Use assimp for loading 3d models

This commit is contained in:
SeanOMik 2022-09-21 22:52:06 -04:00
parent 96ac056a5d
commit 5a7e5cd10f
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
22 changed files with 863 additions and 302 deletions

178
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142
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{
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"scene": 0,
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16
CMake/GetTinygltf.cmake Normal file
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set(TINYGLTF_HEADER_ONLY ON CACHE INTERNAL "" FORCE)
set(TINYGLTF_INSTALL OFF CACHE INTERNAL "" FORCE)
set(TINYGLTF_BUILD_LOADER_EXAMPLE OFF CACHE INTERNAL "" FORCE)
# Get the tinygltf header libraries.
include(FetchContent)
FetchContent_Declare(
tinygltf
GIT_REPOSITORY https://github.com/syoyo/tinygltf.git
GIT_TAG eec4c98862b7fb760b2fb70971d7b652e593af9f
)
FetchContent_MakeAvailable(tinygltf)
message("Downloaded tinygltf library to: ${tinygltf_SOURCE_DIR}")
#set(STB_INCLUDE_DIR ${stb_SOURCE_DIR})

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@ -3,7 +3,7 @@ set(CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/CMake;${CMAKE_MODULE_PATH}")
project(SimpleEngine) project(SimpleEngine)
include(cmrc/CMakeRC.cmake) include(cmrc/CMakeRC.cmake)
include (CMake/GetStbLibraries.cmake) include(CMake/GetStbLibraries.cmake)
# Add some CMake options: # Add some CMake options:
option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON) option(SIMPLE_ENGINE_BUILD_EXAMPLES "Build example projects" ON)
@ -20,16 +20,7 @@ find_package(GLEW REQUIRED)
find_package(glfw3 CONFIG REQUIRED) find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED) find_package(glm CONFIG REQUIRED)
find_package(OpenGL REQUIRED) find_package(OpenGL REQUIRED)
find_package(assimp REQUIRED)
# Get the stb header libraries.
#include(FetchContent)
#FetchContent_Declare(
# stb
# GIT_REPOSITORY https://github.com/nothings/stb.git
# GIT_TAG 8b5f1f37b5b75829fc72d38e7b5d4bcbf8a26d55
#)
#FetchContent_MakeAvailable(stb)
#message("Downloaded stb library to: ${stb_SOURCE_DIR}")
# Link sources # Link sources
file(GLOB_RECURSE source_list src/*.cpp) file(GLOB_RECURSE source_list src/*.cpp)
@ -53,12 +44,14 @@ target_link_libraries(simpleengine PUBLIC GLEW::GLEW)
target_link_libraries(simpleengine PUBLIC glfw) target_link_libraries(simpleengine PUBLIC glfw)
target_link_libraries(simpleengine PUBLIC ${GLM_LIBRARIES}) target_link_libraries(simpleengine PUBLIC ${GLM_LIBRARIES})
target_link_libraries(simpleengine PUBLIC ${OPENGL_LIBRARIES}) target_link_libraries(simpleengine PUBLIC ${OPENGL_LIBRARIES})
target_link_libraries(simpleengine PUBLIC assimp)
target_link_libraries(simpleengine PRIVATE simpleengine_resources) target_link_libraries(simpleengine PRIVATE simpleengine_resources)
target_include_directories(simpleengine PUBLIC ${STB_INCLUDE_DIR}) target_include_directories(simpleengine PUBLIC ${STB_INCLUDE_DIR})
# Include some dependencies' include directories # Include some dependencies' include directories
include_directories(${OPENGL_INCLUDE_DIR}) target_include_directories(simpleengine PUBLIC ${OPENGL_INCLUDE_DIR})
include_directories(${GLM_INCLUDE_DIRS}) target_include_directories(simpleengine PUBLIC ${GLM_INCLUDE_DIRS})
# Add examples as a target if the user has them enabled # Add examples as a target if the user has them enabled
if (SIMPLE_ENGINE_BUILD_EXAMPLES) if (SIMPLE_ENGINE_BUILD_EXAMPLES)

