Add some comments to ObjModel.

This commit is contained in:
SeanOMik 2021-12-08 23:31:46 -05:00
parent 92f7036bc5
commit ed08a78fb6
2 changed files with 36 additions and 26 deletions

View File

@ -19,9 +19,27 @@
namespace simpleengine::objects_3d {
class ObjModel : public simpleengine::gfx::TexturedModel {
private:
/**
* @brief Split a string multiple times (if possible) with a character delimiter.
*
* @param str The string to split.
* @param delim The character to split by.
* @return std::vector<std::string> The tokens that were split out of str.
*/
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);
/**
* @brief Process a vertex from tokens read from the .obj file.
*
* @param vertex_data The vertex string tokens to process the vertex from.
* @param in_textures The texture coords that are unsorted, just read from the .obj file.
* @param in_normals The normals that are unsorted, just read from the .obj file.
* @param out_indicies (out) The vector to insert the indicies that were extracted from `vertex_data` into.
* @param out_textures (out) The vector to insert the texture coords that were extracted from `vertex_data` into.
* @param out_normals (out) The vector to insert the normals that were extracted from `vertex_data` into.
*/
static 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);
private:
/**
* @brief This is replaced with `lit_vertices`!!!!
@ -35,22 +53,5 @@ namespace simpleengine::objects_3d {
ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream);
virtual void update(const float& delta_time) override;
/* virtual void render(GLFWwindow* target) override {
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.
if (texture.has_value()) {
shader.set_uniform_int("texture_is_set", true, false);
texture.value().bind();
} else {
shader.set_uniform_int("texture_is_set", false, false);
}
vao.bind();
glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);
} */
};
}

View File

@ -17,11 +17,12 @@ namespace simpleengine::objects_3d {
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) {
void ObjModel::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;
indicies.push_back(currentVertexIndex);
out_indicies.push_back(currentVertexIndex);
// Read texture coords
glm::vec2 current_tex = in_textures.at(stoi(vertex_data[1]) - 1);
@ -46,13 +47,17 @@ namespace simpleengine::objects_3d {
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, ' ');
@ -72,6 +77,7 @@ namespace simpleengine::objects_3d {
}
}
// Process the indicies. This will sort everything for storing inside of the Vertex list.
do {
if (!line.starts_with("f")) {
continue;
@ -81,21 +87,24 @@ namespace simpleengine::objects_3d {
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);
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();
// 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));
}
// 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, 1, 2, GL_FLOAT, sizeof(LitVertex), offsetof(LitVertex, tex_coord));
@ -106,6 +115,6 @@ namespace simpleengine::objects_3d {
}
void ObjModel::update(const float& delta_time) {
this->rotate_y(0.5f);
this->rotate_y(0.5f); // Slowly rotate (for debugging)
}
}