diff options
Diffstat (limited to 'gfx')
-rw-r--r-- | gfx/gl/camera.cpp | 46 | ||||
-rw-r--r-- | gfx/gl/camera.h | 24 | ||||
-rw-r--r-- | gfx/gl/shader.cpp | 100 | ||||
-rw-r--r-- | gfx/gl/shader.h | 35 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.fs | 13 | ||||
-rw-r--r-- | gfx/gl/shaders/basicShader.vs | 18 | ||||
-rw-r--r-- | gfx/gl/transform.cpp | 27 | ||||
-rw-r--r-- | gfx/gl/transform.h | 58 | ||||
-rw-r--r-- | gfx/models/mesh.cpp | 75 | ||||
-rw-r--r-- | gfx/models/mesh.h | 35 | ||||
-rw-r--r-- | gfx/models/obj_loader.cpp | 428 | ||||
-rw-r--r-- | gfx/models/obj_loader.h | 53 | ||||
-rw-r--r-- | gfx/models/stb_image.c | 8 | ||||
-rw-r--r-- | gfx/models/texture.cpp | 35 | ||||
-rw-r--r-- | gfx/models/texture.h | 23 | ||||
-rw-r--r-- | gfx/models/vertex.hpp | 37 |
16 files changed, 1015 insertions, 0 deletions
diff --git a/gfx/gl/camera.cpp b/gfx/gl/camera.cpp new file mode 100644 index 0000000..b4a76d0 --- /dev/null +++ b/gfx/gl/camera.cpp @@ -0,0 +1,46 @@ +#include "camera.h" +#include <glm/gtx/transform.hpp> + +Camera::Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar) : + projection {glm::perspective(fov, aspect, zNear, zFar)}, pos {pos}, forward {0.0F, 0.0F, 1.0F}, up {0.0F, 1.0F, + 0.0F} +{ +} + +glm::mat4 +Camera::GetViewProjection() const +{ + return projection * glm::lookAt(pos, pos + forward, up); +} + +void +Camera::MoveForward(float amt) +{ + pos += forward * amt; +} + +void +Camera::MoveRight(float amt) +{ + pos += glm::cross(up, forward) * amt; +} + +void +Camera::Pitch(float angle) +{ + const auto right = glm::normalize(glm::cross(up, forward)); + + forward = glm::vec3(glm::normalize(glm::rotate(angle, right) * glm::vec4(forward, 0.0))); + up = glm::normalize(glm::cross(forward, right)); +} + +void +Camera::RotateY(float angle) +{ + static constexpr glm::vec3 UP {0.0F, 1.0F, 0.0F}; + + const auto rotation = glm::rotate(angle, UP); + + forward = glm::vec3(glm::normalize(rotation * glm::vec4(forward, 0.0))); + up = glm::vec3(glm::normalize(rotation * glm::vec4(up, 0.0))); +} diff --git a/gfx/gl/camera.h b/gfx/gl/camera.h new file mode 100644 index 0000000..fa4296d --- /dev/null +++ b/gfx/gl/camera.h @@ -0,0 +1,24 @@ +#ifndef CAMERA_INCLUDED_H
+#define CAMERA_INCLUDED_H
+
+#include <glm/glm.hpp>
+
+class Camera {
+public:
+ Camera(glm::vec3 pos, float fov, float aspect, float zNear, float zFar);
+
+ [[nodiscard]] glm::mat4 GetViewProjection() const;
+
+ void MoveForward(float amt);
+ void MoveRight(float amt);
+ void Pitch(float angle);
+ void RotateY(float angle);
+
+private:
+ glm::mat4 projection;
+ glm::vec3 pos;
+ glm::vec3 forward;
+ glm::vec3 up;
+};
+
+#endif
diff --git a/gfx/gl/shader.cpp b/gfx/gl/shader.cpp new file mode 100644 index 0000000..33fdf61 --- /dev/null +++ b/gfx/gl/shader.cpp @@ -0,0 +1,100 @@ +#include "shader.h"
+#include "transform.h"
+#include <gfx/gl/shaders/fs-basicShader.h>
+#include <gfx/gl/shaders/vs-basicShader.h>
+#include <glm/glm.hpp>
+#include <stdexcept>
+
+Shader::Shader(const std::string &) :
