Start working on scene based rendering
The renderer will render a scene object which has entities and "stray" models to render
This commit is contained in:
parent
3a49373d75
commit
61ff63bef0
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@ -1,22 +1,24 @@
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#include "simpleengine/camera.h"
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#include "simpleengine/gfx/light.h"
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#include "simpleengine/gfx/material.h"
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#include "simpleengine/gfx/model.h"
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#include "simpleengine/gfx/renderer.h"
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#include "simpleengine/gfx/texture.h"
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#include "simpleengine/objects/3d/terrain.h"
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#include "simpleengine/vector.h"
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/fwd.hpp>
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#include <memory>
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#include <simpleengine/gfx/shader.h>
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#include <simpleengine/renderable.h>
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#include <simpleengine/event/event.h>
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#include <simpleengine/shader_program.h>
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#include <simpleengine/game.h>
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#include <simpleengine/vertex.h>
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#include <simpleengine/objects/3d/mesh.h>
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#include <simpleengine/gfx/shaders/core_3d_shader.h>
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#include <simpleengine/scene.h>
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/fwd.hpp>
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#include <memory>
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#include <chrono>
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#include <iostream>
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#include <sstream>
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@ -33,22 +35,6 @@ CMRC_DECLARE(resource_shaders);
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namespace se = simpleengine;
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class RendererEvent : public se::Event {
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public:
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RendererEvent(se::gfx::Renderer renderer) : se::Event(), renderer(renderer) {}
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~RendererEvent() = default;
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se::gfx::Renderer renderer;
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virtual void update(const float& delta_time) override {
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}
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virtual void render(GLFWwindow* target) override {
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this->renderer.render(nullptr);
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}
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};
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std::string read_resource_shader(const std::string& path) {
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auto fs = cmrc::resource_shaders::get_filesystem();
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cmrc::file vertex_file = fs.open(path);
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@ -153,14 +139,17 @@ int main(int argc, char *argv[]) {
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5, 6, 12, 12, 6, 13
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};
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auto cube = std::make_shared<se::gfx::Model>(game.get_window(), core_shader, cube_vertices, cube_indicies);
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se::gfx::Material material(white_texture, 1.f, 0.f, 0.f, 0.f, 0.f);
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auto cube = std::make_shared<se::gfx::Model>(cube_vertices, cube_indicies,
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std::optional<se::gfx::Material>(material));
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cube->calculate_normals();
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cube->translate(3.5f, 0.f, 0.f);
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//game.add_event(cube);
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auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
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/* auto renderer = std::make_shared<se::gfx::Renderer>(game.get_window(), core_shader);
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renderer->add_model(white_texture, cube);
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game.add_event(renderer);
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game.add_event(renderer); */
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/* auto r_event = std::make_shared<RendererEvent>(renderer);
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game.add_event(r_event); */
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@ -12,7 +12,7 @@
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namespace simpleengine {
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class Camera : public simpleengine::Event {
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private:
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//glm::vec3 camera_forward;
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GLFWwindow* window;
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public:
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glm::vec3 position;
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glm::vec3 rotation;
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@ -20,9 +20,6 @@ namespace simpleengine {
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glm::mat4 projection_matrix;
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glm::mat4 view_matrix;
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//glm::vec3 camera_rotation;
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/* glm::vec3 world_up = glm::vec3(0.f, 1.f, 0.f);
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glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f); */
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glm::vec3 camera_front = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 camera_up = glm::vec3(0.0f, 1.0f, 0.0f);
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@ -40,6 +37,5 @@ namespace simpleengine {
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glm::vec3 cam_front = glm::vec3(0.f, 0.f, -1.f));
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virtual void update(const float& delta_time) override;
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virtual void render(GLFWwindow* target) override;
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};
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}
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@ -0,0 +1,27 @@
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#pragma once
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#include "gfx/model.h"
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#include "event/event.h"
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#include <iostream>
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#include <vector>
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namespace simpleengine {
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/**
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* @brief A Model is a object that will be shown on the screen by a renderer.
