Now bump mapping works
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				| @ -55,12 +55,18 @@ namespace SE | ||||
| 		std::vector<vec3> PositionData; | ||||
| 		std::vector<vec2> TexCoordData; | ||||
| 		std::vector<vec3> NormalData; | ||||
| 		std::vector<vec3> TangentData; | ||||
| 		std::vector<vec3> BitangentData; | ||||
| 
 | ||||
| 		std::shared_ptr<VAOHolder> vao; | ||||
| 		std::shared_ptr<VBOHolder> positionVBO; | ||||
| 		std::shared_ptr<VBOHolder> texCoordVBO; | ||||
| 		std::shared_ptr<VBOHolder> normalVBO; | ||||
| 		std::shared_ptr<VBOHolder> tangentVBO; | ||||
| 		std::shared_ptr<VBOHolder> bitangentVBO; | ||||
| 		void RefreshVBO(); | ||||
| 
 | ||||
| 		void CalcTangentBitangent(); | ||||
| 	}; | ||||
| 
 | ||||
| struct T2DQuad | ||||
|  | ||||
| @ -121,6 +121,8 @@ bool TLiteModel::LoadModel(const std::string& s) | ||||
| 	vertexDataStruct.TexCoordData = res.TexCoordArr; | ||||
| 	vertexDataStruct.NormalData = res.NormalArr; | ||||
| 
 | ||||
| 	vertexDataStruct.CalcTangentBitangent(); | ||||
| 
 | ||||
| 	vertexDataStruct.RefreshVBO(); | ||||
| 	/*
 | ||||
| 	TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB] = res.VertexArr; | ||||
| @ -239,11 +241,14 @@ void TLiteModel::DrawVBO() | ||||
| 	EnableVertexAttribArray("vPosition"); | ||||
| 	EnableVertexAttribArray("vTexCoord"); | ||||
| 	EnableVertexAttribArray("vNormal"); | ||||
| 
 | ||||
| 	EnableVertexAttribArray("vTangent"); | ||||
| 	EnableVertexAttribArray("vBitangent"); | ||||
| 
 | ||||
| 	//Renderer->DrawTriangleList(TriangleList);
 | ||||
| 	DrawVertexDataStruct(vertexDataStruct); | ||||
| 
 | ||||
| 	DisableVertexAttribArray("vBitangent"); | ||||
| 	DisableVertexAttribArray("vTangent"); | ||||
| 	DisableVertexAttribArray("vNormal"); | ||||
| 	DisableVertexAttribArray("vTexCoord"); | ||||
| 	DisableVertexAttribArray("vPosition"); | ||||
| @ -256,8 +261,6 @@ void TLiteModel::DrawVBO() | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| void TLiteModel::MoveModel(const vec3& v) | ||||
| { | ||||
| 	for (cardinal i = 0; i < TriangleCount * 3; i++) | ||||
| @ -274,6 +277,8 @@ void TLiteModel::RotateModel(const mat3& r) | ||||
| 	{ | ||||
| 		vertexDataStruct.PositionData[i] = r * vertexDataStruct.PositionData[i]; | ||||
| 		vertexDataStruct.NormalData[i] = r * vertexDataStruct.NormalData[i]; | ||||
| 		vertexDataStruct.TangentData[i] = r * vertexDataStruct.TangentData[i]; | ||||
| 		vertexDataStruct.BitangentData[i] = r * vertexDataStruct.BitangentData[i]; | ||||
| 		//TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB][i];
 | ||||
| 		//TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB][i];
 | ||||
| 		//TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i] = r * TriangleList.Data.Vec3CoordArr[CONST_STRING_TANGENT_ATTRIB][i];
 | ||||
|  | ||||
| @ -79,6 +79,70 @@ namespace SE | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
| 		if (TangentData.size() > 0) | ||||
| 		{ | ||||
| 			if (!tangentVBO) | ||||
| 			{ | ||||
| 				tangentVBO = std::make_shared<VBOHolder>(); | ||||
| 			} | ||||
| 
 | ||||
| 			glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer()); | ||||
| 
 | ||||
| 			glBufferData(GL_ARRAY_BUFFER, TangentData.size() * 12, &TangentData[0], GL_STATIC_DRAW); | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
