bi-tangent, and normal matrix)
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vec3 T = normalize(vec3(u_transform_matrix * vec4(vertex_tangent, 1.f)));
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vec3 B = normalize(vec3(u_transform_matrix * vec4(vertex_bitangent, 1.f)));
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vec3 N = normalize(vec3(u_transform_matrix * vec4(vertex_normal, 1.f)));
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vs_tbn = mat3(T, B, N);
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vs_tangent = vertex_tangent;
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vs_bitangent = vertex_bitangent;
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}
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@ -1,23 +1,26 @@
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#include "gfx/mesh.h"
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#include "gfx/vbo.h"
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#include "vector.h"
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#include <optional>
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namespace simpleengine::gfx {
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Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) :
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material(std::make_optional(material)), vertices(vertices), indicies(indicies),
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vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
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vao(gfx::VAO::init()) {
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vao(gfx::VAO::init()), tangent_vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), bitangent_vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)) {
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}
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Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) :
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material(material), vertices(vertices), indicies(indicies),
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vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
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vao(gfx::VAO::init()) {
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vao(gfx::VAO::init()), tangent_vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), bitangent_vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)) {
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}
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Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao) :
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vertices(vertices), indicies(indicies), material(material), ebo(ebo), vbo(vbo), vao(vao) {
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Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao,
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gfx::VBO tangent_vbo, gfx::VBO bitangent_vbo) :
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vertices(vertices), indicies(indicies), material(material), ebo(ebo), vbo(vbo), vao(vao), tangent_vbo(tangent_vbo), bitangent_vbo(bitangent_vbo) {
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}
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vertices[i].normal = normals[i];
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}
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}
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void Mesh::calculate_tangents() {
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// Resize the tangent and bitangents
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//tangents.clear();
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tangents.resize(vertices.size());
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//bitangents.clear();
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bitangents.resize(vertices.size());
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/* std::vector<simpleengine::Vectorf> tangents;
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std::vector<simpleengine::Vectorf> bitangents; */
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for (int i = 0; i < indicies.size(); i += 3) {
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int index0 = indicies[i];
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int index1 = indicies[i+1];
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int index2 = indicies[i+2];
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LitVertex& lit_vertex0 = vertices[index0];
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LitVertex& lit_vertex1 = vertices[index1];
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LitVertex& lit_vertex2 = vertices[index2];
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glm::vec3 pos0 = lit_vertex0.position;
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glm::vec3 pos1 = lit_vertex1.position;
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glm::vec3 pos2 = lit_vertex2.position;
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// Edges of the triangle : postion delta
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glm::vec3 delta_pos1 = pos1 - pos0;
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glm::vec3 delta_pos2 = pos2 - pos0;
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// UV delta
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glm::vec2 delta_uv1 = lit_vertex1.tex_coord - lit_vertex0.tex_coord;
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glm::vec2 delta_uv2 = lit_vertex2.tex_coord - lit_vertex0.tex_coord;
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float r = 1.0f / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
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glm::vec3 tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y)*r;
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glm::vec3 bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x)*r;
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tangents[index0] = tangent;
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tangents[index1] = tangent;
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tangents[index2] = tangent;
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bitangents[index0] = bitangent;
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bitangents[index1] = bitangent;
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bitangents[index2] = bitangent;
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}
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/* this->tangents = std::optional<std::pair<std::vector<simpleengine::Vectorf>, std::vector<simpleengine::Vectorf>>>(
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{tangents, bitangents}
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); */
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}
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}
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@ -10,6 +10,7 @@
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#include <optional>
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#include <sstream>
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#include <stdexcept>
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#include <unordered_map>
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#include <vector>
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if (model_processing_flags & ModelProcessingFlags::MdlProcFlag_FLIP_TEX_COORDS_HORIZONTALLY) {
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horizontally_flip_tex_coords();
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}
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if (model_processing_flags & ModelProcessingFlags::MdlProcFlag_CALCULATE_TANGENT_SPACE) {
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calculate_tangents();
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}
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}
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void Model::load_model(std::string path) {
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Assimp::Importer importer;
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// assimp post processing options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
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const aiScene *scene = importer.ReadFile(path, additional_assimp_flags | aiProcess_Triangulate | aiProcess_FlipUVs);
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const aiScene *scene = importer.ReadFile(path, additional_assimp_flags | aiProcess_Triangulate | aiProcess_FlipUVs
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| aiProcess_CalcTangentSpace);
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if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
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std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
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gfx::Mesh Model::process_mesh(std::unordered_map<aiTextureType, std::vector<std::shared_ptr<Texture>>>& processed_textures, aiMesh* mesh, const aiScene* scene) {
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std::vector<LitVertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<unsigned int> indicies;
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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LitVertex vertex;
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aiFace face = mesh->mFaces[i];
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for (int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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indicies.push_back(face.mIndices[j]);
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}
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}
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// Load normals texture maps
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loading_type = aiTextureType_NORMALS;
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std::vector<std::shared_ptr<Texture>> normal_maps = load_material_texture(processed_textures, material, loading_type, TextureFlags::TexFlags_NO_COLOR);
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if (!normal_maps.empty()) textures.emplace(loading_type, normal_maps);
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std::vector<std::shared_ptr<Texture>> normal_maps = load_material_texture(processed_textures, material, loading_type, TextureFlags::TexFlags_RGB);
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if (!normal_maps.empty()) {
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textures.emplace(loading_type, normal_maps);
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// Force calculation of tangent space.
