added normal calculation, it doesn't seem to work but it looks

cool!
This commit is contained in:
JISAUAY committed 2024-09-26 16:19:17 -05:00
1 parent 58aa033b02
commit bc88572abf
6 files changed
+4529 -22

No files matched your search

+32 -22
View File
@@ -1,5 +1,6 @@
package org.xfe.engine.world;
import org.joml.Vector3f;
import org.lwjgl.opengl.GL30;
import org.lwjgl.system.MemoryStack;
import org.lwjgl.system.MemoryUtil;
@@ -8,6 +9,7 @@ import org.xfe.engine.files.Obj;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import static org.lwjgl.opengl.GL11.*;
@@ -44,6 +46,9 @@ public class Mesh {
this.indices = obj.getIndices();
this.vertex_count = obj.getVertexCount();
// OBJ Didn't have normals, calculate them.
if (this.normals.length == 0)
this.calculateNormals();
this.init();
@@ -51,21 +56,15 @@ public class Mesh {
private void init() {
try {
MemoryStack stack = MemoryStack.stackPush();
this.vao_id = glGenVertexArrays();
glBindVertexArray(this.vao_id);
// Bind Vertices into a VBO
FloatBuffer vertices_buffer = stack.callocFloat(this.vertices.length);
vertices_buffer.put(0, this.vertices);
int vbo_id = glGenBuffers();
vbo_id_list.add(vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, vertices_buffer, GL_STATIC_DRAW);
MemoryUtil.memFree(vertices_buffer);
glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW);
// Set Position Attribute
glEnableVertexAttribArray(0);
@@ -73,30 +72,16 @@ public class Mesh {
// Bind Normals into a VBO
System.out.println(this.normals.length);
FloatBuffer normals_buffer = stack.callocFloat(this.normals.length);
normals_buffer.put(0, this.normals);
vbo_id = glGenBuffers();
vbo_id_list.add(vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, normals_buffer, GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, normals, GL_STATIC_DRAW);
// Set Normal Attribute
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, false, 0, 0);
// if (normals.length > 0) {
// vbo_id = glGenBuffers();
// vbo_id_list.add(vbo_id);
//
// FloatBuffer normals_buffer = stack.callocFloat(normals.length);
// normals_buffer.put(0, this.normals);
// glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
// glBufferData(GL_ARRAY_BUFFER, normals_buffer, vbo_id);
// glEnableVertexAttribArray(1);
// glVertexAttribPointer(1, 3, GL_FLOAT, false, 0, 0);
// }
// Bind indices in EBO
if (this.indices.length > 0) {
@@ -120,6 +105,31 @@ public class Mesh {
}
}
// https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
private void calculateNormals() {
this.normals = new float[this.indices.length];
// Loop through all tris
for (int i = 0; i < this.indices.length; i += 3) {
int i1 = this.indices[i] * 3;
int i2 = this.indices[i + 1] * 3;
int i3 = this.indices[i + 2] * 3;
Vector3f v1 = new Vector3f(vertices[i1], vertices[i1 + 1], vertices[i1 + 2]);
Vector3f v2 = new Vector3f(vertices[i2], vertices[i2 + 1], vertices[i2 + 2]);
Vector3f v3 = new Vector3f(vertices[i3], vertices[i3 + 1], vertices[i3 + 2]);
Vector3f U = v2.sub(v1);
Vector3f V = v3.sub(v1);
this.normals[i] = (U.y * V.z) - (U.z * V.y);
this.normals[i + 1] = (U.z * V.x) - (U.x * V.z);
this.normals[i + 2] = (U.x * V.y) - (U.y * V.x);
}
}
public void render() {
glBindVertexArray(this.vao_id);
glEnableVertexAttribArray(0);