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@ -1,9 +1,11 @@
#include "simpleengine/camera.h" #include "simpleengine/camera.h"
#include "simpleengine/ecs/component/model_componenet.h" #include "simpleengine/ecs/component/mesh_component.h"
#include <simpleengine/ecs/component/model_component.h>
#include "simpleengine/ecs/entity.h" #include "simpleengine/ecs/entity.h"
#include "simpleengine/entity_manager.h" #include "simpleengine/entity_manager.h"
#include "simpleengine/gfx/light.h" #include "simpleengine/gfx/light.h"
#include "simpleengine/gfx/material.h" #include "simpleengine/gfx/material.h"
#include "simpleengine/gfx/mesh.h"
#include "simpleengine/gfx/model.h" #include "simpleengine/gfx/model.h"
#include "simpleengine/gfx/renderer.h" #include "simpleengine/gfx/renderer.h"
#include "simpleengine/gfx/texture.h" #include "simpleengine/gfx/texture.h"
@ -16,6 +18,7 @@
#include <simpleengine/game.h> #include <simpleengine/game.h>
#include <simpleengine/vertex.h> #include <simpleengine/vertex.h>
#include <simpleengine/gfx/shaders/core_3d_shader.h> #include <simpleengine/gfx/shaders/core_3d_shader.h>
#include <simpleengine/gfx/model.h>
//#include <simpleengine/scene.h> //#include <simpleengine/scene.h>
@ -166,13 +169,11 @@ int main(int argc, char *argv[]) {
// 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::MeshComponent>(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>(); auto entity = std::make_shared<simpleengine::Entity>();
se::gfx::Model model(material, "examples/dev_testing/resources/dragon.obj"); entity->add_component<se::ModelComponent>("examples/dev_testing/resources/dragon.obj");
entity->add_component<se::ModelComponent>(model);
entity->translate(12.f, -4.f, 0.f); entity->translate(12.f, -4.f, 0.f);
// Create a renderer and submit the entity into it. // Create a renderer and submit the entity into it.

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../../gfx/model.h" #include "../../gfx/mesh.h"
#include "../../event/event.h" #include "../../event/event.h"
#include <iostream> #include <iostream>

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@ -1,7 +1,7 @@
#pragma once #pragma once
#include "component.h" #include "component.h"
#include "../../gfx/model.h" #include "../../gfx/mesh.h"
#include "../../gfx/material.h" #include "../../gfx/material.h"
#include <iostream> #include <iostream>
@ -12,16 +12,16 @@ namespace simpleengine {
* @brief A Model is a object that will be shown on the screen by a renderer. * @brief A Model is a object that will be shown on the screen by a renderer.
* *
*/ */
class ModelComponent : public simpleengine::Component { class MeshComponent : public simpleengine::Component {
public: public:
gfx::Model model; gfx::Mesh model;
//gfx::Material material; //gfx::Material material;
ModelComponent(gfx::Model model) : model(model) { MeshComponent(gfx::Mesh model) : model(model) {
} }
ModelComponent(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, gfx::Material material, MeshComponent(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, gfx::Material material,
bool calculate_normals = false): model(vertices, indicies, material) { bool calculate_normals = false): model(vertices, indicies, material) {
if (calculate_normals) { if (calculate_normals) {
@ -29,7 +29,7 @@ namespace simpleengine {
} }
} }
ModelComponent(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), MeshComponent(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(),
std::optional<gfx::Material> material = std::nullopt, bool calculate_normals = false) : std::optional<gfx::Material> material = std::nullopt, bool calculate_normals = false) :
model(vertices, indicies, material) { model(vertices, indicies, material) {
@ -39,7 +39,7 @@ namespace simpleengine {
} }
virtual void update(const float& delta_time) override { virtual void update(const float& delta_time) override {
std::cout << "Model Component update" << std::endl;
} }
}; };
} }

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@ -0,0 +1,30 @@
#pragma once
#include "component.h"
#include "../../gfx/model.h"
#include <iostream>
#include <vector>
namespace simpleengine {
/**
* @brief A Model is a object that will be shown on the screen by a renderer.
*
*/
class ModelComponent : public simpleengine::Component {
public:
gfx::Model model;
ModelComponent(gfx::Model model) : model(model) {
}
ModelComponent(std::string model_file_path) : model(model_file_path) {
}
virtual void update(const float& delta_time) override {
}
};
}

