I'm loading a Collada (.dae file) and the model has 2 objects. The first which is a cloth with alot of vertices with a light blue material.
And the second a box which the cloth is supposed to fold around as it falls down.
This is supposed to be a 250 frame animation, but I'm not sure if it actually is or not. When I load it into Assimp's aiScene*
it says HasAnimation() == 0
... It also says that the mesh for the cloth has no color, with the HasVertexColors() == 0
Which has me worried I have to take another look at exporting it. I don't know, maybe you can tell?
I'll link it on an external side as it is too large for this post. (Sorry for that)
Falling Cloth (Collada animation .dae):
http://pastebin.com/54LkKq8k
My problem is that I don't see the light blue cloth, and the box is black, as in (0, 0, 0)
...
Initializing VBO:
void AssimpMesh::initMesh(aiMesh *mesh, MeshData *data) {
//Buffer for temporary storage of new ids
GLuint id;
//Make vertex array
glGenVertexArrays(1, &id);
data->meshArray = id;
//Tell OpenGL to use this array
glBindVertexArray(id);
//Assign vertices
if (mesh->HasPositions()) {
//Make buffer
glGenBuffers(1, &id);
data->buffers.push_back(id);
data->bufferNames.push_back("Positions");
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mVertices[0], GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_VERTEX);
glVertexAttribPointer(VBO_VERTEX, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
}
//Assign colors
if (mesh->HasVertexColors(0)) {
//Make buffer
glGenBuffers(1, &id);
data->buffers.push_back(id);
data->bufferNames.push_back("Colors");
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, sizeof(aiColor4D) * mesh->mNumVertices, &mesh->mColors[0], GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_COLOR);
glVertexAttribPointer(VBO_COLOR, 4, GL_FLOAT, GL_FALSE, NULL, NULL);
}
//Assign texture coords
if (mesh->HasTextureCoords(0)) {
//Make buffer
glGenBuffers(1, &id);
data->buffers.push_back(id);
data->bufferNames.push_back("TextureCoords");
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mTextureCoords[0], GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_TEXCORD);
glVertexAttribPointer(VBO_TEXCORD, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
}
//Assign colors
if (mesh->HasNormals()) {
//Make buffer
glGenBuffers(1, &id);
data->buffers.push_back(id);
data->bufferNames.push_back("Normals");
//Set buffer data
glBindBuffer(GL_ARRAY_BUFFER, id);
glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D) * mesh->mNumVertices, &mesh->mNormals[0], GL_STATIC_DRAW);
//Set shader attribute data
glEnableVertexAttribArray(VBO_NORMAL);
glVertexAttribPointer(VBO_NORMAL, 3, GL_FLOAT, GL_FALSE, NULL, NULL);
}
if (mesh->HasFaces()) {
vector <unsigned int> indices;
aiFace face;
for (int i = 0; i < mesh->mNumFaces; i++) {
face = mesh->mFaces[i];
for (int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
//Make buffer
glGenBuffers(1, &id);
data->buffers.push_back(id);
data->bufferNames.push_back("Faces");
//Set buffer data
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int) * indices.size(), &indices.front(), GL_STATIC_DRAW);
}
//Unbind vertex array
glBindVertexArray(NULL);
}
Draw model:
void AssimpMesh::draw() {
//Draw all vertex arrays
aiMesh *mesh;
aiFace face;
MeshData *data;
for (int i = 0; i < meshes.size(); i++) {
mesh = scene->mMeshes[i];
face = mesh->mFaces[0];
data = meshes[i];
//Tell OpenGL to use this array
glBindVertexArray(data->meshArray);
//Tell OpenGL which shader to use
glUseProgram(data->program);
//Draw the elements of the array
glDrawElements(GL_TRIANGLES, face.mNumIndices * mesh->mNumFaces, GL_UNSIGNED_INT, 0);
}
//Unbind vertex array
glBindVertexArray(NULL);
//Unbind shader
glUseProgram(NULL);
}
Vertex shader:
#version 120
attribute vec3 vertex;
attribute vec4 color;
attribute vec3 texCoord;
attribute vec3 normal;
uniform mat4 transform;
varying vec3 shared_color;
varying vec2 shared_texCoord;
varying vec3 shared_normal;
void main() {
gl_Position = transform * vec4(vertex, 1.0);
//Send data to fragment shader
shared_color = color.xyz;
shared_texCoord = texCoord.xy;
shared_normal = (transform * vec4(normal, 0.0)).xyz;
}
Fragment shader:
#version 120
uniform sampler2D diffuse;
uniform int flagTexture;
varying vec3 shared_color;
varying vec2 shared_texCoord;
varying vec3 shared_normal;
void main() {
vec4 color = vec4(shared_color, 1);
vec4 texture = texture2D(diffuse, shared_texCoord);
vec4 finalColor = color;
if (flagTexture >= 1) {
finalColor = vec4(mix(color.rgb, texture.bgr, texture.a), 1);
//finalColor = color * texture;
}
float shade = 0;
if (shade >= 1) {
vec3 lightPosition = vec3(0, 0, -1);
float shadowDarkness = 0.8;
vec3 actualLightPos = vec3(-lightPosition.x, lightPosition.y, lightPosition.z);
float lightStrength = clamp(dot(actualLightPos, shared_normal), 1 - shadowDarkness, 1.0);
vec4 litColor = finalColor * lightStrength;
finalColor = litColor;
}
gl_FragColor = finalColor;
}