+ m_program {glCreateProgram()}, m_shaders {CreateShader(
+ (GLchar *)(basicShader_vs), basicShader_vs_len, GL_VERTEX_SHADER),
+ CreateShader(
+ (GLchar *)basicShader_fs, basicShader_fs_len, GL_FRAGMENT_SHADER)},
+ m_uniforms {}
+{
+ for (auto m_shader : m_shaders) {
+ glAttachShader(m_program, m_shader);
+ }
+
+ glBindAttribLocation(m_program, 0, "position");
+ glBindAttribLocation(m_program, 1, "texCoord");
+ glBindAttribLocation(m_program, 2, "normal");
+
+ glLinkProgram(m_program);
+ CheckShaderError(m_program, GL_LINK_STATUS, true, "Error linking shader program");
+
+ glValidateProgram(m_program);
+ CheckShaderError(m_program, GL_VALIDATE_STATUS, true, "Invalid shader program");
+
+ m_uniforms = {glGetUniformLocation(m_program, "MVP"), glGetUniformLocation(m_program, "Normal"),
+ glGetUniformLocation(m_program, "lightDirection")};
+}
+
+Shader::~Shader()
+{
+ for (auto m_shader : m_shaders) {
+ glDetachShader(m_program, m_shader);
+ glDeleteShader(m_shader);
+ }
+
+ glDeleteProgram(m_program);
+}
+
+void
+Shader::Bind() const
+{
+ glUseProgram(m_program);
+}
+
+void
+Shader::Update(const Transform & transform, const Camera & camera) const
+{
+ glm::mat4 MVP = transform.GetMVP(camera);
+ glm::mat4 Normal = transform.GetModel();
+
+ glUniformMatrix4fv(m_uniforms[0], 1, GL_FALSE, &MVP[0][0]);
+ glUniformMatrix4fv(m_uniforms[1], 1, GL_FALSE, &Normal[0][0]);
+ glUniform3f(m_uniforms[2], 0.0F, 0.0F, 1.0F);
+}
+
+void
+Shader::CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage)
+{
+ GLint success = 0;
+ std::array<GLchar, 1024> error {};
+
+ if (isProgram) {
+ glGetProgramiv(shader, flag, &success);
+ }
+ else {
+ glGetShaderiv(shader, flag, &success);
+ }
+
+ if (success == GL_FALSE) {
+ if (isProgram) {
+ glGetProgramInfoLog(shader, error.size(), nullptr, error.data());
+ }
+ else {
+ glGetShaderInfoLog(shader, error.size(), nullptr, error.data());
+ }
+
+ throw std::runtime_error {errorMessage + ": '" + std::string {error.data(), error.size()} + "'"};
+ }
+}
+
+GLuint
+Shader::CreateShader(const GLchar * text, GLint len, unsigned int type)
+{
+ GLuint shader = glCreateShader(type);
+
+ if (shader == 0) {
+ throw std::runtime_error {"Error compiling shader type " + std::to_string(type)};
+ }
+
+ glShaderSource(shader, 1, &text, &len);
+ glCompileShader(shader);
+
+ CheckShaderError(shader, GL_COMPILE_STATUS, false, "Error compiling shader!");
+
+ return shader;
+}
diff --git a/gfx/gl/shader.h b/gfx/gl/shader.h new file mode 100644 index 0000000..2072199 --- /dev/null +++ b/gfx/gl/shader.h @@ -0,0 +1,35 @@ +#ifndef SHADER_INCLUDED_H
+#define SHADER_INCLUDED_H
+
+#include <GL/glew.h>
+#include <array>
+#include <special_members.hpp>
+#include <string>
+
+class Camera;
+class Transform;
+
+class Shader {
+public:
+ explicit Shader(const std::string & fileName);
+ virtual ~Shader();
+
+ NO_COPY(Shader);
+ NO_MOVE(Shader);
+
+ void Bind() const;
+ void Update(const Transform & transform, const Camera & camera) const;
+
+private:
+ static constexpr unsigned int NUM_SHADERS = 2;
