Proper obj loading kinda

This commit is contained in:
Ben
2019-03-01 13:55:42 +00:00
parent d44c0f0303
commit 320fc6cf9b
10 changed files with 162771 additions and 16 deletions

View File

@@ -83,6 +83,7 @@ Display::Display(std::string name, Logger& logger, int w, int h,
// Load OpenGL
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
logger << LOGGER_ENDL;
isClosed = false;
@@ -175,6 +176,7 @@ Display::Display(std::string name, Logger& logger, int w, int h,
// Load OpenGL
gladLoadGLLoader(SDL_GL_GetProcAddress);
glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
logger << LOGGER_INFO << "Loaded OpenGL" << LOGGER_ENDL;
logger << LOGGER_ENDL;
isClosed = false;

View File

@@ -29,14 +29,25 @@ int main (int argc, char** argv) {
Shader shader;
shader.load("./resources/shaders/phong").attatch().link().use();
Mesh mesh{ "./resources/dragon.obj" };
Mesh mesh{ "./resources/test1.obj" };
mesh.setup();
SDL_Event e;
while (!display.isClosed) {
while (SDL_PollEvent(&e))
while (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT || e.key.keysym.sym == SDLK_ESCAPE)
display.isClosed = true;
}
const Uint8* state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_Q]) {
mesh.rotation += -1.5f;
}
if (state[SDL_SCANCODE_E]) {
mesh.rotation += 1.5f;
}
mesh.bind();
mesh.render(shader);

View File

@@ -92,7 +92,7 @@ void Mesh::render(Shader& shader) {
// Model matrice
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, { -17.0f, -17.0f, -17.0f });
model = glm::rotate(model, glm::radians(-160.0f), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(-160.0f + this->rotation), glm::vec3(0.0f, 1.0f, 0.0f));
// Gets uniform for model matrice, to be used later
GLint uniTrans = glGetUniformLocation(shader.getProgram(), "model");
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(model));

View File

@@ -56,6 +56,8 @@ public:
//one buffer :)
std::vector<glm::vec3> texCoords;
std::vector<unsigned int> indices;
float rotation = 0.0f;
private:
GLuint vertexBuffer;
GLuint indexBuffer;

View File

@@ -17,23 +17,18 @@ void OBJLtoGLM(ObjLMesh& mesh,
for (const auto &shape : mesh.shapes) {
for (const auto& index : shape.mesh.indices) {
glm::vec3 vertex {
mesh.attrib.vertices[3 * index.vertex_index + 0],
mesh.attrib.vertices[3 * index.vertex_index + 1],
mesh.attrib.vertices[3 * index.vertex_index + 2]
};
outVert.push_back(vertex);
if (uniqueVertices.count(vertex) == 0) {
uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
outVert.push_back(vertex);
}
// outNorm.push_back({
// mesh.attrib.normals[3 * index.normal_index + 0],
// mesh.attrib.normals[3 * index.normal_index + 1],
// mesh.attrib.normals[3 * index.normal_index + 2]
// });
outNorm.push_back({
mesh.attrib.normals[3 * index.normal_index + 0],
mesh.attrib.normals[3 * index.normal_index + 1],
mesh.attrib.normals[3 * index.normal_index + 2]
});
// outTexCoord.push_back({
// mesh.attrib.texcoords[2 * index.texcoord_index + 0],
@@ -41,11 +36,15 @@ void OBJLtoGLM(ObjLMesh& mesh,
// 0.0f
// });
outIndices.push_back(index.vertex_index);
// if (uniqueVertices.count(vertex) == 0) {
// uniqueVertices[vertex] = static_cast<uint32_t>(outVert.size());
// }
outIndices.push_back(outIndices.size());
}
}
ComputeNormals(outNorm, outVert, outIndices);
// ComputeNormals(outNorm, outVert, outIndices);
}
void ComputeNormals(std::vector<glm::vec3>& normals,