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https://github.com/lubosz/overte.git
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Normal map support almost there.
This commit is contained in:
parent
2931e2e41a
commit
06e050f1c1
13 changed files with 308 additions and 54 deletions
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@ -1,7 +1,7 @@
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#version 120
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//
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// blendface.frag
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// model.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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@ -9,7 +9,7 @@
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//
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// the diffuse texture
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uniform sampler2D texture;
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uniform sampler2D diffuseMap;
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// the interpolated normal
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varying vec4 normal;
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@ -24,6 +24,6 @@ void main(void) {
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), normalizedNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(texture, gl_TexCoord[0].st) +
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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}
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@ -1,7 +1,7 @@
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#version 120
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//
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// blendface.vert
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// model.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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41
interface/resources/shaders/model_normal_map.frag
Normal file
41
interface/resources/shaders/model_normal_map.frag
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@ -0,0 +1,41 @@
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#version 120
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//
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// model_normal_map.frag
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// fragment shader
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the diffuse texture
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uniform sampler2D diffuseMap;
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// the normal map texture
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uniform sampler2D normalMap;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec3 normalizedNormal = normalize(vec3(interpolatedNormal));
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vec3 normalizedTangent = normalize(vec3(interpolatedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = vec3(texture2D(normalMap, gl_TexCoord[0].st)) * 2.0 - vec3(1.0, 1.0, 1.0);
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// compute the base color based on OpenGL lighting model
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vec4 viewNormal = vec4(normalizedTangent * localNormal.x +
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normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z, 0.0);
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vec4 base = gl_Color * (gl_FrontLightModelProduct.sceneColor + gl_FrontLightProduct[0].ambient +
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gl_FrontLightProduct[0].diffuse * max(0.0, dot(viewNormal, gl_LightSource[0].position)));
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// compute the specular component (sans exponent)
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float specular = max(0.0, dot(normalize(gl_LightSource[0].position + vec4(0.0, 0.0, 1.0, 0.0)), viewNormal));
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// modulate texture by base color and add specular contribution
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gl_FragColor = base * texture2D(diffuseMap, gl_TexCoord[0].st) +
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pow(specular, gl_FrontMaterial.shininess) * gl_FrontLightProduct[0].specular;
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}
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34
interface/resources/shaders/model_normal_map.vert
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34
interface/resources/shaders/model_normal_map.vert
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#version 120
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//
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// model.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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// the tangent vector
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attribute vec3 tangent;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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// transform and store the normal and tangent for interpolation
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interpolatedNormal = gl_ModelViewMatrix * vec4(gl_Normal, 0.0);
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interpolatedTangent = gl_ModelViewMatrix * vec4(tangent, 0.0);
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// pass along the vertex color
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gl_FrontColor = gl_Color;
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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// use standard pipeline transform
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gl_Position = ftransform();
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}
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@ -1,7 +1,7 @@
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#version 120
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//
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// skin_blendface.vert
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// skin_model.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/14/13.
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50
interface/resources/shaders/skin_model_normal_map.vert
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50
interface/resources/shaders/skin_model_normal_map.vert
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#version 120
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//
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// skin_model_normal_map.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/29/13.
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// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
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//
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const int MAX_CLUSTERS = 64;
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const int INDICES_PER_VERTEX = 4;
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uniform mat4 clusterMatrices[MAX_CLUSTERS];
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// the tangent vector
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attribute vec3 tangent;
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attribute vec4 clusterIndices;
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attribute vec4 clusterWeights;
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// the interpolated normal
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varying vec4 interpolatedNormal;
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// the interpolated tangent
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varying vec4 interpolatedTangent;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
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interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
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for (int i = 0; i < INDICES_PER_VERTEX; i++) {
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mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
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float clusterWeight = clusterWeights[i];
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position += clusterMatrix * gl_Vertex * clusterWeight;
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interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
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interpolatedTangent += clusterMatrix * vec4(tangent, 0.0) * clusterWeight;
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}
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position = gl_ModelViewProjectionMatrix * position;
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interpolatedNormal = gl_ModelViewMatrix * interpolatedNormal;
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interpolatedTangent = gl_ModelViewMatrix * interpolatedTangent;
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// pass along the vertex color
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gl_FrontColor = vec4(1.0, 1.0, 1.0, 1.0);
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// and the texture coordinates
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = position;