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*
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*/
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class Component : public simpleengine::Event {
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public:
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Component() = default;
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virtual void update(const float& delta_time) override {
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std::cout << "Component update" << std::endl;
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}
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virtual std::vector<std::shared_ptr<gfx::Model>> get_renderable_models() {
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std::cout << "Got renderables" << std::endl;
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return {};
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}
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};
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}
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@ -0,0 +1,46 @@
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#pragma once
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#include "component.h"
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#include "transformable.h"
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#include <iterator>
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#include <vector>
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#include <iostream>
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namespace simpleengine {
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/**
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* @brief A Model is a object that will be shown on the screen by a renderer.
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*
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*/
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class Entity : public simpleengine::Event, public simpleengine::Transformable {
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public:
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std::vector<Component> components;
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Entity(std::vector<Component> components = {}) : components(components) {
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}
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virtual void update(const float& delta_time) override {
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std::cout << "Update entity" << std::endl;
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for (auto& component : components) {
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component.update(delta_time);
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}
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}
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virtual std::vector<std::shared_ptr<gfx::Model>> get_renderable_models() {
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std::cout << "Got renderables from entity" << std::endl;
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std::vector<std::shared_ptr<gfx::Model>> models;
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for (auto& component : components) {
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std::vector<std::shared_ptr<gfx::Model>> comp_models = component.get_renderable_models();
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// Move comp_models into models
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models.insert(models.end(), std::make_move_iterator(comp_models.begin()),
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std::make_move_iterator(comp_models.end()));
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}
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return models;
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}
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};
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}
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@ -9,12 +9,9 @@
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namespace simpleengine {
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class Event : public simpleengine::Destructable {
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public:
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explicit Event(GLFWwindow* window = nullptr) : window(window) {}
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Event() = default;
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virtual ~Event() = default;
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virtual void update(const float& delta_time) = 0;
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virtual void render(GLFWwindow* target) = 0;
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protected:
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GLFWwindow* window;
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};
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}
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#pragma once
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#include "texture.h"
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#include <GLFW/glfw3.h>
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namespace simpleengine::gfx {
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class Material {
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public:
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Texture texture;
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float ambient_scalar;
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float diffuse_scalar;
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float specular_scalar;
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float shine;
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float reflectivity;
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Material(Texture texture, float shine, float reflectivity, float specular_scalar, float ambient_scalar, float diffuse_scalar) :
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texture(texture), ambient_scalar(ambient_scalar), diffuse_scalar(diffuse_scalar), specular_scalar(specular_scalar),
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shine(shine), reflectivity(reflectivity) {
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}
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};
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}
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#pragma once
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#include "shader.h"
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#include "../event/event.h"
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#include "vao.h"
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#include "vbo.h"
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#include "../vertex.h"
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#include "../renderable.h"
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#include "../transformable.h"
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#include "material.h"
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#include <optional>
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#include <vector>
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namespace simpleengine::gfx {
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class Model : public simpleengine::Renderable, public simpleengine::Transformable {
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/**
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* @brief A Model is a object that will be shown on the screen by a renderer.
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*
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*/
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class Model : public simpleengine::Event, public simpleengine::Transformable {
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public:
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std::optional<Material> material;
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std::vector<LitVertex> vertices;
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std::vector<GLuint> indicies;
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gfx::VBO ebo;
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gfx::VBO vbo;
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gfx::VAO vao;
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gfx::Shader shader;
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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(GLFWwindow* window, gfx::Shader shader, std::vector<LitVertex> vertices, std::vector<GLuint> indicies = std::vector<GLuint>());
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Model(GLFWwindow* window, GLuint shader_program, std::vector<LitVertex> vertices,
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std::vector<GLuint> indicies = std::vector<GLuint>());
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protected:
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virtual void setup_vertices();
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public:
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virtual void update(const float& delta_time) override;
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virtual void render(GLFWwindow* target) override;
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private:
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glm::vec3 compute_face_normal(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3);
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public:
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/**
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* @brief Calculate the normals of the model.
