less broken

This commit is contained in:
Benjamin Kyd
2019-02-24 19:10:34 +00:00
parent 14b0b9a155
commit 435a6806b9
7 changed files with 39 additions and 110 deletions

View File

@@ -20,6 +20,21 @@
"cmakeCommandArgs": "",
"buildCommandArgs": "-v",
"ctestCommandArgs": ""
},
{
"name": "x64-Build",
"generator": "Ninja",
"configurationType": "Release",
"inheritEnvironments": [
"msvc_x64_x64"
],
"buildRoot": "E:\\Projects\\SMH-Engine\\build",
// "buildRoot": "${env.USERPROFILE}\\CMakeBuilds\\${workspaceHash}",
"installRoot": "E:\\Projects\\SMH-Engine\\build",
// "installRoot": "${env.USERPROFILE}\\CMakeBuilds\\${workspaceHash}",
"cmakeCommandArgs": "",
"buildCommandArgs": "-v",
"ctestCommandArgs": ""
}
]
}

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@@ -1,33 +0,0 @@
#ifndef SRC_OBJECT_H_
#define SRC_OBJECT_H_
// General includes
#include <vector>
// GL includes
#include <glad/glad.hpp>
#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::vec3>& vertices,
std::vector<glm::vec3>& normals,
std::vector<GLushort>& elements);
void FlatShade(std::vector<glm::vec3>& vertices,
std::vector<glm::vec3>& normals,
std::vector<GLushort>& elements);
#endif

View File

@@ -6,19 +6,17 @@ Mesh::Mesh() {
Mesh::Mesh(std::string objPath) {
Logger logger;
//objl::Loader loader;
//bool canLoad = loader.LoadFile(objPath);
objl::Loader loader;
bool canLoad = loader.LoadFile(objPath);
//if (!canLoad) {
// logger << LOGGER_ERROR << "Cannot load obj '" << objPath << "'" << LOGGER_ENDL;
// return;
//}
LoadOBJ(logger, objPath, vertices, normals, indices);
if (!canLoad) {
logger << LOGGER_ERROR << "Cannot load obj '" << objPath << "'" << LOGGER_ENDL;
return;
}
logger << LOGGER_INFO << "Loaded: " << objPath << LOGGER_ENDL;
//loadFromObj(loader.LoadedMeshes[0]);
loadFromObj(loader.LoadedMeshes[0]);
}
Mesh::Mesh(objl::Mesh objMesh) {
@@ -27,7 +25,7 @@ Mesh::Mesh(objl::Mesh objMesh) {
void Mesh::loadFromObj(objl::Mesh objMesh) {
OBJLtoGLM(objMesh.Vertices, vertices, normals, texCoords);
UintToGLuint(objMesh.Indices, indices);
indices = objMesh.Indices;
name = objMesh.MeshName;
//Logger logger;
@@ -50,13 +48,13 @@ void Mesh::setup() {
std::vector<glm::vec3> toGpu;
toGpu.insert(toGpu.end(), vertices.begin(), vertices.end());
toGpu.insert(toGpu.end(), normals.begin(), normals.end());
//toGpu.insert(toGpu.end(), texCoords.begin(), texCoords.end());
toGpu.insert(toGpu.end(), texCoords.begin(), texCoords.end());
glBufferData(GL_ARRAY_BUFFER, toGpu.size() * sizeof(glm::vec3),
&toGpu[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLushort),
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint),
&indices[0], GL_STATIC_DRAW);
// Positions
@@ -70,9 +68,9 @@ void Mesh::setup() {
(const void*)(vertices.size() * sizeof(glm::vec3)));
// TexCoords
//glEnableVertexAttribArray(2);
//glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0,
// (const void*)((vertices.size() + texCoords.size()) * sizeof(glm::vec3)));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0,
(const void*)((vertices.size() + texCoords.size()) * sizeof(glm::vec3)));
logger << LOGGER_INFO << "Mesh " << name << " setup" << LOGGER_ENDL;

View File

@@ -11,12 +11,19 @@
#include <glm/gtc/type_ptr.hpp>
#include <OBJLoader.h>
#include <object.h>
// #include <objectLoader.h>
#include <logger.h>
#include "shader.h"
#include "./util/util.h"
// Not in use yet
struct Vertex {
glm::vec3 vertice;
glm::vec3 normal;
glm::vec2 texCoord;
};
class Mesh {
public:
Mesh();
@@ -38,7 +45,7 @@ public:
// This is a vec3 so it can all pop into
//one buffer :)
std::vector<glm::vec3> texCoords;
std::vector<GLushort> indices;
std::vector<unsigned int> indices;
private:
GLuint vertexBuffer;
GLuint indexBuffer;

View File

@@ -1,58 +0,0 @@
#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::vec3>& 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;
return;
}
std::string line;
while (getline(in, line)) {
if (line.substr(0,2) == "v ") {
std::istringstream s(line.substr(2));
glm::vec3 v; s >> v.x; s >> v.y; s >> v.z;
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;
}
void FlatShade(std::vector<glm::vec3>& vertices, std::vector<glm::vec3>& normals, std::vector<GLushort>& elements) {
std::vector<glm::vec3> shared_vertices;
for (int i = 0; i < elements.size(); i++) {
vertices.push_back(shared_vertices[elements[i]]);
if ((i % 3) == 2) {
GLushort ia = elements[i-2];
GLushort ib = elements[i-1];
GLushort ic = elements[i];
glm::vec3 normal = glm::normalize(glm::cross(
shared_vertices[ic] - shared_vertices[ia],
shared_vertices[ib] - shared_vertices[ia]));
for (int n = 0; n < 3; n++)
normals.push_back(normal);
}
}
}

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@@ -23,7 +23,7 @@ void OBJLtoGLM(std::vector<objl::Vertex>& inVertArr,
}
void UintToGLuint(std::vector<unsigned int>& inIndices,
std::vector<GLushort>& outIndices) {
std::vector<GLuint>& outIndices) {
for (int i = 0; i < inIndices.size(); i++) {
outIndices.push_back(inIndices[i]);

View File

@@ -12,7 +12,7 @@ void OBJLtoGLM(std::vector<objl::Vertex>& inVertArr,
std::vector<glm::vec3>& outTexCoord);
void UintToGLuint(std::vector<unsigned int>& inIndices,
std::vector<GLushort>& outIndices);
std::vector<GLuint>& outIndices);
void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec);