167 lines
6.8 KiB
C++
167 lines
6.8 KiB
C++
#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 ObjModel : public simpleengine::gfx::TexturedModel {
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private:
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std::vector<std::string> split_string(std::string str, const char delim) {
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std::istringstream ss(str);
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std::vector<std::string> tokens;
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size_t pos = 0;
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std::string token;
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while ((pos = str.find(delim)) != std::string::npos) {
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token = str.substr(0, pos);
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tokens.push_back(token);
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str.erase(0, pos + 1);
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}
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tokens.push_back(str);
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return tokens;
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}
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static void process_vertex(const std::vector<std::string>& vertex_data, std::vector<GLuint>& indicies, const std::vector<glm::vec2>& in_textures,
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const std::vector<glm::vec3>& in_normals, std::vector<glm::vec2>& out_textures, std::vector<glm::vec3>& out_normals) {
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int currentVertexIndex = stoi(vertex_data[0]) - 1;
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indicies.push_back(currentVertexIndex);
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// Read texture coords
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glm::vec2 current_tex = in_textures.at(stoi(vertex_data[1]) - 1);
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current_tex.y = 1 - current_tex.y;
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out_textures.at(currentVertexIndex) = current_tex;
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// Read normals
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glm::vec3 current_norm = in_normals.at(stoi(vertex_data[2]) - 1);
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out_normals.at(currentVertexIndex) = current_norm;
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}
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//nonstd::optional<gfx::Texture> texture;
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public:
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/* std::vector<simpleengine::Vertex> model_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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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::string filename) :
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ObjModel(window, shader, texture, std::ifstream(filename, std::ios::in | std::ios::binary)) {
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}
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ObjModel(GLFWwindow *window, gfx::Shader shader, gfx::Texture texture, std::ifstream file_stream) :
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simpleengine::gfx::TexturedModel(window, shader, texture, std::vector<Vertex>()) {
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if (!file_stream.is_open()) {
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std::cerr << "File stream that was given to ObjModel::ObjModel is not open!" << std::endl;
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throw std::runtime_error("Failed to open ObjModel model file");
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}
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std::vector<glm::vec3> obj_vertices;
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std::vector<glm::vec2> obj_textures;
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std::vector<glm::vec3> obj_normals;
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std::vector<glm::vec2> textures;
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std::vector<glm::vec3> normals;
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std::string line;
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while (std::getline(file_stream, line)) {
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std::vector<std::string> line_tokens = split_string(line, ' ');
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if (line_tokens.front() == "v") {
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//glm::vec3 vertex(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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obj_vertices.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "vt") {
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obj_textures.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]));
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} else if (line_tokens.front() == "vn") {
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obj_normals.emplace_back(stof(line_tokens[1]), stof(line_tokens[2]), stof(line_tokens[3]));
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} else if (line_tokens.front() == "f") {
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auto size = obj_vertices.size();
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textures.resize(size);
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normals.resize(size);
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std::cout << "Textures should be size of " << size << " but is a size of " << textures.size() << std::endl;
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std::cout << "Normals should be size of " << size << " but is a size of " << normals.size() << std::endl;
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break;
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}
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}
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do {
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if (!line.starts_with("f")) {
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continue;
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}
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std::vector<std::string> line_tokens = split_string(line, ' ');
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std::vector<std::string> vertex1 = split_string(line_tokens[1], '/');
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std::vector<std::string> vertex2 = split_string(line_tokens[2], '/');
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std::vector<std::string> vertex3 = split_string(line_tokens[3], '/');
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process_vertex(vertex1, indicies, obj_textures, obj_normals, textures, normals);
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process_vertex(vertex2, indicies, obj_textures, obj_normals, textures, normals);
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process_vertex(vertex3, indicies, obj_textures, obj_normals, textures, normals);
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} while (std::getline(file_stream, line));
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file_stream.close();
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for (int i = 0; i < obj_vertices.size(); i++) {
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vertices.emplace_back(simpleengine::Vectorf(obj_vertices.at(i)), glm::vec3(1.f), textures.at(i));
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}
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vao.bind();
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vbo.buffer(vertices.data(), 0, sizeof(Vertex) * vertices.size());
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ebo.buffer(indicies.data(), 0, indicies.size() * sizeof(GLuint));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, position));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, color));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, tex_coord));
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void set_texture(gfx::Texture texture) {
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this->texture = texture;
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}
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virtual void update(const float& delta_time) override {
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this->rotate_y(0.5f);
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}
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/* virtual void render(GLFWwindow* target) override {
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shader.use();
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shader.set_uniform_matrix_4f("transform_matrix", transform_matrix, false);
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// When binding to the texture, also tell the shader if the texture is set or not.
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if (texture.has_value()) {
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shader.set_uniform_int("texture_is_set", true, false);
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texture.value().bind();
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} else {
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shader.set_uniform_int("texture_is_set", false, false);
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}
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vao.bind();
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glDrawElements(GL_TRIANGLES, indicies.size(), GL_UNSIGNED_INT, 0);
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} */
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};
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} |