Extract and render colors for mesh
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@ -1,6 +1,6 @@
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(ns nol.core
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(ns nol.core
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(:require [clojure.math])
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(:require [clojure.math])
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(:import [org.lwjgl.assimp Assimp AIFace AIMaterial AIMesh AIScene AIVector3D]
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(:import [org.lwjgl.assimp AIColor4D AIFace AIMaterial AIMaterial$Buffer AIMesh AIScene AIVector3D Assimp]
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[org.lwjgl.glfw GLFW GLFWErrorCallbackI GLFWKeyCallbackI]
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[org.lwjgl.glfw GLFW GLFWErrorCallbackI GLFWKeyCallbackI]
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[org.lwjgl.opengl GL GL11 GL15 GL20 GL33 GL30 GL45]
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[org.lwjgl.opengl GL GL11 GL15 GL20 GL33 GL30 GL45]
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[org.lwjgl.system MemoryUtil MemoryStack]
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[org.lwjgl.system MemoryUtil MemoryStack]
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@ -62,11 +62,11 @@
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(GL20/glUseProgram program)
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(GL20/glUseProgram program)
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(let [color-loc (GL20/glGetUniformLocation program "uColor")]
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(let [color-loc (GL20/glGetUniformLocation program "uColor")]
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(GL20/glUniform4f color-loc 1.0 0.5 0.2 1.0))
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(doseq [m meshes
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:let [[r g b a] (:color (:mesh m))]]
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(doseq [m meshes]
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(GL20/glUniform4f color-loc r g b a)
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(GL30/glBindVertexArray (:vao m))
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(GL30/glBindVertexArray (:vao m))
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(GL11/glDrawElements GL11/GL_TRIANGLES (:indices-count m) GL11/GL_UNSIGNED_INT 0))
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(GL11/glDrawElements GL11/GL_TRIANGLES (:indices-count m) GL11/GL_UNSIGNED_INT 0)))
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(GL30/glBindVertexArray 0)
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(GL30/glBindVertexArray 0)
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(GL20/glUseProgram 0))
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(GL20/glUseProgram 0))
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@ -86,7 +86,7 @@
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(GLFW/glfwWindowHint GLFW/GLFW_CONTEXT_VERSION_MINOR 5)
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(GLFW/glfwWindowHint GLFW/GLFW_CONTEXT_VERSION_MINOR 5)
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(GLFW/glfwWindowHint GLFW/GLFW_OPENGL_PROFILE GLFW/GLFW_OPENGL_CORE_PROFILE)
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(GLFW/glfwWindowHint GLFW/GLFW_OPENGL_PROFILE GLFW/GLFW_OPENGL_CORE_PROFILE)
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(let [window (GLFW/glfwCreateWindow 1900 #_300 1100 "NOL" MemoryUtil/NULL MemoryUtil/NULL)]
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(let [window (GLFW/glfwCreateWindow 960 #_1900 300 #_1100 "NOL" MemoryUtil/NULL MemoryUtil/NULL)]
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(when (= window MemoryUtil/NULL)
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(when (= window MemoryUtil/NULL)
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(GLFW/glfwTerminate)
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(GLFW/glfwTerminate)
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(throw (RuntimeException. "Failed to create window")))
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(throw (RuntimeException. "Failed to create window")))
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@ -136,7 +136,12 @@
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(defn extract-mesh [^AIScene scene idx]
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(defn extract-mesh [^AIScene scene idx]
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(let [meshes (.mMeshes scene)]
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(let [meshes (.mMeshes scene)]
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(let [mesh (AIMesh/create (.get meshes idx))
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(let [mesh (AIMesh/create (long (.get meshes idx)))
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mat-idx (.mMaterialIndex mesh)
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mat-ptr ^long (.get (.mMaterials scene) mat-idx)
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material (AIMaterial/create (long mat-ptr))
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mat-color (AIColor4D/create)
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_ (Assimp/aiGetMaterialColor material Assimp/AI_MATKEY_COLOR_DIFFUSE 0 0 ^AIColor4D mat-color)
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verts (.mVertices mesh)
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verts (.mVertices mesh)
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n (.mNumVertices mesh)
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n (.mNumVertices mesh)
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vert-arr (float-array (* 3 n))
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vert-arr (float-array (* 3 n))
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@ -154,7 +159,11 @@
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(aset idx-arr (+ (* i 3) 0) (.get idxs 0))
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(aset idx-arr (+ (* i 3) 0) (.get idxs 0))
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(aset idx-arr (+ (* i 3) 1) (.get idxs 1))
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(aset idx-arr (+ (* i 3) 1) (.get idxs 1))
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(aset idx-arr (+ (* i 3) 2) (.get idxs 2))))
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(aset idx-arr (+ (* i 3) 2) (.get idxs 2))))
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{:verts vert-arr :indices idx-arr :mat-idx (.mMaterialIndex mesh)})))
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{:verts vert-arr :indices idx-arr :mat-idx (.mMaterialIndex mesh)
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:color (let [color [(.r mat-color) (.g mat-color) (.b mat-color) (.a mat-color)]]
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(if (= color [1.0 1.0 1.0 1.0])
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[(rand) (rand) (rand) 1.0]
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color))})))
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(defn load-model [path]
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(defn load-model [path]
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(let [flags (bit-or Assimp/aiProcess_Triangulate
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(let [flags (bit-or Assimp/aiProcess_Triangulate
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@ -181,10 +190,13 @@
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(GL45/glVertexArrayAttribBinding vao 0 0)
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(GL45/glVertexArrayAttribBinding vao 0 0)
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(GL45/glEnableVertexArrayAttrib vao 0)
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(GL45/glEnableVertexArrayAttrib vao 0)
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{:vbo vbo :vao vao :ebo ebo
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{:vbo vbo :vao vao :ebo ebo
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:mesh mesh
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:indices-count (alength (:indices mesh))})))))
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:indices-count (alength (:indices mesh))})))))
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(with-gl
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(with-gl
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(GL11/glClearColor 0.392 0.584 0.929 1.0))
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(GL11/glClearColor 0.392 0.584 0.929 1.0))
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(with-gl
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(GL11/glClearColor 0.0 0.0 0.0 1.0))
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(with-gl
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(with-gl
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(GL45/glNamedBufferSubData (:vbo @state) 0 ^floats (float-array [ 0.0 0.5 0.0
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(GL45/glNamedBufferSubData (:vbo @state) 0 ^floats (float-array [ 0.0 0.5 0.0
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