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*
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#pragma once
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/* #include "shader.h"
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#include "vao.h"
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#include "vbo.h"
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#include "../vertex.h"
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#include "../renderable.h"
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#include "../transformable.h" */
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#include "ssbo.h"
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#include "shader.h"
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#include "model.h"
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#include "texture.h"
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#include <GLFW/glfw3.h>
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#include <vector>
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namespace simpleengine::gfx {
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class TexturedModel : public simpleengine::gfx::Model {
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public:
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std::vector<gfx::Texture> textures;
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TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<LitVertex> vertices,
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std::vector<GLuint> indicies = std::vector<GLuint>());
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TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture, std::vector<LitVertex> vertices,
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std::vector<GLuint> indicies = std::vector<GLuint>());
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TexturedModel(GLFWwindow* window, gfx::Shader shader, std::vector<gfx::Texture> textures, std::vector<LitVertex> vertices,
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std::vector<GLuint> indicies = std::vector<GLuint>());
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TexturedModel(GLFWwindow* window, GLuint shader_program, std::vector<gfx::Texture> textures, std::vector<LitVertex> vertices,
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std::vector<GLuint> indicies = std::vector<GLuint>());
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virtual void update(const float& delta_time) override;
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virtual void render(GLFWwindow* target) override;
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};
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}
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@ -50,9 +50,10 @@ namespace simpleengine::gfx {
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void bind() const {
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glBindVertexArray(handle);
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// TODO: Handle opengl errors EVERYWHERE
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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//fprintf(stderr, "Ran into opengl error: 0x%x\n", err);
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fprintf(stderr, "Ran into opengl error: 0x%x\n", err);
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//std::cerr << "Ran into enum error: "
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}
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}
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <vector>
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#include "../../optional.h"
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#include "../../vector.h"
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#include "../../vertex.h"
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#include "../../renderable.h"
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#include "../../transformable.h"
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#include "../../gfx/vao.h"
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#include "../../gfx/vbo.h"
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#include "../../gfx/shader.h"
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#include "../../gfx/texture.h"
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#include "../../gfx/textured_model.h"
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namespace simpleengine::objects_3d {
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class Mesh : public simpleengine::gfx::TexturedModel {
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private:
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/**
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* @brief Split a string multiple times (if possible) with a character delimiter.
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*
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* @param str The string to split.
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* @param delim The character to split by.
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* @return std::vector<std::string> The tokens that were split out of str.
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*/
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std::vector<std::string> split_string(std::string str, const char delim);
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/**
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* @brief Process a vertex from tokens read from the .obj file.
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*
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* @param vertex_data The vertex string tokens to process the vertex from.
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* @param in_textures The texture coords that are unsorted, just read from the .obj file.
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* @param in_normals The normals that are unsorted, just read from the .obj file.
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* @param out_indicies (out) The vector to insert the indicies that were extracted from `vertex_data` into.
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* @param out_textures (out) The vector to insert the texture coords that were extracted from `vertex_data` into.
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* @param out_normals (out) The vector to insert the normals that were extracted from `vertex_data` into.
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*/
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static 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, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
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private:
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/**
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* @brief This is replaced with `lit_vertices`!!!!
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*
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*/
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using simpleengine::gfx::Model::vertices;
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public:
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std::vector<LitVertex> lit_vertices;
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Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
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Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
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virtual void update(const float& delta_time) override;
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};
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}
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#pragma once
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#include "../../gfx/model.h"
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#include "../../gfx/texture.h"
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#include "../../gfx/textured_model.h"
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#include "../../renderable.h"
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#include "../../vertex.h"
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#include <vector>
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namespace simpleengine::objects_3d {
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class Terrain : public simpleengine::gfx::TexturedModel {
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private:
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/**
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* @brief DO NOT USE!!! Replaced with lit_vertices
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*
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*/
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using gfx::Model::vertices;
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public:
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std::vector<LitVertex> lit_vertices;
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const float size;
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const int vertex_count;
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float x;
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float y;
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gfx::Texture texture;
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Terrain(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, int grid_x, int grid_y, float size = 800.f, int vertex_count = 128) :
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simpleengine::gfx::TexturedModel(window, shader, { texture }, std::vector<LitVertex>()), x(grid_x * size), y(grid_y * size),
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texture(texture), size(size), vertex_count(vertex_count) {
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generate_terrain();
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}
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protected:
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virtual void setup_vertices() override {
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vao.bind();
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vbo.buffer(lit_vertices.data(), 0, sizeof(LitVertex) * lit_vertices.size());
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ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
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// Enable VAO attributes
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vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
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//vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
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vao.enable_attrib(vbo, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
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vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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public:
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void generate_terrain() {
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lit_vertices.clear();
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indicies.clear();
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// Reserve space for vertices and indicies before hand.