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@ -54,13 +54,11 @@ namespace simpleengine {
} }
virtual void update(const float& delta_time) override { virtual void update(const float& delta_time) override {
std::cout << "Update entity" << std::endl;
for (auto& component : components) { for (auto& component : components) {
component->update(delta_time); component->update(delta_time);
} }
rotate_y(delta_time * 10); rotate_y(delta_time * 10); // TODO: Remove
} }
template<typename T> template<typename T>

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@ -15,7 +15,7 @@ namespace simpleengine::gfx {
float shine; float shine;
float reflectivity; float reflectivity;
Material(Texture texture, float shine, float reflectivity, float specular_scalar, float ambient_scalar, float diffuse_scalar) : Material(Texture texture, float shine = 1.f, float reflectivity = 0.f, float specular_scalar = 0.f, float ambient_scalar = 0.f, float diffuse_scalar = 0.f) :
texture(texture), ambient_scalar(ambient_scalar), diffuse_scalar(diffuse_scalar), specular_scalar(specular_scalar), texture(texture), ambient_scalar(ambient_scalar), diffuse_scalar(diffuse_scalar), specular_scalar(specular_scalar),
shine(shine), reflectivity(reflectivity) { shine(shine), reflectivity(reflectivity) {

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@ -0,0 +1,55 @@
#pragma once
#include "shader.h"
#include "../event/event.h"
#include "vao.h"
#include "vbo.h"
#include "../vertex.h"
#include "../renderable.h"
#include "../transformable.h"
#include "material.h"
#include <optional>
#include <vector>
namespace simpleengine::gfx {
/**
* @brief A Mesh is a object that will be shown on the screen by a renderer.
*
*/
class Mesh : public simpleengine::Event, public simpleengine::Transformable {
public:
std::optional<Material> material;
std::vector<LitVertex> vertices;
std::vector<GLuint> indicies;
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material);
Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>(), std::optional<Material> material = std::nullopt);
Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao);
Mesh(Material material, std::string filename);
Mesh(Material material, std::ifstream file_stream);
virtual void destroy() override;
virtual void update(const float& delta_time) override;
glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
/**
* @brief Calculate the normals of the model.
*
* @note This **will** overwrite the existing 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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@ -1,55 +1,33 @@
#pragma once #pragma once
#include "shader.h" #include "mesh.h"
#include "../event/event.h" #include "simpleengine/gfx/texture.h"
#include "vao.h"
#include "vbo.h"
#include "../vertex.h"
#include "../renderable.h"
#include "../transformable.h"
#include "material.h"
#include <optional> #include <assimp/material.h>
#include <vector> #include <assimp/mesh.h>
#include <assimp/scene.h>
//#include <assimp/mesh.h>
namespace simpleengine::gfx { namespace simpleengine::gfx {
/** /**
* @brief A Model is a object that will be shown on the screen by a renderer. * @brief A Model is a group of Meshes read from the 3D model file.
*
* The engine uses assimp, so all formats that it supports can be found here:
* https://github.com/assimp/assimp/blob/master/doc/Fileformats.md
* *
*/ */
class Model : public simpleengine::Event, public simpleengine::Transformable { class Model : public simpleengine::Transformable {
protected:
std::string model_directory; // May be needed
public: public:
std::optional<Material> material; std::vector<gfx::Mesh> meshes;
std::vector<LitVertex> vertices;
std::vector<GLuint> indicies;
// Buffer objects Model(std::string file_path);
gfx::VBO ebo;
gfx::VBO vbo; void load_model(std::string path);
gfx::VAO vao; void process_node(aiNode* node, const aiScene* scene);
gfx::Mesh process_mesh(aiMesh* mesh, const aiScene* scene);
Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material); std::vector<Texture> load_material_textures(aiMaterial* material, aiTextureType* type, std::string type_name);
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 update(const float& delta_time) override;
glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
/**
* @brief Calculate the normals of the model.
*
* @note This **will** overwrite the existing 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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@ -5,6 +5,7 @@
#include "texture.h" #include "texture.h"
#include "shader.h" #include "shader.h"
//#include "renderable.h" //#include "renderable.h"
#include "mesh.h"
#include "model.h" #include "model.h"
#include <unordered_map> #include <unordered_map>
@ -19,7 +20,7 @@ namespace simpleengine::gfx {
class RenderingModel { class RenderingModel {
public: public:
std::shared_ptr<simpleengine::Entity> entity; std::shared_ptr<simpleengine::Entity> entity;
std::unordered_map<uint32_t, gfx::Model&> component_models; std::unordered_map<uint32_t, gfx::Mesh&> component_models;
RenderingModel(std::shared_ptr<simpleengine::Entity> entity) : entity(entity) { RenderingModel(std::shared_ptr<simpleengine::Entity> entity) : entity(entity) {