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}
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@ -677,6 +677,17 @@ FBXMesh extractMesh(const FBXNode& object) {
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return mesh;
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}
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void setTangents(FBXMesh& mesh, int firstIndex, int secondIndex) {
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glm::vec3 normal = mesh.normals.at(firstIndex);
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glm::vec3 bitangent = glm::cross(normal, mesh.vertices.at(secondIndex) - mesh.vertices.at(firstIndex));
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if (glm::length(bitangent) < EPSILON) {
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return;
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}
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glm::vec2 texCoordDelta = mesh.texCoords.at(secondIndex) - mesh.texCoords.at(firstIndex);
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mesh.tangents[firstIndex] += glm::cross(glm::angleAxis(
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-glm::degrees(atan2f(texCoordDelta.t, texCoordDelta.s)), normal) * glm::normalize(bitangent), normal);
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}
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FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping) {
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QHash<QString, FBXMesh> meshes;
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QVector<ExtractedBlendshape> blendshapes;
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@ -1054,6 +1065,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping)
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// look for textures, material properties
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int partIndex = mesh.parts.size() - 1;
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bool generateTangents = false;
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foreach (const QString& childID, childMap.values(modelID)) {
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if (partIndex < 0) {
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break;
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QString bumpTextureID = bumpTextures.value(childID);
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if (!bumpTextureID.isNull()) {
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part.normalFilename = textureFilenames.value(bumpTextureID);
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generateTangents = true;
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}
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partIndex--;
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}
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// if we have a normal map (and texture coordinates), we must compute tangents
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if (generateTangents && !mesh.texCoords.isEmpty()) {
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mesh.tangents.resize(mesh.vertices.size());
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foreach (const FBXMeshPart& part, mesh.parts) {
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for (int i = 0; i < part.quadIndices.size(); i += 4) {
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setTangents(mesh, part.quadIndices.at(i), part.quadIndices.at(i + 1));
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setTangents(mesh, part.quadIndices.at(i + 1), part.quadIndices.at(i + 2));
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setTangents(mesh, part.quadIndices.at(i + 2), part.quadIndices.at(i + 3));
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setTangents(mesh, part.quadIndices.at(i + 3), part.quadIndices.at(i));
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}
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for (int i = 0; i < part.triangleIndices.size(); i += 3) {
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setTangents(mesh, part.triangleIndices.at(i), part.triangleIndices.at(i + 1));
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setTangents(mesh, part.triangleIndices.at(i + 1), part.triangleIndices.at(i + 2));
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setTangents(mesh, part.triangleIndices.at(i + 2), part.triangleIndices.at(i));
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}
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}
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}
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// find the clusters with which the mesh is associated
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mesh.isEye = false;
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QVector<QString> clusterIDs;
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QVector<glm::vec3> vertices;
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QVector<glm::vec3> normals;
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QVector<glm::vec3> tangents;
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QVector<glm::vec3> colors;
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QVector<glm::vec2> texCoords;
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QVector<glm::vec4> clusterIndices;
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@ -396,7 +396,8 @@ void NetworkGeometry::maybeReadModelWithMapping() {
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// if we don't need to do any blending or springing, then the positions/normals can be static
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if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
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int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
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int colorsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
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int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
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int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
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int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData());
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glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData());
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glBufferSubData(GL_ARRAY_BUFFER, tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
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glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
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mesh.texCoords.constData());
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// if there's no springiness, then the cluster indices/weights can be static
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} else if (mesh.springiness == 0.0f) {
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int texCoordsOffset = mesh.colors.size() * sizeof(glm::vec3);
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int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
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int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
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glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4),
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NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
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glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData());
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glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4),
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mesh.clusterIndices.constData());
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mesh.clusterWeights.constData());
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} else {
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int texCoordsOffset = mesh.colors.size() * sizeof(glm::vec3);
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int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
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int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
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glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData());
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glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData());
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glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2),
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mesh.texCoords.constData());
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}
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}
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ProgramObject Model::_program;
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ProgramObject Model::_normalMapProgram;
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ProgramObject Model::_skinProgram;
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int Model::_clusterMatricesLocation;
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int Model::_clusterIndicesLocation;
