Readadd obj loading
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@ -171,9 +171,15 @@ int main(int argc, char *argv[]) {
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se::gfx::Material material(white_texture, 1.f, 0.f, 0.f, 0.f, 0.f);
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// Create the entity and add the model component to it.
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auto entity = std::make_shared<simpleengine::Entity>();
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/* auto entity = std::make_shared<simpleengine::Entity>();
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entity->add_component<se::ModelComponent>(cube_vertices, cube_indicies, material, true);
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entity->translate(3.5f, 0.f, 0.f);
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entity->translate(3.5f, 0.f, 0.f); */
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//auto entity = std::make_shared<se::gfx::M>(game.get_window(), core_shader, white_texture, "examples/dev_testing/resources/dragon.obj");
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auto entity = std::make_shared<simpleengine::Entity>();
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se::gfx::Model model(material, "examples/dev_testing/resources/dragon.obj");
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entity->add_component<se::ModelComponent>(model);
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entity->translate(5.f, 0.f, 0.f);
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// Create a renderer and submit the entity into it.
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auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
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@ -30,6 +30,8 @@ namespace simpleengine::gfx {
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Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
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Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
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Model(Material material, std::string filename);
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Model(Material material, std::ifstream file_stream);
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virtual void destroy() override;
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@ -44,5 +46,10 @@ namespace simpleengine::gfx {
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*
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*/
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void calculate_normals();
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private:
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void process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
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const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
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std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
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};
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}
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@ -4,7 +4,7 @@
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namespace simpleengine::gfx {
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Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) :
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material(std::make_optional(material)), vertices(vertices), indicies(indicies),
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vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
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vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
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vao(gfx::VAO::init()) {
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}
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@ -16,6 +16,111 @@ namespace simpleengine::gfx {
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}
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Model::Model(Material material,std::string filename) :
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Model(material, std::ifstream(filename, std::ios::in | std::ios::binary)) {
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}
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std::vector<std::string> split_string(std::string str, const char delim) {
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std::istringstream ss(str);
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std::vector<std::string> tokens;
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size_t pos = 0;
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std::string token;
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while ((pos = str.find(delim)) != std::string::npos) {
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token = str.substr(0, pos);
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tokens.push_back(token);
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str.erase(0, pos + 1);
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}
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tokens.push_back(str);
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return tokens;
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}
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Model::Model(Material material, std::ifstream file_stream) :
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vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
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vao(gfx::VAO::init()), material(material) {
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if (!file_stream.is_open()) {
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std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
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throw std::runtime_error("Failed to open ObjModel model file");
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}
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// The vertices, texture coords, and normals that were read from the obj file
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// these are not in a particular order.
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std::vector<glm::vec3> obj_vertices;
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std::vector<glm::vec2> obj_textures;
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std::vector<glm::vec3> obj_normals;
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// The texture coords and normals that have been sorted.
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std::vector<glm::vec2> textures;
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std::vector<glm::vec3> normals;
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// Read the vertices, texture coords, and normals. Break when run into indices
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std::string line;
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while (std::getline(file_stream, line)) {
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std::vector<std::string> line_tokens = split_string(line, ' ');
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if (line_tokens.front() == "v") {
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//glm::vec3 vertex(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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obj_vertices.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "vt") {
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obj_textures.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]));
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} else if (line_tokens.front() == "vn") {
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obj_normals.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "f") {
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auto size = obj_vertices.size();
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textures.resize(size);
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normals.resize(size);
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break;
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}
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}
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// Process the indicies. This will sort everything for storing inside of the Vertex list.
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do {
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if (!line.starts_with("f")) {
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continue;
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}
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std::vector<std::string> line_tokens = split_string(line, ' ');
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std::vector<std::string> vertex1 = split_string(line_tokens[1], '/');
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std::vector<std::string> vertex2 = split_string(line_tokens[2], '/');
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std::vector<std::string> vertex3 = split_string(line_tokens[3], '/');
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process_vertex(vertex1, obj_textures, obj_normals, indicies, textures, normals);
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process_vertex(vertex2, obj_textures, obj_normals, indicies, textures, normals);
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process_vertex(vertex3, obj_textures, obj_normals, indicies, textures, normals);
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} while (std::getline(file_stream, line));
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file_stream.close();
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const int texture_id = 0;
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std::cout << "Texture ID: " << texture_id << std::endl;
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// Insert everything into lit_vertices.
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for (int i = 0; i < obj_vertices.size(); i++) {
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vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i), texture_id);
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}
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}
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void Model::process_vertex(const std::vector<std::string>& vertex_data, const std::vector<glm::vec2>& in_textures,
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const std::vector<glm::vec3>& in_normals, std::vector<GLuint>& out_indicies,
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std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
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// Get the index the current vertex and put it in indicies
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int currentVertexIndex = stoi(vertex_data[0]) - 1;
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out_indicies.push_back(currentVertexIndex);
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// Read texture coords
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glm::vec2 current_tex = in_textures.at(stoi(vertex_data[1]) - 1);
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current_tex.y = 1 - current_tex.y;
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out_textures.at(currentVertexIndex) = current_tex;
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// Read normals
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glm::vec3 current_norm = in_normals.at(stoi(vertex_data[2]) - 1);
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out_normals.at(currentVertexIndex) = current_norm;
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}
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void Model::destroy() {
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this->ebo.destroy();
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this->vbo.destroy();
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