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@ -19,10 +19,12 @@
namespace simpleengine::gfx { namespace simpleengine::gfx {
class Texture { class Texture {
private: private:
unsigned char* img_data; unsigned char* img_data; // TODO Free this if its not used anymore
unsigned int texture_id; unsigned int texture_id;
unsigned int image_type; unsigned int image_type_gl;
Texture() = default;
public: public:
/** /**
* @brief The type of the texture * @brief The type of the texture
@ -36,8 +38,6 @@ namespace simpleengine::gfx {
int height; int height;
int width; int width;
int channels; int channels;
float shine_damper = 1.f;
float reflectivity = 0.f;
Type type; Type type;
/** /**
@ -47,7 +47,7 @@ namespace simpleengine::gfx {
* @param img_2d Whether or not the texture is 2D. * @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture. * @param mipmap Whether or not to generate mipmaps for this texture.
*/ */
Texture(const char* path, bool img_2d = true, bool mipmap = true); Texture(const char* path, Type type = Type::TexT_DIFFUSE, bool img_2d = true, bool mipmap = true);
/** /**
* @brief Construct a new Texture object from the loaded file buffer. * @brief Construct a new Texture object from the loaded file buffer.
@ -57,7 +57,7 @@ namespace simpleengine::gfx {
* @param img_2d Whether or not the texture is 2D. * @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture. * @param mipmap Whether or not to generate mipmaps for this texture.
*/ */
Texture(const unsigned char *const buffer, int buffer_length, bool img_2d = true, bool mipmap = true); Texture(const unsigned char *const buffer, int buffer_length, Type type = Type::TexT_DIFFUSE, bool img_2d = true, bool mipmap = true);
/** /**
* @brief Construct a new Texture object from the loaded file buffer. * @brief Construct a new Texture object from the loaded file buffer.
@ -66,7 +66,9 @@ namespace simpleengine::gfx {
* @param img_2d Whether or not the texture is 2D. * @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture. * @param mipmap Whether or not to generate mipmaps for this texture.
*/ */
Texture(std::vector<unsigned char> buffer, bool img_2d = true, bool mipmap = true); Texture(std::vector<unsigned char> buffer, Type type = Type::TexT_DIFFUSE, bool img_2d = true, bool mipmap = true);
static Texture white_texture();
void bind() const; void bind() const;
void unbind() const; void unbind() const;

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "gfx/model.h" #include "gfx/mesh.h"
#include "entity.h" #include "entity.h"
#include "event/event.h" #include "event/event.h"
#include "renderable.h" #include "renderable.h"

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@ -37,7 +37,6 @@ void main() {
vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity); vec3 final_specular = calculate_specular(unit_normal, shine_damper, reflectivity);
fs_color = vec4(diffuse, 1.f) * texture(u_textures[id], vs_texcoord) + vec4(final_specular, 1.f); fs_color = vec4(diffuse, 1.f) * texture(u_textures[id], vs_texcoord) + vec4(final_specular, 1.f);
//fs_color = texture(u_textures[1], vs_texcoord);
} else { } else {
fs_color = vec4(vs_color, 1.f); // We don't add any reflectivity to solid colored vectors. fs_color = vec4(vs_color, 1.f); // We don't add any reflectivity to solid colored vectors.
} }

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@ -11,6 +11,7 @@ pkgs.mkShell {
glew glew
glfw glfw
glm glm
assimp
(callPackage ./soil2.nix { }) (callPackage ./soil2.nix { })
]; ];
} }