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int Model::_clusterWeightsLocation;
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ProgramObject Model::_skinNormalMapProgram;
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int Model::_normalMapTangentLocation;
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Model::SkinLocations Model::_skinLocations;
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Model::SkinLocations Model::_skinNormalMapLocations;
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void Model::initSkinProgram(ProgramObject& program, Model::SkinLocations& locations) {
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program.bind();
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locations.clusterMatrices = program.uniformLocation("clusterMatrices");
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locations.clusterIndices = program.attributeLocation("clusterIndices");
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locations.clusterWeights = program.attributeLocation("clusterWeights");
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locations.tangent = program.attributeLocation("tangent");
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program.setUniformValue("diffuseMap", 0);
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program.setUniformValue("normalMap", 1);
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program.release();
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}
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void Model::init() {
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if (!_program.isLinked()) {
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_program.setUniformValue("texture", 0);
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_program.release();
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/model_normal_map.vert");
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_normalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model_normal_map.frag");
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_normalMapProgram.link();
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_normalMapProgram.bind();
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_normalMapProgram.setUniformValue("diffuseMap", 0);
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_normalMapProgram.setUniformValue("normalMap", 1);
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_normalMapTangentLocation = _normalMapProgram.attributeLocation("tangent");
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_normalMapProgram.release();
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_skinProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model.vert");
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_skinProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model.frag");
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_skinProgram.link();
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_skinProgram.bind();
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_clusterMatricesLocation = _skinProgram.uniformLocation("clusterMatrices");
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_clusterIndicesLocation = _skinProgram.attributeLocation("clusterIndices");
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_clusterWeightsLocation = _skinProgram.attributeLocation("clusterWeights");
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_skinProgram.setUniformValue("texture", 0);
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_skinProgram.release();
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initSkinProgram(_skinProgram, _skinLocations);
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Vertex, "resources/shaders/skin_model_normal_map.vert");
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_skinNormalMapProgram.addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/model_normal_map.frag");
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_skinNormalMapProgram.link();
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initSkinProgram(_skinNormalMapProgram, _skinNormalMapLocations);
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}
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}
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@ -245,38 +269,61 @@ bool Model::render(float alpha) {
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int vertexCount = mesh.vertices.size();
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glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID);
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ProgramObject* program = &_program;
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ProgramObject* skinProgram = &_skinProgram;
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SkinLocations* skinLocations = &_skinLocations;
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if (!mesh.tangents.isEmpty()) {
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program = &_normalMapProgram;
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skinProgram = &_skinNormalMapProgram;
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skinLocations = &_skinNormalMapLocations;
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}
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const MeshState& state = _meshStates.at(i);
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ProgramObject* activeProgram = program;
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int tangentLocation = _normalMapTangentLocation;
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if (state.worldSpaceVertices.isEmpty()) {
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if (state.clusterMatrices.size() > 1) {
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_skinProgram.bind();
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glUniformMatrix4fvARB(_clusterMatricesLocation, state.clusterMatrices.size(), false,
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skinProgram->bind();
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glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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int offset = mesh.colors.size() * sizeof(glm::vec3) + mesh.texCoords.size() * sizeof(glm::vec2) +
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int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
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mesh.texCoords.size() * sizeof(glm::vec2) +
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(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
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_skinProgram.setAttributeBuffer(_clusterIndicesLocation, GL_FLOAT, offset, 4);
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_skinProgram.setAttributeBuffer(_clusterWeightsLocation, GL_FLOAT,
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skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
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skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
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||||
offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
_skinProgram.enableAttributeArray(_clusterIndicesLocation);
|
||||
_skinProgram.enableAttributeArray(_clusterWeightsLocation);
|
||||
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
activeProgram = skinProgram;
|
||||
tangentLocation = skinLocations->tangent;
|
||||
|
||||
} else {
|
||||
glPushMatrix();
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
_program.bind();
|
||||
program->bind();
|
||||
}
|
||||
} else {
|
||||
_program.bind();
|
||||
program->bind();
|
||||
}
|
||||
|
||||
|
||||
if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) {
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3)));
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
activeProgram->enableAttributeArray(tangentLocation);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
mesh.colors.size() * sizeof(glm::vec3)));
|
||||
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
|
||||
} else {
|
||||
glColorPointer(3, GL_FLOAT, 0, 0);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(mesh.colors.size() * sizeof(glm::vec3)));
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
activeProgram->setAttributeBuffer(tangentLocation, GL_FLOAT, 0, 3);
|
||||
activeProgram->enableAttributeArray(tangentLocation);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _blendedVertexBufferIDs.at(i));
|
||||
|
||||
if (!state.worldSpaceVertices.isEmpty()) {
|
||||
|
@ -337,15 +384,23 @@ bool Model::render(float alpha) {
|
|||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
|
||||
Texture* texture = networkPart.diffuseTexture.data();
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye) {
|
||||
if (texture != NULL) {
|
||||
texture = (_dilatedTextures[i][j] = static_cast<DilatableNetworkTexture*>(texture)->getDilatedTexture(
|
||||
_pupilDilation)).data();
|
||||
if (diffuseMap != NULL) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, texture == NULL ? Application::getInstance()->getTextureCache()->getWhiteTextureID() :
|
||||
texture->getID());
|
||||
glBindTexture(GL_TEXTURE_2D, diffuseMap == NULL ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, normalMap == NULL ?
