#include #include #include #include #include #include "shaders.h" #include "window.h" #define TINYGLTF_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_WRITE_IMPLEMENTATION #define TINYGLTF_NOEXCEPTION #define JSON_NOEXCEPTION #include "../../tiny_gltf.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) bool loadModel(tinygltf::Model &model, const char *filename) { tinygltf::TinyGLTF loader; std::string err; std::string warn; bool res = loader.LoadASCIIFromFile(&model, &err, &warn, filename); if (!warn.empty()) { std::cout << "WARN: " << warn << std::endl; } if (!err.empty()) { std::cout << "ERR: " << err << std::endl; } if (!res) std::cout << "Failed to load glTF: " << filename << std::endl; else std::cout << "Loaded glTF: " << filename << std::endl; return res; } void bindMesh(std::map& vbos, tinygltf::Model &model, tinygltf::Mesh &mesh) { for (size_t i = 0; i < model.bufferViews.size(); ++i) { const tinygltf::BufferView &bufferView = model.bufferViews[i]; if (bufferView.target == 0) { // TODO impl drawarrays std::cout << "WARN: bufferView.target is zero" << std::endl; continue; // Unsupported bufferView. /* From spec2.0 readme: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0 ... drawArrays function should be used with a count equal to the count property of any of the accessors referenced by the attributes property (they are all equal for a given primitive). */ } const tinygltf::Buffer &buffer = model.buffers[bufferView.buffer]; std::cout << "bufferview.target " << bufferView.target << std::endl; GLuint vbo; glGenBuffers(1, &vbo); vbos[i] = vbo; glBindBuffer(bufferView.target, vbo); std::cout << "buffer.data.size = " << buffer.data.size() << ", bufferview.byteOffset = " << bufferView.byteOffset << std::endl; glBufferData(bufferView.target, bufferView.byteLength, &buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW); } for (size_t i = 0; i < mesh.primitives.size(); ++i) { tinygltf::Primitive primitive = mesh.primitives[i]; tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; for (auto &attrib : primitive.attributes) { tinygltf::Accessor accessor = model.accessors[attrib.second]; int byteStride = accessor.ByteStride(model.bufferViews[accessor.bufferView]); glBindBuffer(GL_ARRAY_BUFFER, vbos[accessor.bufferView]); int size = 1; if (accessor.type != TINYGLTF_TYPE_SCALAR) { size = accessor.type; } int vaa = -1; if (attrib.first.compare("POSITION") == 0) vaa = 0; if (attrib.first.compare("NORMAL") == 0) vaa = 1; if (attrib.first.compare("TEXCOORD_0") == 0) vaa = 2; if (vaa > -1) { glEnableVertexAttribArray(vaa); glVertexAttribPointer(vaa, size, accessor.componentType, accessor.normalized ? GL_TRUE : GL_FALSE, byteStride, BUFFER_OFFSET(accessor.byteOffset)); } else std::cout << "vaa missing: " << attrib.first << std::endl; } if (model.textures.size() > 0) { // fixme: Use material's baseColor tinygltf::Texture &tex = model.textures[0]; if (tex.source > -1) { GLuint texid; glGenTextures(1, &texid); tinygltf::Image &image = model.images[tex.source]; glBindTexture(GL_TEXTURE_2D, texid); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); GLenum format = GL_RGBA; if (image.component == 1) { format = GL_RED; } else if (image.component == 2) { format = GL_RG; } else if (image.component == 3) { format = GL_RGB; } else { // ??? } GLenum type = GL_UNSIGNED_BYTE; if (image.bits == 8) { // ok } else if (image.bits == 16) { type = GL_UNSIGNED_SHORT; } else { // ??? } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.width, image.height, 0, format, type, &image.image.at(0)); } } } } // bind models void bindModelNodes(std::map& vbos, tinygltf::Model &model, tinygltf::Node &node) { if ((node.mesh >= 0) && (node.mesh < model.meshes.size())) { bindMesh(vbos, model, model.meshes[node.mesh]); } for (size_t i = 0; i < node.children.size(); i++) { assert((node.children[i] >= 0) && (node.children[i] < model.nodes.size())); bindModelNodes(vbos, model, model.nodes[node.children[i]]); } } std::pair> bindModel(tinygltf::Model &model) { std::map vbos; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); const tinygltf::Scene &scene = model.scenes[model.defaultScene]; for (size_t i = 0; i < scene.nodes.size(); ++i) { assert((scene.nodes[i] >= 0) && (scene.nodes[i] < model.nodes.size())); bindModelNodes(vbos, model, model.nodes[scene.nodes[i]]); } glBindVertexArray(0); // cleanup vbos but do not delete index buffers yet for (auto it = vbos.cbegin(); it != vbos.cend();) { tinygltf::BufferView bufferView = model.bufferViews[it->first]; if (bufferView.target != GL_ELEMENT_ARRAY_BUFFER) { glDeleteBuffers(1, &vbos[it->first]); vbos.erase(it++); } else { ++it; } } return {vao, vbos}; } void drawMesh(const std::map& vbos, tinygltf::Model &model, tinygltf::Mesh &mesh) { for (size_t i = 0; i < mesh.primitives.size(); ++i) { tinygltf::Primitive primitive = mesh.primitives[i]; tinygltf::Accessor indexAccessor = model.accessors[primitive.indices]; glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbos.at(indexAccessor.bufferView)); glDrawElements(primitive.mode, indexAccessor.count, indexAccessor.componentType, BUFFER_OFFSET(indexAccessor.byteOffset)); } } // recursively draw node and children nodes of model void drawModelNodes(const