| 		if (BitangentData.size() > 0) | ||||
| 		{ | ||||
| 			if (!bitangentVBO) | ||||
| 			{ | ||||
| 				bitangentVBO = std::make_shared<VBOHolder>(); | ||||
| 			} | ||||
| 
 | ||||
| 			glBindBuffer(GL_ARRAY_BUFFER, bitangentVBO->getBuffer()); | ||||
| 
 | ||||
| 			glBufferData(GL_ARRAY_BUFFER, BitangentData.size() * 12, &BitangentData[0], GL_STATIC_DRAW); | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
| 	} | ||||
| 
 | ||||
| 	void VertexDataStruct::CalcTangentBitangent() | ||||
| 	{ | ||||
| 		TangentData.clear(); | ||||
| 		BitangentData.clear(); | ||||
| 
 | ||||
| 		for (int i = 0; i < PositionData.size() / 3; i++) | ||||
| 		{ | ||||
| 			vec3 v0 = PositionData[i * 3]; | ||||
| 			vec3 v1 = PositionData[i * 3 + 1]; | ||||
| 			vec3 v2 = PositionData[i * 3 + 2]; | ||||
| 
 | ||||
| 			vec2 t0 = TexCoordData[i * 3]; | ||||
| 			vec2 t1 = TexCoordData[i * 3 + 1]; | ||||
| 			vec2 t2 = TexCoordData[i * 3 + 2]; | ||||
| 
 | ||||
| 			vec3 deltaPos1 = v1 - v0; | ||||
| 			vec3 deltaPos2 = v2 - v0; | ||||
| 			vec2 deltaUV1 = t1 - t0; | ||||
| 			vec2 deltaUV2 = t2 - t0; | ||||
| 
 | ||||
| 			float r = 1.0f / (deltaUV1.v[0] * deltaUV2.v[1] - deltaUV1.v[1] * deltaUV2.v[0]); | ||||
| 
 | ||||
| 			vec3 tangent = (deltaPos1 * deltaUV2.v[1] - deltaPos2 * deltaUV1.v[1]) * r; | ||||
| 			vec3 bitangent = (deltaPos2 * deltaUV1.v[0] - deltaPos1 * deltaUV2.v[0]) * r; | ||||
| 
 | ||||
| 			TangentData.push_back(tangent); | ||||
| 			TangentData.push_back(tangent); | ||||
| 			TangentData.push_back(tangent); | ||||
| 
 | ||||
| 			BitangentData.push_back(bitangent); | ||||
| 			BitangentData.push_back(bitangent); | ||||
| 			BitangentData.push_back(bitangent); | ||||
| 
 | ||||
| 		} | ||||
| 
 | ||||
| 		RefreshVBO(); | ||||
| 	} | ||||
| 
 | ||||
| 	void DrawVertexDataStruct(const VertexDataStruct& vertexDataStruct) | ||||
| @ -86,6 +150,8 @@ namespace SE | ||||
| 		static const std::string vTexCoord("vTexCoord"); | ||||
| 		static const std::string vPosition("vPosition"); | ||||
| 		static const std::string vNormal("vNormal"); | ||||
| 		static const std::string vTangent("vTangent"); | ||||
| 		static const std::string vBitangent("vBitangent"); | ||||
| 
 | ||||
| 		//Check if main thread, check if data is not empty...
 | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.texCoordVBO->getBuffer()); | ||||
| @ -97,6 +163,18 @@ namespace SE | ||||
| 			VertexAttribPointer3fv(vNormal, 0, NULL); | ||||
| 		} | ||||
| 
 | ||||
| 		if (vertexDataStruct.tangentVBO) | ||||
| 		{ | ||||
| 			glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.tangentVBO->getBuffer()); | ||||
| 			VertexAttribPointer3fv(vTangent, 0, NULL); | ||||
| 		} | ||||
| 
 | ||||
| 		if (vertexDataStruct.bitangentVBO) | ||||
| 		{ | ||||
| 			glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.bitangentVBO->getBuffer()); | ||||
| 			VertexAttribPointer3fv(vBitangent, 0, NULL); | ||||
| 		} | ||||
| 
 | ||||
| 		glBindBuffer(GL_ARRAY_BUFFER, vertexDataStruct.positionVBO->getBuffer()); | ||||
| 		VertexAttribPointer3fv(vPosition, 0, NULL); | ||||
| 
 | ||||
|  | ||||
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