Separate obj_model.h to a .cpp file also

This commit is contained in:
SeanOMik 2021-12-07 16:01:48 -05:00
parent ac4264c028
commit b35583fa4a
4 changed files with 125 additions and 126 deletions

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@ -49,7 +49,6 @@ int main(int argc, char *argv[]) {
auto stall = std::make_shared<simpleengine::objects_3d::ObjModel>(game.get_window(), simpleengine::gfx::Shader(base_shader_program),
stall_texture, "resources/stall.obj");
stall->set_texture(stall_texture);
stall->translate(0.f, -4.f, -18.f);
game.add_event(stall);

View File

@ -20,7 +20,8 @@ namespace simpleengine::gfx {
public:
gfx::Texture texture;
TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices, std::vector<GLuint> indicies);
TexturedModel(GLFWwindow* window, gfx::Shader shader, gfx::Texture texture, std::vector<Vertex> vertices,
std::vector<GLuint> indicies = std::vector<GLuint>());
TexturedModel(GLFWwindow* window, std::shared_ptr<GLuint> shader_program, gfx::Texture texture, std::vector<Vertex> vertices,
std::vector<GLuint> indicies = std::vector<GLuint>());

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@ -19,133 +19,14 @@
namespace simpleengine::objects_3d {
class ObjModel : public simpleengine::gfx::TexturedModel {
private:
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;
}
std::vector<std::string> split_string(std::string str, const char delim);
static void process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
int currentVertexIndex = stoi(vertex_data[0]) - 1;
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;
}
//nonstd::optional<gfx::Texture> texture;
const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals);
public:
/* std::vector<simpleengine::Vertex> model_vertices;
std::vector<GLuint> indicies;
gfx::VBO ebo;
gfx::VBO vbo;
gfx::VAO vao;
gfx::Shader shader; */
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename);
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
ObjModel(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
}
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
simpleengine::gfx::TexturedModel(window, shader, texture, std::vector<Vertex>()) {
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");
}
std::vector<glm::vec3> obj_vertices;
std::vector<glm::vec2> obj_textures;
std::vector<glm::vec3> obj_normals;
std::vector<glm::vec2> textures;
std::vector<glm::vec3> normals;
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);
std::cout << "Textures should be size of " << size << " but is a size of " << textures.size() << std::endl;
std::cout << "Normals should be size of " << size << " but is a size of " << normals.size() << std::endl;
break;
}
}
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, indicies, obj_textures, obj_normals, textures, normals);
process_vertex(vertex2, indicies, obj_textures, obj_normals, textures, normals);
process_vertex(vertex3, indicies, obj_textures, obj_normals, textures, normals);
} while (std::getline(file_stream, line));
file_stream.close();
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));
}
vao.bind();
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void set_texture(gfx::Texture texture) {
this->texture = texture;
}
virtual void update(const float& delta_time) override {
this->rotate_y(0.5f);
}
virtual void update(const float& delta_time) override;
/* virtual void render(GLFWwindow* target) override {
shader.use();

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@ -0,0 +1,118 @@
#include "objects/3d/obj_model.h""
namespace simpleengine::objects_3d {
std::vector<std::string> ObjModel::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 ObjModel::process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures,
const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
int currentVertexIndex = stoi(vertex_data[0]) - 1;
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;
}
ObjModel::ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
ObjModel(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
}
ObjModel::ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
simpleengine::gfx::TexturedModel(window, shader, texture, std::vector<Vertex>()) {
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");
}
std::vector<glm::vec3> obj_vertices;
std::vector<glm::vec2> obj_textures;
std::vector<glm::vec3> obj_normals;
std::vector<glm::vec2> textures;
std::vector<glm::vec3> normals;
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);
std::cout << "Textures should be size of " << size << " but is a size of " << textures.size() << std::endl;
std::cout << "Normals should be size of " << size << " but is a size of " << normals.size() << std::endl;
break;
}
}
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, indicies, obj_textures, obj_normals, textures, normals);
process_vertex(vertex2, indicies, obj_textures, obj_normals, textures, normals);
process_vertex(vertex3, indicies, obj_textures, obj_normals, textures, normals);
} while (std::getline(file_stream, line));
file_stream.close();
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));
}
vao.bind();
vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void ObjModel::update(const float& delta_time) {
this->rotate_y(0.5f);
}
}