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model_processing_flags |= MdlProcFlag_CALCULATE_TANGENT_SPACE;
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}
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// TODO Handle other types of texture maps
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@ -156,7 +167,7 @@ namespace simpleengine::gfx {
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}
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}
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Mesh se_mesh(vertices, indices, mat);
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Mesh se_mesh(vertices, indicies, mat);
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if (!mesh->HasNormals()) {
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se_mesh.calculate_normals();
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@ -222,4 +233,50 @@ namespace simpleengine::gfx {
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}
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}
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}
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void Model::calculate_tangents() {
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for (auto& mesh : meshes) {
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// TODO: Find a way to check if normals and UVs are set before calculating tangents
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mesh.calculate_tangents();
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}
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}
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/* std::vector<std::pair<simpleengine::Vectorf, simpleengine::Vectorf>> calculate_tangent_space(
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std::vector<LitVertex> vertices, std::vector<unsigned int> indices) {
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std::vector<std::pair<simpleengine::Vectorf, simpleengine::Vectorf>> tangents;
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tangents.resize(vertices.size());
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for (int i = 0; i < indices.size(); i += 3) {
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int index0 = indices[i];
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int index1 = indices[i+1];
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int index2 = indices[i+2];
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LitVertex& lit_vertex0 = vertices[index0];
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LitVertex& lit_vertex1 = vertices[index1];
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LitVertex& lit_vertex2 = vertices[index2];
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glm::vec3 pos0 = lit_vertex0.position;
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glm::vec3 pos1 = lit_vertex1.position;
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glm::vec3 pos2 = lit_vertex2.position;
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// Edges of the triangle : postion delta
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glm::vec3 delta_pos1 = pos1 - pos0;
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glm::vec3 delta_pos2 = pos2 - pos0;
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// UV delta
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glm::vec2 delta_uv1 = lit_vertex1.tex_coord - lit_vertex0.tex_coord;
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glm::vec2 delta_uv2 = lit_vertex2.tex_coord - lit_vertex0.tex_coord;
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float r = 1.0f / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
|
||||
glm::vec3 tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y)*r;
|
||||
glm::vec3 bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x)*r;
|
||||
|
||||
tangents[0] = {tangent, bitangent};
|
||||
tangents[1] = {tangent, bitangent};
|
||||
tangents[2] = {tangent, bitangent};
|
||||
}
|
||||
|
||||
return tangents;
|
||||
} */
|
||||
} // namespace simpleengine::gfx
|
|
@ -5,6 +5,7 @@
|
|||
|
||||
#include "ecs/component/mesh_component.h"
|
||||
#include "ecs/component/model_component.h"
|
||||
#include "vector.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <assimp/material.h>
|
||||
|
@ -60,8 +61,14 @@ namespace simpleengine::gfx {
|
|||
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal), false);
|
||||
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord), false);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
rendering_mesh.tangent_vbo.buffer(rendering_mesh.tangents.data(), 0, rendering_mesh.tangents.size() * sizeof(Vectorf));
|
||||
vao.enable_attrib(rendering_mesh.tangent_vbo, 4, 3, GL_FLOAT, sizeof(Vectorf), 0, false);
|
||||
|
||||
rendering_mesh.bitangent_vbo.buffer(rendering_mesh.bitangents.data(), 0, rendering_mesh.bitangents.size() * sizeof(Vectorf));
|
||||
vao.enable_attrib(rendering_mesh.bitangent_vbo, 5, 3, GL_FLOAT, sizeof(Vectorf), 0, false);
|
||||
|
||||
vbo.unbind();
|
||||
vao.unbind();
|
||||
|
||||
rendering_mesh.are_buffers_created = true;
|
||||
|
||||
|
@ -125,6 +132,21 @@ namespace simpleengine::gfx {
|
|||
} else {
|
||||
shader.set_uniform_int("u_material.has_specular_map", 0, false);
|
||||
}
|
||||
|
||||
// Apply the normal map if it exists
|
||||
auto normal_maps = material->textures.find(aiTextureType_NORMALS);
|
||||
if (normal_maps != material->textures.end()) {
|
||||
auto normal = normal_maps->second.front();
|
||||
|
||||
//shader.set_uniform_int("u_material.has_normal_map", 1, false);
|
||||
shader.set_uniform_int("u_material.normal_map", 2, false);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
normal->bind();
|
||||
} else {
|
||||
//shader.set_uniform_int("u_material.has_normal_map", 0, false);
|
||||
std::cout << "No normal map for model!" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
mesh.vao.bind();
|
||||
|
|
Loading…
Reference in New Issue