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Object.cpp
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375 lines (265 loc) · 13.8 KB
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#include "Object.hpp"
Object::Object() {
}
Object::Object(glm::vec3 material_ambient, glm::vec3 material_diffuse, glm::vec3 material_specular, float material_shininess) {
Object::material_ambient = material_ambient;
Object::material_diffuse = material_diffuse;
Object::material_specular = material_specular;
Object::material_shininess = material_shininess;
}
void Object::loadToGPU(const GLfloat object_buffer[], const GLfloat object_uv_color[], int totalVertices) {
std::cout << object_buffer << std::endl;
// VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// Move vertex data to video memory; specifically to VBO called vertexbuffer
glGenBuffers(1, &VBO_vertex);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glBufferData(GL_ARRAY_BUFFER, sizeof(object_buffer), object_buffer, GL_STATIC_DRAW);
glGenBuffers(1, &VBO_uvs);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glBufferData(GL_ARRAY_BUFFER, sizeof(object_uv_color), object_uv_color, GL_STATIC_DRAW);
objSize = totalVertices;
}
// For phong shader
void Object::loadOBJtoGPU(const char path[], glm::vec3 color) {
bool res = loadOBJ(path, vertices, uvs, normals);
// VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// Move vertex data to video memory; specifically to VBO called vertexbuffer
glGenBuffers(1, &VBO_vertex);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
// Move color data to video memory; specifically to CBO called colorbuffer
glGenBuffers(1, &VBO_uvs);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glBufferData(GL_ARRAY_BUFFER, uvs.size() *sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
// move normal to VRAM
glGenBuffers(1, &VBO_normals);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glBufferData(GL_ARRAY_BUFFER, normals.size() *sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
for(int i = 0; i < vertices.size(); i++){
colors.push_back(color);
}
glGenBuffers(1, &VBO_colors);
glBindBuffer(GL_ARRAY_BUFFER, VBO_colors);
glBufferData(GL_ARRAY_BUFFER, colors.size() *sizeof(glm::vec3), &colors[0], GL_STATIC_DRAW);
objSize = vertices.size()*3;
}
void Object::loadOBJtoGPU(const char path[]) {
bool res = loadOBJ(path, vertices, uvs, normals);
// VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// Move vertex data to video memory; specifically to VBO called vertexbuffer
glGenBuffers(1, &VBO_vertex);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
// Move color data to video memory; specifically to CBO called colorbuffer
glGenBuffers(1, &VBO_uvs);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glBufferData(GL_ARRAY_BUFFER, uvs.size() *sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
// move normal to VRAM
glGenBuffers(1, &VBO_normals);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glBufferData(GL_ARRAY_BUFFER, normals.size() *sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
objSize = vertices.size()*3;
}
void Object::setTranslate(glm::vec3 translate) {
Object::Translate = glm::translate(glm::mat4(1.0f), translate);
world_pos = translate;
}
void Object::setScale(glm::vec3 scale) {
Object::Scale = glm::scale(glm::mat4(1.0f), scale);
}
void Object::setMVP(glm::mat4 Projection, glm::mat4 View, glm::mat4 Model) {
Object::Projection = Projection;
Object::View = View;
Object::Model = Model;
}
void Object::loadLight(vec3 light_color_ambient, vec3 light_color_diffuse) {
Object::light_color_ambient = light_color_ambient;
Object::light_color_diffuse = light_color_diffuse;
}
void Object::drawWithTextureShader(GLuint texture, GLuint shader) {
glUseProgram(shader);
MVP = Projection * View * Model * Translate;
// Send our transformation to the currently Vid shader,
// in the "MVP" uniform, which is now MVP
glUniformMatrix4fv(glGetUniformLocation(shader, "MVP"), 1, GL_FALSE, &MVP[0][0]);
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(glGetUniformLocation(shader, "myTextureSampler"), 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
void Object::drawWithMaterialShader(vec3 lightPos, vec3 viewPos, GLuint shader) {
glUseProgram(shader);
MVP = Projection * View * Model * Translate * Scale;
glVertexAttrib3f(glGetUniformLocation(shader, "light.position"), light_pos.x, light_pos.y, light_pos.z);
glVertexAttrib3f(glGetUniformLocation(shader, "light.ambient"), light_color_ambient.x, light_color_ambient.y, light_color_ambient.z);
glVertexAttrib3f(glGetUniformLocation(shader, "light.diffuse"), light_color_diffuse.x, light_color_diffuse.y, light_color_diffuse.z);
glVertexAttrib3f(glGetUniformLocation(shader, "viewPos"), view_pos.x, view_pos.y, view_pos.z);
glVertexAttrib3f(glGetUniformLocation(shader, "material.ambient"), material_ambient.x, material_ambient.y, material_ambient.z);
glVertexAttrib3f(glGetUniformLocation(shader, "material.diffuse"), material_diffuse.x, material_diffuse.y, material_diffuse.z);