|
||||
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
|
@ -361,19 +416,24 @@ bool Model::render(float alpha) {
|
|||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
activeProgram->disableAttributeArray(tangentLocation);
|
||||
}
|
||||
|
||||
if (state.worldSpaceVertices.isEmpty()) {
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
_skinProgram.disableAttributeArray(_clusterIndicesLocation);
|
||||
_skinProgram.disableAttributeArray(_clusterWeightsLocation);
|
||||
_skinProgram.release();
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
|
||||
} else {
|
||||
glPopMatrix();
|
||||
_program.release();
|
||||
}
|
||||
} else {
|
||||
_program.release();
|
||||
}
|
||||
activeProgram->release();
|
||||
}
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
|
|
|
@ -148,10 +148,24 @@ private:
|
|||
QVector<Model*> _attachments;
|
||||
|
||||
static ProgramObject _program;
|
||||
static ProgramObject _normalMapProgram;
|
||||
static ProgramObject _skinProgram;
|
||||
static int _clusterMatricesLocation;
|
||||
static int _clusterIndicesLocation;
|
||||
static int _clusterWeightsLocation;
|
||||
static ProgramObject _skinNormalMapProgram;
|
||||
|
||||
static int _normalMapTangentLocation;
|
||||
|
||||
class SkinLocations {
|
||||
public:
|
||||
int clusterMatrices;
|
||||
int clusterIndices;
|
||||
int clusterWeights;
|
||||
int tangent;
|
||||
};
|
||||
|
||||
static SkinLocations _skinLocations;
|
||||
static SkinLocations _skinNormalMapLocations;
|
||||
|
||||
static void initSkinProgram(ProgramObject& program, SkinLocations& locations);
|
||||
};
|
||||
|
||||
#endif /* defined(__interface__Model__) */
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
TextureCache::TextureCache() :
|
||||
_permutationNormalTextureID(0),
|
||||
_whiteTextureID(0),
|
||||
_blueTextureID(0),
|
||||
_primaryFramebufferObject(NULL),
|
||||
_secondaryFramebufferObject(NULL),
|
||||
_tertiaryFramebufferObject(NULL)
|
||||
|
@ -74,9 +75,11 @@ GLuint TextureCache::getPermutationNormalTextureID() {
|
|||
return _permutationNormalTextureID;
|
||||
}
|
||||
|
||||
static void loadWhiteTexture() {
|
||||
const char OPAQUE_WHITE[] = { 0xFF, 0xFF, 0xFF, 0xFF };
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, OPAQUE_WHITE);
|
||||
const char OPAQUE_WHITE[] = { 0xFF, 0xFF, 0xFF, 0xFF };
|
||||
const char OPAQUE_BLUE[] = { 0x80, 0x80, 0xFF, 0xFF };
|
||||
|
||||
static void loadSingleColorTexture(const char* color) {
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, color);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
||||
|
@ -84,12 +87,22 @@ GLuint TextureCache::getWhiteTextureID() {
|
|||
if (_whiteTextureID == 0) {
|
||||
glGenTextures(1, &_whiteTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _whiteTextureID);
|
||||
loadWhiteTexture();
|
||||
loadSingleColorTexture(OPAQUE_WHITE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
return _whiteTextureID;
|
||||
}
|
||||
|
||||
GLuint TextureCache::getBlueTextureID() {
|
||||
if (_blueTextureID == 0) {
|
||||
glGenTextures(1, &_blueTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, _blueTextureID);
|
||||
loadSingleColorTexture(OPAQUE_BLUE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
return _blueTextureID;
|
||||
}
|
||||
|
||||
GLuint TextureCache::getFileTextureID(const QString& filename) {
|
||||
GLuint id = _fileTextureIDs.value(filename);
|
||||
if (id == 0) {
|
||||
|
@ -219,7 +232,7 @@ NetworkTexture::NetworkTexture(const QUrl& url) : _reply(NULL), _averageColor(1.
|
|||
|
||||
// default to white
|
||||
glBindTexture(GL_TEXTURE_2D, getID());
|
||||
loadWhiteTexture();
|
||||
loadSingleColorTexture(OPAQUE_WHITE);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,9 @@ public:
|
|||
/// Returns the ID of an opaque white texture (useful for a default).
|
||||
GLuint getWhiteTextureID();
|
||||
|
||||
/// Returns the ID of a pale blue texture (useful for a normal map).
|
||||
GLuint getBlueTextureID();
|
||||
|
||||
/// Returns the ID of a texture containing the contents of the specified file, loading it if necessary.
|
||||
GLuint getFileTextureID(const QString& filename);
|
||||
|
||||
|
@ -69,6 +72,7 @@ private:
|
|||
|
||||
GLuint _permutationNormalTextureID;
|
||||
GLuint _whiteTextureID;
|
||||
GLuint _blueTextureID;
|
||||
|
||||
QHash<QString, GLuint> _fileTextureIDs;
|
||||
|
||||
|
|
Loading…
Reference in a new issue