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int count = pow(vertex_count, 2);
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lit_vertices.reserve(count);
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indicies.reserve(6 * pow(vertex_count - 1, 2));
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int vertex_index = 0;
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for (int i = 0; i < vertex_count; i++) {
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for (int j = 0; j < vertex_count; j++) {
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Vectorf pos( (float) j / ((float) vertex_count - 1) * size, 0, (float) i / ((float) vertex_count - 1) * size);
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glm::vec2 tex( (float) j / (float) vertex_count - 1, (float) i / (float) vertex_count - 1);
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glm::vec3 normals(0, 1, 0);
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lit_vertices.emplace_back(pos, tex, normals);
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vertex_index++;
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}
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}
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int indicies_index = 0;
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for (int i = 0; i < vertex_count; i++) {
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for (int j = 0; j < vertex_count; j++) {
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int top_left = (i * vertex_count) + j;
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int top_right = top_left + 1;
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int bottom_left = ((i + 1) * vertex_count) + j;
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int bottom_right = bottom_left + 1;
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indicies.push_back(top_left);
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indicies.push_back(bottom_left);
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indicies.push_back(top_right);
|
||||
indicies.push_back(top_right);
|
||||
indicies.push_back(bottom_left);
|
||||
indicies.push_back(bottom_right);
|
||||
}
|
||||
}
|
||||
|
||||
std::cout << "========= New terrain generated =========" << std::endl;
|
||||
std::cout << " Lit vertices count: " << lit_vertices.size() << std::endl;
|
||||
std::cout << " Indicies count: " << indicies.size() << std::endl;
|
||||
|
||||
setup_vertices();
|
||||
}
|
||||
|
||||
virtual void update(const float& delta_time) override {
|
||||
|
||||
}
|
||||
|
||||
/* virtual void render(GLFWwindow* target) override {
|
||||
|
||||
} */
|
||||
};
|
||||
}
|
File diff suppressed because it is too large
Load Diff
|
@ -9,9 +9,11 @@
|
|||
namespace simpleengine {
|
||||
class Renderable : public simpleengine::Event {
|
||||
private:
|
||||
using super = simpleengine::Event;
|
||||
using Super = simpleengine::Event;
|
||||
public:
|
||||
explicit Renderable(GLFWwindow* window = nullptr) : super(window) {}
|
||||
Renderable() = default;
|
||||
virtual ~Renderable() = default;
|
||||
|
||||
virtual void render(GLFWwindow* target) = 0;
|
||||
};
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#pragma once
|
||||
|
||||
#include "gfx/model.h"
|
||||
#include "entity.h"
|
||||
#include "event/event.h"
|
||||
#include "renderable.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <vector>
|
||||
|
||||
namespace simpleengine {
|
||||
class Scene : public simpleengine::Event {
|
||||
public:
|
||||
/**
|
||||
* @brief A list of entities in this scene.
|
||||
*
|
||||
*/
|
||||
std::vector<std::shared_ptr<Entity>> entities;
|
||||
|
||||
/**
|
||||
* @brief Models that don't belong to an entity.