167
src/gfx/mesh.cpp Normal file
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@ -0,0 +1,167 @@
#include "gfx/mesh.h"
#include <optional>
namespace simpleengine::gfx {
Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) :
material(std::make_optional(material)), vertices(vertices), indicies(indicies),
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
}
Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) :
material(material), vertices(vertices), indicies(indicies),
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
}
Mesh::Mesh(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material, gfx::VBO ebo, gfx::VBO vbo, gfx::VAO vao) :
vertices(vertices), indicies(indicies), material(material), ebo(ebo), vbo(vbo), vao(vao) {
}
Mesh::Mesh(Material material, std::string filename) :
Mesh(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;
}
Mesh::Mesh(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 Mesh::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 Mesh::destroy() {
this->ebo.destroy();
this->vbo.destroy();
this->vao.destroy();
}
void Mesh::update(const float& delta_time) {
this->rotate_y(1.f);
}
glm::vec3 Mesh::compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3) {
// Uses p2 as a new origin for p1,p3
auto a = p3 - p2;
auto b = p1 - p2;
// Compute the cross product a X b to get the face normal
return glm::normalize(glm::cross(a, b));
}
void Mesh::calculate_normals() {
std::vector<glm::vec3> normals = std::vector<glm::vec3>(vertices.size());
for (int i = 0; i < indicies.size(); i+=3) {
const glm::vec3& a = vertices[indicies[i]].position;
const glm::vec3& b = vertices[indicies[i + 1]].position;
const glm::vec3& c = vertices[indicies[i + 2]].position;
glm::vec3 normal = compute_face_normal(a, b, c);
normals[indicies[i]] += normal;
normals[indicies[i + 1]] += normal;
normals[indicies[i + 2]] += normal;
}
for (int i = 0; i < normals.size(); i++) {
normals[i] = glm::normalize(normals[i]);
vertices[i].normal = normals[i];
}
}
}