std::pair>& vaoAndEbos, tinygltf::Model &model, tinygltf::Node &node) { if ((node.mesh >= 0) && (node.mesh < model.meshes.size())) { drawMesh(vaoAndEbos.second, model, model.meshes[node.mesh]); } for (size_t i = 0; i < node.children.size(); i++) { drawModelNodes(vaoAndEbos, model, model.nodes[node.children[i]]); } } void drawModel(const std::pair>& vaoAndEbos, tinygltf::Model &model) { glBindVertexArray(vaoAndEbos.first); const tinygltf::Scene &scene = model.scenes[model.defaultScene]; for (size_t i = 0; i < scene.nodes.size(); ++i) { drawModelNodes(vaoAndEbos, model, model.nodes[scene.nodes[i]]); } glBindVertexArray(0); } void dbgModel(tinygltf::Model &model) { for (auto &mesh : model.meshes) { std::cout << "mesh : " << mesh.name << std::endl; for (auto &primitive : mesh.primitives) { const tinygltf::Accessor &indexAccessor = model.accessors[primitive.indices]; std::cout << "indexaccessor: count " << indexAccessor.count << ", type " << indexAccessor.componentType << std::endl; tinygltf::Material &mat = model.materials[primitive.material]; for (auto &mats : mat.values) { std::cout << "mat : " << mats.first.c_str() << std::endl; } for (auto &image : model.images) { std::cout << "image name : " << image.uri << std::endl; std::cout << " size : " << image.image.size() << std::endl; std::cout << " w/h : " << image.width << "/" << image.height << std::endl; } std::cout << "indices : " << primitive.indices << std::endl; std::cout << "mode : " << "(" << primitive.mode << ")" << std::endl; for (auto &attrib : primitive.attributes) { std::cout << "attribute : " << attrib.first.c_str() << std::endl; } } } } glm::mat4 genView(glm::vec3 pos, glm::vec3 lookat) { // Camera matrix glm::mat4 view = glm::lookAt( pos, // Camera in World Space lookat, // and looks at the origin glm::vec3(0, 1, 0) // Head is up (set to 0,-1,0 to look upside-down) ); return view; } glm::mat4 genMVP(glm::mat4 view_mat, glm::mat4 model_mat, float fov, int w, int h) { glm::mat4 Projection = glm::perspective(glm::radians(fov), (float)w / (float)h, 0.01f, 1000.0f); // Or, for an ortho camera : // glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // // In world coordinates glm::mat4 mvp = Projection * view_mat * model_mat; return mvp; } void displayLoop(Window &window, const std::string &filename) { Shaders shader = Shaders(); glUseProgram(shader.pid); // grab uniforms to modify GLuint MVP_u = glGetUniformLocation(shader.pid, "MVP"); GLuint sun_position_u = glGetUniformLocation(shader.pid, "sun_position"); GLuint sun_color_u = glGetUniformLocation(shader.pid, "sun_color"); tinygltf::Model model; if (!loadModel(model, filename.c_str())) return; std::pair> vaoAndEbos = bindModel(model); // dbgModel(model); return; // Model matrix : an identity matrix (model will be at the origin) glm::mat4 model_mat = glm::mat4(1.0f); glm::mat4 model_rot = glm::mat4(1.0f); glm::vec3 model_pos = glm::vec3(-3, 0, -3); // generate a camera view, based on eye-position and lookAt world-position glm::mat4 view_mat = genView(glm::vec3(2, 2, 20), model_pos); glm::vec3 sun_position = glm::vec3(3.0, 10.0, -5.0); glm::vec3 sun_color = glm::vec3(1.0); while (!window.Close()) { window.Resize(); glClearColor(0.2, 0.2, 0.2, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 trans = glm::translate(glm::mat4(1.0f), model_pos); // reposition model model_rot = glm::rotate(model_rot, glm::radians(0.8f), glm::vec3(0, 1, 0)); // rotate model on y axis model_mat = trans * model_rot; // build a model-view-projection GLint w, h; glfwGetWindowSize(window.window, &w, &h); glm::mat4 mvp = genMVP(view_mat, model_mat, 45.0f, w, h); glUniformMatrix4fv(MVP_u, 1, GL_FALSE, &mvp[0][0]); glUniform3fv(sun_position_u, 1, &sun_position[0]); glUniform3fv(sun_color_u, 1, &sun_color[0]); drawModel(vaoAndEbos, model); glfwSwapBuffers(window.window); glfwPollEvents(); } glDeleteVertexArrays(1, &vaoAndEbos.first); } static void error_callback(int error, const char *description) { (void)error; fprintf(stderr, "Error: %s\n", description); } int main(int argc, char **argv) { std::string filename = "../../../models/Cube/Cube.gltf"; if (argc > 1) { filename = argv[1]; } glfwSetErrorCallback(error_callback); if (!glfwInit()) return -1; // Force create OpenGL 3.3 // NOTE(syoyo): Linux + NVIDIA driver segfaults for some reason? commenting out glfwWindowHint will work. // Note (PE): On laptops with intel hd graphics card you can overcome the segfault by enabling experimental, see below (tested on lenovo thinkpad) glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glewExperimental = GL_TRUE; #ifdef __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #endif Window window = Window(800, 600, "TinyGLTF basic example"); glfwMakeContextCurrent(window.window); #ifdef __APPLE__ // https://stackoverflow.com/questions/50192625/openggl-segmentation-fault glewExperimental = GL_TRUE; #endif glewInit(); std::cout << glGetString(GL_RENDERER) << ", " << glGetString(GL_VERSION) << std::endl; if (!GLEW_VERSION_3_3) { std::cerr << "OpenGL 3.3 is required to execute this app." << std::endl; return EXIT_FAILURE; } glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); displayLoop(window, filename); glfwTerminate(); return 0; }