|
||||
*
|
||||
*/
|
||||
std::vector<std::shared_ptr<gfx::Model>> stray_models;
|
||||
|
||||
Scene() = default;
|
||||
|
||||
void add_entity(std::shared_ptr<Entity> entity) {
|
||||
entities.push_back(entity);
|
||||
}
|
||||
|
||||
void add_stray_model(std::shared_ptr<gfx::Model> stray) {
|
||||
stray_models.push_back(stray);
|
||||
}
|
||||
|
||||
virtual void update(const float& delta_time) override {
|
||||
for (auto& entity : entities) {
|
||||
entity->update(delta_time);
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
|
@ -5,7 +5,7 @@
|
|||
|
||||
namespace simpleengine {
|
||||
Camera::Camera(GLFWwindow* window, gfx::Shader shader, float fov, glm::vec3 position, glm::vec3 rotation,
|
||||
float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : simpleengine::Event(window), shader(shader),
|
||||
float near_plane, float far_plane, glm::vec3 world_up, glm::vec3 cam_front) : window(window), shader(shader),
|
||||
projection_matrix(1.f), view_matrix(1.f), fov(fov), position(position), rotation(rotation), near_plane(near_plane), far_plane(far_plane) {
|
||||
|
||||
// TODO: Update width and height on window resize.
|
||||
|
@ -100,8 +100,4 @@ namespace simpleengine {
|
|||
shader.set_uniform_matrix_4f("projection_matrix", projection_matrix, false);
|
||||
shader.unuse();
|
||||
}
|
||||
|
||||
void Camera::render(GLFWwindow* target) {
|
||||
|
||||
}
|
||||
}
|
|
@ -94,7 +94,7 @@ void simpleengine::Game::render_window(const float& delta_time) {
|
|||
|
||||
void simpleengine::Game::render_items(const float& delta_time) {
|
||||
for (const std::shared_ptr<Event>& event : events) {
|
||||
event->render(window);
|
||||
//event->render(window);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,60 +1,15 @@
|
|||
#include "gfx/model.h"
|
||||
|
||||
namespace simpleengine::gfx {
|
||||
Model::Model(GLFWwindow* window, gfx::Shader shader, std::vector<LitVertex> vertices, std::vector<GLuint> indicies) :
|
||||
simpleengine::Renderable(window), shader(shader), 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()) {
|
||||
Model::Model(std::vector<LitVertex> vertices, std::vector<GLuint> indicies, std::optional<Material> material) :
|
||||
material(material), vertices(vertices), indicies(indicies) {
|
||||
|
||||
//setup_vertices();
|
||||
}
|
||||
|
||||
Model::Model(GLFWwindow* window, GLuint shader_program, std::vector<LitVertex> vertices, std::vector<GLuint> indicies) :
|
||||
Model(window, gfx::Shader(shader_program), vertices, indicies) {
|
||||
|
||||
}
|
||||
|
||||
void Model::setup_vertices() {
|
||||
vao.bind();
|
||||
vbo.buffer(vertices.data(), 0, sizeof(LitVertex) * vertices.size());
|
||||
if (!indicies.empty()) {
|
||||
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
||||
}
|
||||
|
||||
// Enable VAO attributes
|
||||
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
|
||||
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
|
||||
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
|
||||
// Attribute 2 is used for normals
|
||||
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
|
||||
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id));
|
||||
|
||||
/* vao.disable_attrib(vbo, 2);
|
||||
vao.disable_attrib(vbo, 4);
|
||||
vao.set_attrib_value(vbo, 4, -1.f); */
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Model::update(const float& delta_time) {
|
||||
this->rotate_y(1.f);
|
||||
}
|
||||
|
||||
void Model::render(GLFWwindow* target) {
|
||||
shader.use();
|
||||
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
||||
|
||||
// When binding to the texture, also tell the shader if the texture is set or not.