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@ -1,163 +1,114 @@
#include "gfx/model.h" #include "gfx/model.h"
#include "gfx/material.h"
#include "gfx/texture.h"
#include "vector.h"
#include <assimp/Importer.hpp>
#include <assimp/material.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <optional> #include <optional>
namespace simpleengine::gfx { namespace simpleengine::gfx {
Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, Material material) : Model::Model(std::string file_path) {
material(std::make_optional(material)), vertices(vertices), indicies(indicies), load_model(file_path);
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
} }
Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) : void Model::load_model(std::string path) {
material(material), vertices(vertices), indicies(indicies), Assimp::Importer importer;
vbo(gfx::VBO::init(GL_ARRAY_BUFFER, false)), ebo(gfx::VBO::init(GL_ELEMENT_ARRAY_BUFFER, false)),
vao(gfx::VAO::init()) {
} // assimp post processing options: http://assimp.sourceforge.net/lib_html/postprocess_8h.html
const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
Model::Model(Material material,std::string filename) : if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) {
Model(material, std::ifstream(filename, std::ios::in | std::ios::binary)) { std::cout << "ERROR::ASSIMP::" << importer.GetErrorString() << std::endl;
return;
}
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 model_directory = path.substr(0, path.find_last_of('/'));
// 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. process_node(scene->mRootNode, scene);
std::vector<glm::vec2> textures; }
std::vector<glm::vec3> normals;
// Read the vertices, texture coords, and normals. Break when run into indices void Model::process_node(aiNode* node, const aiScene* scene) {
std::string line; // process all the node's meshes (if any)
while (std::getline(file_stream, line)) { for (int i = 0; i < node->mNumMeshes; i++) {
std::vector<std::string> line_tokens = split_string(line, ' '); aiMesh *mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(process_mesh(mesh, scene));
}
if (line_tokens.front() == "v") { // then do the same for each of its children
//glm::vec3 vertex(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3])); for (int i = 0; i < node->mNumChildren; i++) {
obj_vertices.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3])); process_node(node->mChildren[i], scene);
} 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])); gfx::Mesh Model::process_mesh(aiMesh* mesh, const aiScene* scene) {
} else if (line_tokens.front() == "f") { std::vector<LitVertex> vertices;
auto size = obj_vertices.size(); std::vector<unsigned int> indices;
textures.resize(size); std::vector<Texture> textures;
normals.resize(size);
break; for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
LitVertex vertex;
vertex.color = glm::vec3(1.f);
vertex.texture_id = 0;
simpleengine::Vectorf position(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
vertex.position = position;
glm::vec3 normal(mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z);
vertex.normal = normal;
if(mesh->mTextureCoords[0]) {
glm::vec2 tex_coord(mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y);
vertex.tex_coord = tex_coord;
}
vertices.push_back(vertex);
}
// Process indices
for (int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
for (int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
} }
} }
// Process the indicies. This will sort everything for storing inside of the Vertex list. std::optional<gfx::Material> op_mat;
do {
if (!line.starts_with("f")) { // TODO: Process material
continue; if(mesh->mMaterialIndex >= 0) {
} std::cout << "TODO: Process model materials!" << std::endl;
std::vector<std::string> line_tokens = split_string(line, ' ');
std::vector<std::string> vertex1 = split_string(line_tokens[1], '/'); /* aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<std::string> vertex2 = split_string(line_tokens[2], '/'); std::vector<Texture> diffuseMaps = load_material_textures(material,
std::vector<std::string> vertex3 = split_string(line_tokens[3], '/'); aiTextureType_DIFFUSE, "texture_diffuse");
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
process_vertex(vertex1, obj_textures, obj_normals, indicies, textures, normals); std::vector<Texture> specularMaps = load_material_textures(material,
process_vertex(vertex2, obj_textures, obj_normals, indicies, textures, normals); aiTextureType_SPECULAR, "texture_specular");
process_vertex(vertex3, obj_textures, obj_normals, indicies, textures, normals); textures.insert(textures.end(), specularMaps.begin(), specularMaps.end()); */
} 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() {
this->ebo.destroy();
this->vbo.destroy();
this->vao.destroy();
}
void Model::update(const float& delta_time) {
this->rotate_y(1.f);
}
glm::vec3 Model::compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3) {
// Uses p2 as a new origin for p1,p3
auto a = p3 - p2;
auto b = p1 - p2;
// Compute the cross product a X b to get the face normal
return glm::normalize(glm::cross(a, b));
}
void Model::calculate_normals() {
std::vector<glm::vec3> normals = std::vector<glm::vec3>(vertices.size());
for (int i = 0; i < indicies.size(); i+=3) {
const glm::vec3& a = vertices[indicies[i]].position;
const glm::vec3& b = vertices[indicies[i + 1]].position;
const glm::vec3& c = vertices[indicies[i + 2]].position;
glm::vec3 normal = compute_face_normal(a, b, c);
normals[indicies[i]] += normal;
normals[indicies[i + 1]] += normal;
normals[indicies[i + 2]] += normal;
} }
for (int i = 0; i < normals.size(); i++) { // TODO: After we start processing materials, this can be put in the else statement as a fallback.
normals[i] = glm::normalize(normals[i]);
vertices[i].normal = normals[i]; auto white_texture = gfx::Texture::white_texture();
} //gfx::Material mat(white_texture);
//gfx::Texture white_texture("examples/dev_testing/resources/white_texture.png");
gfx::Material mat(white_texture, 1.f, 0.f, 0.f, 0.f, 0.f);
op_mat = std::optional<gfx::Material>(mat);
//return Mesh(vertices, indices, textures);
return Mesh(vertices, indices, op_mat);
} }
}
std::vector<Texture> Model::load_material_textures(aiMaterial* material, aiTextureType* type, std::string type_name) {
}
} // namespace simpleengine::gfx

