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;
}
I see a couple of problems here after looking at the documentation of the library you're using:
glVertexAttribPointer()
.glVertexAttribPointer()
.glBufferData()
as your indices. Effectively, you're passing a sequence of index counts and pointers instead of a sequence of indices.glDrawElements()
is the number of indices, not the number of triangles.Let us know how it goes once these are fixed. Another common source of errors is how the vertex attributes are tied to the vertex shader, which is code we don't see here.