|
||||
//shader.set_uniform_int("texture_is_set", (GLint) false, false);
|
||||
|
||||
vao.bind();
|
||||
if (indicies.empty()) {
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
|
||||
} else {
|
||||
glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
|
|
@ -1,62 +0,0 @@
|
|||
#include "gfx/textured_model.h"
|
||||
#include "gfx/ssbo.h"
|
||||
|
||||
namespace simpleengine::gfx {
|
||||
TexturedModel::TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<LitVertex> vertices,
|
||||
std::vector<GLuint> indicies) : simpleengine::gfx::Model(window, shader, vertices, indicies),
|
||||
textures(std::vector<gfx::Texture>{texture}) {
|
||||
}
|
||||
|
||||
TexturedModel::TexturedModel(GLFWwindow* window, GLuint shader_program, gfx::Texture texture,
|
||||
std::vector<LitVertex> vertices, std::vector<GLuint> indicies) : TexturedModel(window, gfx::Shader(shader_program),
|
||||
std::vector<gfx::Texture>{texture}, vertices, indicies) {
|
||||
|
||||
}
|
||||
|
||||
TexturedModel::TexturedModel(GLFWwindow* window, gfx::Shader shader, std::vector<gfx::Texture> textures, std::vector<LitVertex> vertices,
|
||||
std::vector<GLuint> indicies) : simpleengine::gfx::Model(window, shader, vertices, indicies),
|
||||
textures(textures) {
|
||||
}
|
||||
|
||||
TexturedModel::TexturedModel(GLFWwindow* window, GLuint shader_program, std::vector<gfx::Texture> textures,
|
||||
std::vector<LitVertex> vertices, std::vector<GLuint> indicies) : TexturedModel(window, gfx::Shader(shader_program),
|
||||
textures, vertices, indicies) {
|
||||
|
||||
}
|
||||
|
||||
void TexturedModel::update(const float& delta_time) {
|
||||
|
||||
}
|
||||
|
||||
void TexturedModel::render(GLFWwindow* target) {
|
||||
shader.use();
|
||||
shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
|
||||
|
||||
const int tex_id = 0;
|
||||
|
||||
// On a batch renderer, you would set an array.
|
||||
shader.set_uniform_int("u_textures", tex_id, false);
|
||||
shader.set_uniform_float("u_texture_shine", 1.f, false);
|
||||
shader.set_uniform_float("u_texture_reflectivity", 0.f, false);
|
||||
|
||||
/* int samples[2] = { 0, 1 };
|
||||
float shine[2] = { 1.f, 1.f};
|
||||
float reflectivity[2] = { 0.f, 0.f};
|
||||
|
||||
shader.set_uniform_int_array("u_textures", 2, samples, false);
|
||||
shader.set_uniform_float_array("u_texture_shine", 2, shine, false);
|
||||
shader.set_uniform_float_array("u_texture_reflectivity", 2, reflectivity, false); */
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + tex_id);
|
||||
glBindTextureUnit(tex_id, textures.front().get_texture_id());
|
||||
const auto& texture = textures.front();
|
||||
texture.bind();
|
||||
|
||||
vao.bind();
|
||||
if (indicies.empty()) {
|
||||
glDrawArrays(GL_TRIANGLES, 0, vertices.size());
|
||||
} else {
|
||||
glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,126 +0,0 @@
|
|||
#include "objects/3d/mesh.h"
|
||||
|
||||
namespace simpleengine::objects_3d {
|
||||
std::vector<std::string> Mesh::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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Mesh::Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
|
||||
Mesh(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
|
||||
|
||||
}
|
||||
|
||||
Mesh::Mesh(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
|
||||
simpleengine::gfx::TexturedModel(window, shader, std::vector<gfx::Texture>{texture}, std::vector<LitVertex>()) {
|
||||
|
||||
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++) {
|
||||
lit_vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i), normals.at(i), texture_id);
|
||||
}
|
||||
|
||||
// Create VAO and EBO and assign buffers
|
||||
vao.bind();
|
||||
vbo.buffer(lit_vertices.data(), 0, sizeof(LitVertex) * lit_vertices.size());
|
||||
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
|
||||
|
||||
// Enable VAO attributes
|
||||
vao.enable_attrib(vbo, 0, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, position));
|
||||
vao.enable_attrib(vbo, 1, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, color));
|
||||
vao.enable_attrib(vbo, 2, 3, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, normal));
|
||||
vao.enable_attrib(vbo, 3, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
|
||||
vao.enable_attrib(vbo, 4, 1, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, texture_id));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::update(const float& delta_time) {
|
||||
this->rotate_y(0.0005f); // Slowly rotate (for debugging)
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue