Plannnninnnngggg

This commit is contained in:
Ben
2019-10-04 17:44:29 +01:00
parent b315cc8951
commit 9e184d15ce
4 changed files with 87 additions and 104 deletions

View File

@@ -40,9 +40,9 @@ if (UNIX)
endif (UNIX)
include_directories(${executable}
#${PNG_INCLUDE_DIR}
#${JPEG_INCLUDE_DIR}
${IncludeDIR}
#${PNG_INCLUDE_DIR}
#${JPEG_INCLUDE_DIR}
${IncludeDIR}
)
file(GLOB SourceFiles
@@ -53,8 +53,8 @@ file(GLOB SourceFiles
add_executable(${executable} ${SourceFiles})
set_target_properties(${executable} PROPERTIES
CXX_STANDARD 17
CXX_EXTENSIONS OFF
CXX_STANDARD 17
CXX_EXTENSIONS OFF
)
if (UNIX)
@@ -63,7 +63,7 @@ if (UNIX)
#SDL2_image
#PNG::PNG
#JPEG::JPEG
OpenGL::OpenGL
OpenGL::OpenGL
OpenGL::GL
Threads::Threads
)
@@ -80,5 +80,5 @@ if (WIN32)
endif (WIN32)
target_link_libraries(${executable}
${CMAKE_DL_LIBS}
${CMAKE_DL_LIBS}
)

View File

@@ -1,80 +1,80 @@
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"
std::string inputfile = "cornell_box.obj";
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, inputfile.c_str());
if (!err.empty()) { // `err` may contain warning message.
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
// Loop over faces(polygon)
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
// Loop over vertices in the face.
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
// tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
// tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
}
index_offset += fv;
// per-face material
shapes[s].mesh.material_ids[f];
}
}
/**
* attrib_t::vertices => 3 floats per vertex
v[0] v[1] v[2] v[3] v[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::normals => 3 floats per vertex
n[0] n[1] n[2] n[3] n[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::texcoords => 2 floats per vertex
t[0] t[1] t[2] t[3] t[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| u | v | u | v | u | v | u | v | .... | u | v |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::colors => 3 floats per vertex(vertex color. optional)
c[0] c[1] c[2] c[3] c[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
/*
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"
std::string inputfile = "cornell_box.obj";
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn;
std::string err;
bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, inputfile.c_str());
if (!err.empty()) { // `err` may contain warning message.
std::cerr << err << std::endl;
}
if (!ret) {
exit(1);
}
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
// Loop over faces(polygon)
size_t index_offset = 0;
for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
int fv = shapes[s].mesh.num_face_vertices[f];
// Loop over vertices in the face.
for (size_t v = 0; v < fv; v++) {
// access to vertex
tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
// Optional: vertex colors
// tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
// tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
// tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
}
index_offset += fv;
// per-face material
shapes[s].mesh.material_ids[f];
}
}
/**
* attrib_t::vertices => 3 floats per vertex
v[0] v[1] v[2] v[3] v[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::normals => 3 floats per vertex
n[0] n[1] n[2] n[3] n[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::texcoords => 2 floats per vertex
t[0] t[1] t[2] t[3] t[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| u | v | u | v | u | v | u | v | .... | u | v |
+-----------+-----------+-----------+-----------+ +-----------+
attrib_t::colors => 3 floats per vertex(vertex color. optional)
c[0] c[1] c[2] c[3] c[n-1]
+-----------+-----------+-----------+-----------+ +-----------+
| x | y | z | x | y | z | x | y | z | x | y | z | .... | x | y | z |
+-----------+-----------+-----------+-----------+ +-----------+
/*

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@@ -1,7 +0,0 @@
#version 330
out float fragdepth;
void main(){
gl_FragDepth = gl_FragCoord.z;
}

View File

@@ -1,10 +0,0 @@
#version 330
in vec3 vertPos;
uniform mat4 lightSpaceMatrix;
uniform mat4 model;
void main() {
gl_Position = lightSpaceMatrix * model * vec4(vertPos, 1.0);
}