OBJ Loader

This commit is contained in:
Ben
2019-02-17 01:08:41 +00:00
parent fd20b12351
commit 8ff9122b23
44 changed files with 3239 additions and 53 deletions

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@@ -0,0 +1,51 @@
#ifndef SRC_INIT_H_
#define SRC_INIT_H_
// General includes
#include <chrono>
// GL includes
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
// Custom includes
#include <logger.h>
bool init(Logger& logger, SDL_Window* window, SDL_GLContext glContext) {
std::cout << "-----------------------------" << std::endl;
std::cout << "----- OpenGL Playground -----" << std::endl;
std::cout << "-------- Version 1.0 --------" << std::endl;
std::cout << "----- <20>Benjamin Kyd 2019 ----" << std::endl;
std::cout << "-----------------------------" << std::endl;
std::cout << std::endl;
SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1280, 720,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
gladLoadGLLoader(SDL_GL_GetProcAddress);
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
return true;
}
#endif

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@@ -1,5 +1,6 @@
// General includes
#include <chrono>
#include <vector>
// GL includes
#include <glad/glad.h>
@@ -19,78 +20,38 @@
// Custom includes
#include <logger.h>
#include "init.h"
#include "timers.h"
#include "object.h"
int main(int argc, char** argv) {
std::cout << "----- OpenGL Playground -----" << std::endl;
std::cout << "-------- Version 1.0 --------" << std::endl;
std::cout << "----- ©Benjamin Kyd 2019 ----" << std::endl << std::endl;
// Get global variables ready
Logger logger;
SDL_Window* window = nullptr;
SDL_GLContext glContext;
bool isWindowClosed = true;
logger << LOGGER_DEBUG << "debug" << LOGGER_ENDL;
logger << LOGGER_INFO << "info" << LOGGER_ENDL;
logger << LOGGER_WARN << "warn" << LOGGER_ENDL;
logger << LOGGER_ERROR << "error" << LOGGER_ENDL;
logger << LOGGER_PANIC << "panic" << LOGGER_ENDL << LOGGER_ENDL;
bool isWindowOpen = false;
// Initialize SDL and OpenGL
SDL_Init(SDL_INIT_EVERYTHING);
isWindowOpen = init(logger, window, glContext);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, 32);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 5);
window = SDL_CreateWindow("OpenGL Playground V1.0",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
1000, 1000,
SDL_WINDOW_OPENGL);
glContext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(0);
gladLoadGLLoader(SDL_GL_GetProcAddress);
isWindowClosed = false;
logger << LOGGER_INFO << "OpenGL and SDL initialized" << LOGGER_ENDL;
// Various timers needed for FPS counting
std::chrono::high_resolution_clock timer;
auto FPSCalculateLast = timer.now();
auto FPSClock = SDL_GetTicks();
auto UpdateClock = SDL_GetTicks();
std::vector<glm::vec4> vertices;
std::vector<glm::vec3> normals;
std::vector<GLushort> elements;
LoadOBJ(logger, "./resources/dragon.obj", vertices, normals, elements);
SDL_Event event;
while (!isWindowClosed) {
// Calculate and display framerate
if (SDL_GetTicks() - FPSClock >= 1000) {
auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
logger << LOGGER_INFO << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << LOGGER_ENDL;
FPSClock = SDL_GetTicks();
}
FPSCalculateLast = timer.now();
while (isWindowOpen) {
FPSCount(logger);
// Update tick (60ups)
if (SDL_GetTicks() - UpdateClock >= 10) {
if (UPSTimer()) {
}
// Handle events
while (SDL_PollEvent(&event) != 0)
if (event.type == SDL_QUIT)
isWindowClosed = true;
isWindowOpen = false;
// Swap GL frame buffers
SDL_GL_SwapWindow(window);

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#include "object.h"
#include <fstream>
// https://en.wikibooks.org/wiki/OpenGL_Programming/Modern_OpenGL_Tutorial_Load_OBJ
void LoadOBJ(Logger& logger, std::string file, std::vector<glm::vec4>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
std::ifstream in(file, std::ios::in);
if (!in) {
logger << LOGGER_ERROR << "Cannot open " << file << LOGGER_ENDL;
}
std::string line;
while (getline(in, line)) {
if (line.substr(0,2) == "v ") {
std::istringstream s(line.substr(2));
glm::vec4 v; s >> v.x; s >> v.y; s >> v.z; v.w = 1.0f;
vertices.push_back(v);
} else if (line.substr(0,2) == "f ") {
std::istringstream s(line.substr(2));
GLushort a,b,c;
s >> a; s >> b; s >> c;
a--; b--; c--;
elements.push_back(a); elements.push_back(b); elements.push_back(c);
} else if (line[0] == '#') { }
else {}
}
normals.resize(vertices.size(), glm::vec3(0.0, 0.0, 0.0));
for (int i = 0; i < elements.size(); i += 3) {
GLushort ia = elements[i];
GLushort ib = elements[i+1];
GLushort ic = elements[i+2];
glm::vec3 normal = glm::normalize(glm::cross(
glm::vec3(vertices[ib]) - glm::vec3(vertices[ia]),
glm::vec3(vertices[ic]) - glm::vec3(vertices[ia])));
normals[ia] = normals[ib] = normals[ic] = normal;
}
logger << LOGGER_INFO << "Loaded OBJ: " << file << LOGGER_ENDL;
}

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#ifndef SRC_OBJECT_H_
#define SRC_OBJECT_H_
// General includes
#include <vector>
// GL includes
#include <glad/glad.h>
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
// Custom includes
#include <logger.h>
void LoadOBJ(Logger& logger,
std::string file,
std::vector<glm::vec4>& vertices,
std::vector<glm::vec3>& normals,
std::vector<GLushort>& elements);
#endif

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#ifndef SRC_TIMERS_H_
#define SRC_TIMERS_H_
// General includes
#include <chrono>
// GL includes
#if _WIN32
#include <SDL.h>
#else
#include <SDL2/SDL.h>
#endif
// Custom includes
#include <logger.h>
std::chrono::high_resolution_clock timer;
auto FPSCalculateLast = timer.now();
auto FPSClock = SDL_GetTicks();
auto UpdateClock = SDL_GetTicks();
void FPSCount(Logger& logger) {
if (SDL_GetTicks() - FPSClock >= 1000) {
auto deltaTime = std::chrono::duration_cast<std::chrono::nanoseconds>(timer.now() - FPSCalculateLast).count();
logger << LOGGER_INFO << "FPS: " << (int)(1 / ((float)deltaTime * 1e-9)) << LOGGER_ENDL;
FPSClock = SDL_GetTicks();
}
FPSCalculateLast = timer.now();
}
bool UPSTimer() {
return (SDL_GetTicks() - UpdateClock >= 10);
}
#endif