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https://github.com/bloeys/nmage.git
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Basic submeshe support
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@ -10,9 +10,9 @@ type Buffer struct {
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//BufID is the ID of the VBO
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BufID uint32
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//IndexBufID is the ID of the index/element buffer
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IndexBufID uint32
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IndexBufCount int32
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Stride int32
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IndexBufID uint32
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// IndexBufCount int32
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Stride int32
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layout []Element
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}
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@ -59,7 +59,7 @@ func (b *Buffer) SetDataWithUsage(values []float32, usage BufUsage) {
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func (b *Buffer) SetIndexBufData(values []uint32) {
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b.IndexBufCount = int32(len(values))
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// b.IndexBufCount = int32(len(values))
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gl.BindVertexArray(b.VAOID)
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gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, b.IndexBufID)
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@ -101,7 +101,7 @@ func (b *Buffer) SetLayout(layout ...Element) {
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for i := 0; i < len(layout); i++ {
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gl.EnableVertexAttribArray(uint32(i))
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gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
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gl.VertexAttribPointerWithOffset(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, uintptr(layout[i].Offset))
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}
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b.UnBind()
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9
main.go
9
main.go
@ -3,7 +3,6 @@ package main
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import (
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"fmt"
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"github.com/bloeys/assimp-go/asig"
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"github.com/bloeys/gglm/gglm"
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"github.com/bloeys/nmage/assets"
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"github.com/bloeys/nmage/camera"
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@ -153,7 +152,8 @@ func (g *OurGame) Init() {
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//Load meshes
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var err error
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", asig.PostProcess(0))
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// cubeMesh, err = meshes.NewMesh("Cube", "./res/models/Wolf.fbx", 0)
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cubeMesh, err = meshes.NewMesh("Cube", "./res/models/tex-cube.fbx", 0)
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if err != nil {
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logging.ErrLog.Fatalln("Failed to load cube mesh. Err: ", err)
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}
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@ -181,7 +181,7 @@ func (g *OurGame) Init() {
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gglm.NewVec3(0, 0, 10),
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gglm.NewVec3(0, 0, -1),
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gglm.NewVec3(0, 1, 0),
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0.1, 20,
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0.1, 200,
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45*gglm.Deg2Rad,
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float32(winWidth)/float32(winHeight),
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)
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@ -292,8 +292,9 @@ func (g *OurGame) updateCameraPos() {
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func (g *OurGame) Render() {
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tempModelMat := cubeModelMat.Clone()
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// window.Rend.Draw(cubeMesh, tempModelMat, simpleMat)
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rowSize := 100
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rowSize := 10
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for y := 0; y < rowSize; y++ {
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for x := 0; x < rowSize; x++ {
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tempModelMat.Translate(gglm.NewVec3(-1, 0, 0))
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@ -10,9 +10,16 @@ import (
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"github.com/bloeys/nmage/buffers"
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)
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type SubMesh struct {
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BaseVertex int32
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BaseIndex uint32
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IndexCount int32
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}
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type Mesh struct {
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Name string
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Buf buffers.Buffer
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Name string
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Buf buffers.Buffer
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SubMeshes []SubMesh
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}
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func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh, error) {
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@ -27,32 +34,68 @@ func NewMesh(name, modelPath string, postProcessFlags asig.PostProcess) (*Mesh,
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return nil, errors.New("No meshes found in file: " + modelPath)
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}
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mesh := &Mesh{Name: name}
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sceneMesh := scene.Meshes[0]
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mesh.Buf = buffers.NewBuffer()
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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mesh := &Mesh{
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Name: name,
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Buf: buffers.NewBuffer(),
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SubMeshes: make([]SubMesh, 0, 1),
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}
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layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
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// Initial sizes assuming one submesh that has vertex pos+normals+texCoords, and 3 indices per face
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var vertexBufData []float32 = make([]float32, 0, len(scene.Meshes[0].Vertices)*3*3*2)
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var indexBufData []uint32 = make([]uint32, 0, len(scene.Meshes[0].Faces)*3)
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
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}
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mesh.Buf.SetLayout(layoutToUse...)
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for i := 0; i < len(scene.Meshes); i++ {
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var values []float32
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arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
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sceneMesh := scene.Meshes[i]
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
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if len(sceneMesh.TexCoords[0]) == 0 {
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sceneMesh.TexCoords[0] = make([]gglm.Vec3, len(sceneMesh.Vertices))
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println("Zeroing tex coords for submesh", i)
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}
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layoutToUse := []buffers.Element{{ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec3}, {ElementType: buffers.DataTypeVec2}}
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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layoutToUse = append(layoutToUse, buffers.Element{ElementType: buffers.DataTypeVec4})
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}
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if i == 0 {
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mesh.Buf.SetLayout(layoutToUse...)
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} else {
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// @NOTE: Require that all submeshes have the same vertex buffer layout
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firstSubmeshLayout := mesh.Buf.GetLayout()
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assert.T(len(firstSubmeshLayout) == len(layoutToUse), fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
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for i := 0; i < len(firstSubmeshLayout); i++ {
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if firstSubmeshLayout[i].ElementType != layoutToUse[i].ElementType {
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panic(fmt.Sprintf("Vertex layout of submesh %d does not equal vertex layout of the first submesh. Original layout: %v; This layout: %v", i, firstSubmeshLayout, layoutToUse))
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}
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}
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}
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arrs := []arrToInterleave{{V3s: sceneMesh.Vertices}, {V3s: sceneMesh.Normals}, {V2s: v3sToV2s(sceneMesh.TexCoords[0])}}
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if len(sceneMesh.ColorSets) > 0 && len(sceneMesh.ColorSets[0]) > 0 {
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arrs = append(arrs, arrToInterleave{V4s: sceneMesh.ColorSets[0]})
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}
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indices := flattenFaces(sceneMesh.Faces)
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mesh.SubMeshes = append(mesh.SubMeshes, SubMesh{
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// Index of the vertex to start from (e.g. if index buffer says use vertex 5, and BaseVertex=3, the vertex used will be vertex 8)
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BaseVertex: int32(len(vertexBufData)*4) / mesh.Buf.Stride,
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// Which index (in the index buffer) to start from
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BaseIndex: uint32(len(indexBufData)),
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// How many indices in this submesh
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IndexCount: int32(len(indices)),
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})
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vertexBufData = append(vertexBufData, interleave(arrs...)...)
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indexBufData = append(indexBufData, indices...)
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}
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values = interleave(arrs...)
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mesh.Buf.SetData(values)
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mesh.Buf.SetIndexBufData(flattenFaces(sceneMesh.Faces))
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// fmt.Printf("!!! Vertex count: %d; Submeshes: %+v\n", len(vertexBufData)*4/int(mesh.Buf.Stride), mesh.SubMeshes)
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mesh.Buf.SetData(vertexBufData)
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mesh.Buf.SetIndexBufData(indexBufData)
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return mesh, nil
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}
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@ -28,7 +28,10 @@ func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.M
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}
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mat.SetUnifMat4("modelMat", &trMat.Mat4)
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gl.DrawElements(gl.TRIANGLES, mesh.Buf.IndexBufCount, gl.UNSIGNED_INT, gl.PtrOffset(0))
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for i := 0; i < len(mesh.SubMeshes); i++ {
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gl.DrawElementsBaseVertexWithOffset(gl.TRIANGLES, mesh.SubMeshes[i].IndexCount, gl.UNSIGNED_INT, uintptr(mesh.SubMeshes[i].BaseIndex), mesh.SubMeshes[i].BaseVertex)
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}
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}
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func (r3d *Rend3DGL) FrameEnd() {
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