Readadd obj loading

This commit is contained in:
SeanOMik 2022-09-16 17:39:24 -04:00
parent ca6c2337d6
commit 2a72a30aa2
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
3 changed files with 121 additions and 3 deletions

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@ -171,9 +171,15 @@ int main(int argc, char *argv[]) {
se::gfx::Material material(white_texture, 1.f, 0.f, 0.f, 0.f, 0.f); se::gfx::Material material(white_texture, 1.f, 0.f, 0.f, 0.f, 0.f);
// Create the entity and add the model component to it. // Create the entity and add the model component to it.
auto entity = std::make_shared<simpleengine::Entity>(); /* auto entity = std::make_shared<simpleengine::Entity>();
entity->add_component<se::ModelComponent>(cube_vertices, cube_indicies, material, true); entity->add_component<se::ModelComponent>(cube_vertices, cube_indicies, material, true);
entity->translate(3.5f, 0.f, 0.f); entity->translate(3.5f, 0.f, 0.f); */
//auto entity = std::make_shared<se::gfx::M>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/dragon.obj");
auto entity = std::make_shared<simpleengine::Entity>();
se::gfx::Model model(material, "examples/dev_testing/resources/dragon.obj");
entity->add_component<se::ModelComponent>(model);
entity->translate(5.f, 0.f, 0.f);
// Create a renderer and submit the entity into it. // Create a renderer and submit the entity into it.
auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader); auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);

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@ -30,6 +30,8 @@ namespace simpleengine::gfx {
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material); Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt); Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
Model(Material material, std::string filename);
Model(Material material, std::ifstream file_stream);
virtual void destroy() override; virtual void destroy() override;
@ -44,5 +46,10 @@ namespace simpleengine::gfx {
* *
*/ */
void calculate_normals(); void calculate_normals();
private:
void process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
}; };
} }

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@ -16,6 +16,111 @@ namespace simpleengine::gfx {
} }
Model::Model(Material material,std::string filename) :
Model(material, std::ifstream(filename, std::ios::in | std::ios::binary)) {
}
std::vector<std::string> split_string(std::string str, const char delim) {
std::istringstream ss(str);
std::vector<std::string> tokens;
size_t pos = 0;
std::string token;
while ((pos = str.find(delim)) != std::string::npos) {
token = str.substr(0, pos);
tokens.push_back(token);
str.erase(0, pos + 1);
}
tokens.push_back(str);
return tokens;
}
Model::Model(Material material, std::ifstream file_stream) :
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()), material(material) {
if (!file_stream.is_open()) {
std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
throw std::runtime_error("Failed to open ObjModel model file");
}
// The vertices, texture coords, and normals that were read from the obj file
// these are not in a particular order.
std::vector<glm::vec3> obj_vertices;
std::vector<glm::vec2> obj_textures;
std::vector<glm::vec3> obj_normals;
// The texture coords and normals that have been sorted.
std::vector<glm::vec2> textures;
std::vector<glm::vec3> normals;
// Read the vertices, texture coords, and normals. Break when run into indices
std::string line;
while (std::getline(file_stream, line)) {
std::vector<std::string> line_tokens = split_string(line, ' ');
if (line_tokens.front() == "v") {
//glm::vec3 vertex(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
obj_vertices.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
} else if (line_tokens.front() == "vt") {
obj_textures.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]));
} else if (line_tokens.front() == "vn") {
obj_normals.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
} else if (line_tokens.front() == "f") {
auto size = obj_vertices.size();
textures.resize(size);
normals.resize(size);
break;
}
}
// Process the indicies. This will sort everything for storing inside of the Vertex list.
do {
if (!line.starts_with("f")) {
continue;
}
std::vector<std::string> line_tokens = split_string(line, ' ');
std::vector<std::string> vertex1 = split_string(line_tokens[1], '/');
std::vector<std::string> vertex2 = split_string(line_tokens[2], '/');
std::vector<std::string> vertex3 = split_string(line_tokens[3], '/');
process_vertex(vertex1, obj_textures, obj_normals, indicies, textures, normals);
process_vertex(vertex2, obj_textures, obj_normals, indicies, textures, normals);
process_vertex(vertex3, obj_textures, obj_normals, indicies, textures, normals);
} while (std::getline(file_stream, line));
file_stream.close();
const int texture_id = 0;
std::cout << "Texture ID: " << texture_id << std::endl;
// Insert everything into lit_vertices.
for (int i = 0; i < obj_vertices.size(); i++) {
vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i), texture_id);
}
}
void Model::process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
// Get the index the current vertex and put it in indicies
int currentVertexIndex = stoi(vertex_data[0]) - 1;
out_indicies.push_back(currentVertexIndex);
// Read texture coords
glm::vec2 current_tex = in_textures.at(stoi(vertex_data[1]) - 1);
current_tex.y = 1 - current_tex.y;
out_textures.at(currentVertexIndex) = current_tex;
// Read normals
glm::vec3 current_norm = in_normals.at(stoi(vertex_data[2]) - 1);
out_normals.at(currentVertexIndex) = current_norm;
}
void Model::destroy() { void Model::destroy() {
this->ebo.destroy(); this->ebo.destroy();
this->vbo.destroy(); this->vbo.destroy();