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@ -1,52 +1,17 @@
#include "gfx/renderer.h" #include "gfx/renderer.h"
#include "ecs/component/component.h" #include "ecs/component/component.h"
#include "ecs/entity.h" #include "ecs/entity.h"
#include "gfx/model.h" #include "gfx/mesh.h"
#include "gfx/vao.h" #include "gfx/vao.h"
#include "renderable.h" #include "renderable.h"
#include "ecs/component/model_componenet.h" #include "ecs/component/mesh_component.h"
#include "ecs/component/model_component.h"
#include <algorithm> #include <algorithm>
namespace simpleengine::gfx { namespace simpleengine::gfx {
void Renderer::RenderingModel::update_buffers() { void create_mesh_buffers(std::shared_ptr<simpleengine::Component> comp, simpleengine::gfx::Mesh& mesh);
if (std::shared_ptr<ModelComponent> comp = entity->get_component<simpleengine::ModelComponent>()) {
auto iter = component_models.find(comp->get_handle());
if (iter == component_models.end()) {
std::cout << "Enabling buffer attributes for ModelComponent (" << comp->get_handle() << ")..." << std::endl;
//iter->second = comp->model;
gfx::Model& model = comp->model;
gfx::VBO& vbo = model.vbo;
gfx::VBO& ebo = model.ebo;
gfx::VAO& vao = model.vao;
vao.bind();
vbo.buffer(model.vertices.data(), 0, sizeof(LitVertex) * model.vertices.size());
if (!model.indicies.empty()) {
ebo.buffer(model.indicies.data(), 0, model.indicies.size() * sizeof(GLuint));
}
// Enable VAO attributes
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position), false);
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color), false);
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal), false);
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord), false);
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id), false);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
component_models.emplace(comp->get_handle(), model);
std::cout << "Enabled all buffer attributes for ModelComponent" << std::endl;
} else {
std::cout << "Already exists" << std::endl;
}
}
}
void Renderer::RenderingModel::destroy_buffers() { void Renderer::RenderingModel::destroy_buffers() {
std::cout << "Destroying entity models..." << std::endl; std::cout << "Destroying entity models..." << std::endl;
@ -119,13 +84,13 @@ namespace simpleengine::gfx {
shader.use(); shader.use();
for (auto& [handle, rendering] : rendering_models) { for (auto& [handle, rendering] : rendering_models) {
if (rendering.component_models.size() > 0) { if (rendering.component_models.size() >= 0) {
std::shared_ptr<Entity>& entity = rendering.entity; std::shared_ptr<Entity>& entity = rendering.entity;
shader.set_uniform_matrix_4f("transform_matrix", entity->transform_matrix, false); shader.set_uniform_matrix_4f("transform_matrix", entity->transform_matrix, false);
for (const auto& pair : rendering.component_models) { for (const auto& pair : rendering.component_models) {
Model& model = pair.second; Mesh& model = pair.second;
std::optional<Material>& material = model.material; std::optional<Material>& material = model.material;
shader.set_uniform_int("u_textures", 0, false); shader.set_uniform_int("u_textures", 0, false);
@ -151,4 +116,64 @@ namespace simpleengine::gfx {
shader.unuse(); shader.unuse();
} }
void Renderer::RenderingModel::update_buffers() {
if (entity->has_component<simpleengine::MeshComponent>()) {
std::shared_ptr<MeshComponent> comp = entity->get_component<simpleengine::MeshComponent>();
auto iter = component_models.find(comp->get_handle());
if (iter == component_models.end()) {
std::cout << "Enabling buffer attributes for MeshComponent (" << comp->get_handle() << ")..." << std::endl;
//iter->second = comp->model;
gfx::Mesh& mesh = comp->model;
create_mesh_buffers(comp, mesh);
component_models.emplace(comp->get_handle(), mesh);
std::cout << "Enabled all buffer attributes for MeshComponent" << std::endl;
} else {
std::cout << "Already exists" << std::endl;
}
} else if (entity->has_component<simpleengine::ModelComponent>()) {
std::shared_ptr<ModelComponent> comp = entity->get_component<simpleengine::ModelComponent>();
auto iter = component_models.find(comp->get_handle());
if (iter == component_models.end()) {
std::cout << "Enabling buffer attributes for ModelComponent (" << comp->get_handle() << ")..." << std::endl;
// Store all the model's meshes
for (auto& mesh : comp->model.meshes) {
create_mesh_buffers(comp, mesh);
component_models.emplace(comp->get_handle(), mesh);
}
std::cout << "Enabled all buffer attributes for ModelComponent" << std::endl;
} else {
std::cout << "Already exists" << std::endl;
}
}
}
void create_mesh_buffers(std::shared_ptr<Component> comp, gfx::Mesh& mesh) {
gfx::VBO& vbo = mesh.vbo;
gfx::VBO& ebo = mesh.ebo;
gfx::VAO& vao = mesh.vao;
vao.bind();
vbo.buffer(mesh.vertices.data(), 0, sizeof(LitVertex) * mesh.vertices.size());
if (!mesh.indicies.empty()) {
ebo.buffer(mesh.indicies.data(), 0, mesh.indicies.size() * sizeof(GLuint));
}
// Enable VAO attributes
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position), false);
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color), false);
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal), false);
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord), false);
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id), false);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
} }

