Converting to GLM shit from tinyobjloader, having trouble with normals / indicies

This commit is contained in:
Ben
2019-02-27 16:07:49 +00:00
parent 76a574610a
commit ca7f846c6a
3 changed files with 43 additions and 28 deletions

View File

@@ -31,9 +31,8 @@ Mesh::Mesh(ObjLMesh mesh) {
}
void Mesh::loadFromObj(ObjLMesh mesh) {
// OBJLtoGLM(objMesh.Vertices, vertices, normals, texCoords);
// indices = objMesh.Indices;
// name = objMesh.MeshName;
OBJLtoGLM(mesh, vertices, normals, texCoords);
OBJLtoIndices(mesh, indices);
//Logger logger;
//for (int i = 0; i < 100; i++) {

View File

@@ -2,39 +2,48 @@
#include <logger.h>
void OBJLtoGLM(std::vector<objl::Vertex>& inVertArr,
void OBJLtoGLM(ObjLMesh& mesh,
std::vector<glm::vec3>& outVert,
std::vector<glm::vec3>& outNorm,
std::vector<glm::vec3>& outTexCoord) {
std::vector<glm::vec3>& outTexCoord,
std::vector<GLuint>& outIndices) {
for (int i = 0; i < inVertArr.size() - 1; i++) {
glm::vec3 tempVert {inVertArr[i].Position.X, inVertArr[i].Position.Y, inVertArr[i].Position.Z};
outVert.push_back(tempVert);
for (const auto &shape : mesh.shapes) {
for (const auto& index : shape.mesh.indices) {
glm::vec3 tempNorm {inVertArr[i].Normal.X, inVertArr[i].Normal.Y, inVertArr[i].Normal.Z};
outNorm.push_back(tempNorm);
outVert.push_back({
mesh.attrib.vertices[3 * index.vertex_index + 0],
mesh.attrib.vertices[3 * index.vertex_index + 1],
mesh.attrib.vertices[3 * index.vertex_index + 2]
});
glm::vec3 tempTexCoord {inVertArr[i].TextureCoordinate.X, inVertArr[i].TextureCoordinate.Y, 1.0f};
outTexCoord.push_back(tempTexCoord);
outNorm.push_back({
mesh.attrib.normals[0],
mesh.attrib.normals[0],
mesh.attrib.normals[0]
});
outTexCoord.push_back({
mesh.attrib.texcoords[2 * index.texcoord_index + 0],
mesh.attrib.texcoords[2 * index.texcoord_index + 1],
0.0f
});
}
}
}
void UintToGLuint(std::vector<unsigned int>& inIndices,
void UintToGLuint(ObjLMesh& mesh,
std::vector<GLuint>& outIndices) {
for (int i = 0; i < inIndices.size(); i++) {
outIndices.push_back(inIndices[i]);
}
}
void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec) {
outVec.x = inVec.X;
outVec.y = inVec.Y;
outVec.z = inVec.Z;
}
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec) {
// outVec.x = inVec.X;
// outVec.y = inVec.Y;
// outVec.z = inVec.Z;
// }

View File

@@ -7,14 +7,21 @@
#include <tiny_obj_loader.h>
void OBJLtoGLM(std::vector<objl::Vertex>& inVertArr,
struct ObjLMesh {
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
};
void OBJLtoGLM(ObjLMesh& mesh,
std::vector<glm::vec3>& outVert,
std::vector<glm::vec3>& outNorm,
std::vector<glm::vec3>& outTexCoord);
std::vector<glm::vec3>& outTexCoord,
std::vector<GLuint>& outIndices);
void UintToGLuint(std::vector<unsigned int>& inIndices,
void UintToGLuint(ObjLMesh& mesh,
std::vector<GLuint>& outIndices);
void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec);
// void OBJLVec3toGLM(objl::Vector3& inVec, glm::vec3& outVec);
#endif