glVertexAttrib3f(glGetUniformLocation(shader, "material.specular"), material_specular.x, material_specular.y, material_specular.z);
glVertexAttrib1f(glGetUniformLocation(shader, "material.shininess"), material_shininess);
glUniformMatrix4fv(glGetUniformLocation(shader, "projection"), 1, GL_FALSE, &Projection[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "view"), 1, GL_FALSE, &View[0][0]);
glm::mat4 Model1 = Model * Translate * Scale;
glUniformMatrix4fv(glGetUniformLocation(shader, "model"), 1, GL_FALSE, &Model1[0][0]);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);;
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
void Object::drawWithLampShader(vec3 objectColor, GLuint shader) {
glUseProgram(shader);
MVP = Projection * View * Model * Translate * Scale;
glUniformMatrix4fv(glGetUniformLocation(shader, "MVP"), 1, GL_FALSE, &MVP[0][0]);
glUniform3f(glGetUniformLocation(shader, "objectColor"), objectColor.x, objectColor.y, objectColor.z);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);;
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
void Object::drawWithStandardShader(GLuint texture, vec3 lightPos, GLuint shader) {
glUseProgram(shader);
MVP = Projection * View * Model * Translate * Scale;
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
glUniformMatrix4fv(glGetUniformLocation(shader, "MVP"), 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "M"), 1, GL_FALSE, &Model[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "V"), 1, GL_FALSE, &View[0][0]);
//glm::vec3 lightPos = glm::vec3(4,4,4);
glUniform3f(glGetUniformLocation(shader, "LightPosition_worldspace"), light_pos.x, light_pos.y, light_pos.z); // ATTENTION
// Bind our texture in Texture Unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
// Set our "myTextureSampler" sampler to use Texture Unit 0
glUniform1i(glGetUniformLocation(shader, "myTextureSampler"), 0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);;
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
void Object::drawWithBasicLightningShader(vec3 lightPos, vec3 lightColor, vec3 objectColor, GLuint shader) {
glUseProgram(shader);
glm::mat4 Model1 = Model * Translate * Scale;
glUniformMatrix4fv(glGetUniformLocation(shader, "model"), 1, GL_FALSE, &Model1[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "view"), 1, GL_FALSE, &View[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "projection"), 1, GL_FALSE, &Projection[0][0]);
glUniform3f(glGetUniformLocation(shader, "lightPos"), lightPos.x, lightPos.y, lightPos.z); /// ATTENTION
glUniform3f(glGetUniformLocation(shader, "lightColor"), lightColor.x, lightColor.y, lightColor.z);
glUniform3f(glGetUniformLocation(shader, "objectColor"), objectColor.x, objectColor.y, objectColor.z);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_uvs);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);;
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}
void Object::drawWithPhongShader(vec3 cameraAt, vec3 lightPos, GLuint shader) {
glUseProgram(shader);
Model = Model * Translate;
glUniformMatrix4fv(glGetUniformLocation(shader, "camera"), 1, GL_FALSE, &(Projection*View)[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shader, "model"), 1, GL_FALSE, &Model[0][0]);
// glm::vec3 cp(0,0,0);
// glUniform3fv(glGetUniformLocation(shader, "cameraPosition"), 1, value_ptr(cp));
glUniform3f(glGetUniformLocation(shader, "cameraPosition"), cameraAt.x, cameraAt.y, cameraAt.z);
glUniform1f(glGetUniformLocation(shader, "materialShininess"), 32);
// std::cout << "specular strength "<< specularStrength << std::endl;
glUniform1f(glGetUniformLocation(shader, "specularStrength"), 0.15f);
// std::cout << "specular color ("<< specularColor.x << ", " << specularColor.y << ", "<<specularColor.z << ")" << std::endl;
glUniform3f(glGetUniformLocation(shader, "materialSpecularColor"), 1, 1, 1);
// glUniform3fv(glGetUniformLocation(shader, "light.position"), 1, value_ptr(cp));
glUniform3f(glGetUniformLocation(shader, "light.position"), lightPos.x, lightPos.y, lightPos.z);
// std::cout << "light color ("<< light->color.x << ", " << light->color.y << ", "<<light->color.z << ")" << std::endl;
glUniform3f(glGetUniformLocation(shader, "light.intensities"), 1.0f, 1.0f, 1.0f);
glUniform1f(glGetUniformLocation(shader, "light.attenuation"), 0.1f);
// float ac = 1.0f;
// glUniform1fv(glGetUniformLocation(shader, "light.ambientCoefficient"), 1, &ac);
glUniform1f(glGetUniformLocation(shader, "light.ambientCoefficient"), 0.3f);
glUniform3f(glGetUniformLocation(shader, "light.ambientColor"), 19/255.0, 9/255.0, 22/255.0);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO_vertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, VBO_colors);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
// 2nd attribute buffer : UVs
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, VBO_normals);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);;
glDrawArrays(GL_TRIANGLES, 0, objSize);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
}