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@ -4,16 +4,18 @@
#include <stb_image.h> #include <stb_image.h>
namespace simpleengine::gfx { namespace simpleengine::gfx {
Texture::Texture(const char* path, bool img_2d, bool mipmap) { Texture::Texture(const char* path, Type type, bool img_2d, bool mipmap): type(type) {
image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D; image_type_gl = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
glGenTextures(1, &texture_id); glGenTextures(1, &texture_id);
bind(); bind();
glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT); int linear_param = mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(image_type_gl, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(image_type_gl, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type_gl, GL_TEXTURE_MIN_FILTER, linear_param);
glTexParameteri(image_type_gl, GL_TEXTURE_MAG_FILTER, linear_param);
// Read 4 channels (RGBA) // Read 4 channels (RGBA)
img_data = stbi_load(path, &width, &height, &channels, 4); img_data = stbi_load(path, &width, &height, &channels, 4);
@ -24,33 +26,27 @@ namespace simpleengine::gfx {
} }
std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl; std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl;
glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data); glTexImage2D(image_type_gl, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
if (mipmap) { if (mipmap) {
glGenerateMipmap(image_type); glGenerateMipmap(image_type_gl);
} }
unbind(); unbind();
} }
/** Texture::Texture(const unsigned char *const buffer, int buffer_length, Type type, bool img_2d, bool mipmap): type(type) {
* @brief Construct a new Texture object from the loaded file buffer. image_type_gl = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
*
* @param buffer The bytes of the loaded file.
* @param buffer_length The length of the buffer.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture::Texture(const unsigned char *const buffer, int buffer_length, bool img_2d, bool mipmap) {
image_type = img_2d ? GL_TEXTURE_2D : GL_TEXTURE_3D;
glGenTextures(1, &texture_id); glGenTextures(1, &texture_id);
bind(); bind();
glTexParameteri(image_type, GL_TEXTURE_WRAP_S, GL_REPEAT); int linear_param = mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
glTexParameteri(image_type, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(image_type_gl, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(image_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(image_type_gl, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(image_type_gl, GL_TEXTURE_MIN_FILTER, linear_param);
glTexParameteri(image_type_gl, GL_TEXTURE_MAG_FILTER, linear_param);
// Read 4 channels (RGBA) // Read 4 channels (RGBA)
img_data = stbi_load_from_memory(buffer, buffer_length, &width, &height, &channels, 4); img_data = stbi_load_from_memory(buffer, buffer_length, &width, &height, &channels, 4);
@ -61,33 +57,61 @@ namespace simpleengine::gfx {
} }
std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl; std::cout << "Loaded image with a width of " << width << "px, a height of " << height << "px and " << channels << " channels" << std::endl;
glTexImage2D(image_type, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data); glTexImage2D(image_type_gl, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data);
if (mipmap) { if (mipmap) {
glGenerateMipmap(image_type); glGenerateMipmap(image_type_gl);
} }
unbind(); unbind();
} }
/** Texture::Texture(std::vector<unsigned char> buffer, Type type, bool img_2d, bool mipmap) :
* @brief Construct a new Texture object from the loaded file buffer. Texture(buffer.data(), buffer.size(), type, img_2d, mipmap) {
*
* @param buffer The bytes of the loaded file.
* @param img_2d Whether or not the texture is 2D.
* @param mipmap Whether or not to generate mipmaps for this texture.
*/
Texture::Texture(std::vector<unsigned char> buffer, bool img_2d, bool mipmap) :
Texture(buffer.data(), buffer.size(), img_2d, mipmap) {
} }
Texture Texture::white_texture() {
// Create the texture
int width = 128, height = 128;
int size = width * height * sizeof(unsigned char) * 4;
unsigned char* data = (unsigned char*) malloc(size);
for(int i = 0; i < size; i++) {
data[i] = 255;
}
Texture texture;
texture.image_type_gl = GL_TEXTURE_2D;
texture.width = width;
texture.height = height;
texture.channels = 4;
texture.type = Texture::Type::TexT_DIFFUSE;
texture.img_data = data;
glGenTextures(1, &texture.texture_id);
texture.bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture.img_data);
texture.unbind();
return texture;
}
void Texture::bind() const { void Texture::bind() const {
glBindTexture(image_type, texture_id); glBindTexture(image_type_gl, texture_id);
} }
void Texture::unbind() const { void Texture::unbind() const {
glBindTexture(image_type, 0); glBindTexture(image_type_gl, 0);
} }
unsigned int Texture::get_texture_id() const { unsigned int Texture::get_texture_id() const {