+ static constexpr unsigned int NUM_UNIFORMS = 3;
+
+ static void CheckShaderError(GLuint shader, GLuint flag, bool isProgram, const std::string & errorMessage);
+ static GLuint CreateShader(const GLchar * text, GLint len, unsigned int type);
+
+ GLuint m_program;
+ std::array<GLuint, NUM_SHADERS> m_shaders;
+ std::array<GLint, NUM_UNIFORMS> m_uniforms;
+};
+
+#endif
diff --git a/gfx/gl/shaders/basicShader.fs b/gfx/gl/shaders/basicShader.fs new file mode 100644 index 0000000..3aa974f --- /dev/null +++ b/gfx/gl/shaders/basicShader.fs @@ -0,0 +1,13 @@ +#version 120
+
+varying vec2 texCoord0;
+varying vec3 normal0;
+
+uniform sampler2D sampler;
+uniform vec3 lightDirection;
+
+void main()
+{
+ gl_FragColor = texture2D(sampler, texCoord0) *
+ clamp(dot(-lightDirection, normal0), 0.0, 1.0);
+}
diff --git a/gfx/gl/shaders/basicShader.vs b/gfx/gl/shaders/basicShader.vs new file mode 100644 index 0000000..e673548 --- /dev/null +++ b/gfx/gl/shaders/basicShader.vs @@ -0,0 +1,18 @@ +#version 120
+
+attribute vec3 position;
+attribute vec2 texCoord;
+attribute vec3 normal;
+
+varying vec2 texCoord0;
+varying vec3 normal0;
+
+uniform mat4 MVP;
+uniform mat4 Normal;
+
+void main()
+{
+ gl_Position = MVP * vec4(position, 1.0);
+ texCoord0 = texCoord;
+ normal0 = (Normal * vec4(normal, 0.0)).xyz;
+}
diff --git a/gfx/gl/transform.cpp b/gfx/gl/transform.cpp new file mode 100644 index 0000000..7b256af --- /dev/null +++ b/gfx/gl/transform.cpp @@ -0,0 +1,27 @@ +#include "transform.h" +#include "camera.h" +#include <glm/gtx/transform.hpp> + +Transform::Transform(glm::vec3 pos, glm::vec3 rot, glm::vec3 scale) : pos {pos}, rot {rot}, scale {scale} { } + +glm::mat4 +Transform::GetModel() const +{ + const auto posMat = glm::translate(pos); + const auto scaleMat = glm::scale(scale); + const auto rotX = glm::rotate(rot.x, glm::vec3(1.0, 0.0, 0.0)); + const auto rotY = glm::rotate(rot.y, glm::vec3(0.0, 1.0, 0.0)); + const auto rotZ = glm::rotate(rot.z, glm::vec3(0.0, 0.0, 1.0)); + const auto rotMat = rotX * rotY * rotZ; + + return posMat * rotMat * scaleMat; +} + +glm::mat4 +Transform::GetMVP(const Camera & camera) const +{ + const auto VP = camera.GetViewProjection(); + const auto M = GetModel(); + + return VP * M; +} diff --git a/gfx/gl/transform.h b/gfx/gl/transform.h new file mode 100644 index 0000000..07040ae --- /dev/null +++ b/gfx/gl/transform.h @@ -0,0 +1,58 @@ +#ifndef TRANSFORM_INCLUDED_H
+#define TRANSFORM_INCLUDED_H
+
+#include <glm/glm.hpp>
+
+class Camera;
+
+class Transform {
+public:
+ explicit Transform(glm::vec3 pos = {}, glm::vec3 rot = {}, glm::vec3 scale = {1.0F, 1.0F, 1.0F});
+
+ [[nodiscard]] glm::mat4 GetModel() const;
+
+ [[nodiscard]] glm::mat4 GetMVP(const Camera & camera) const;
+
+ [[nodiscard]] inline glm::vec3 &
+ GetPos()
+ {
+ return pos;
+ }
+
+ [[nodiscard]] inline glm::vec3 &
+ GetRot()
+ {
+ return rot;
+ }
+
+ [[nodiscard]] inline glm::vec3 &
+ GetScale()
+ {
+ return scale;
+ }
+
+ inline void
+ SetPos(glm::vec3 && pos)
+ {
+ this->pos = pos;
+ }
+
+ inline void
+ SetRot(glm::vec3 && rot)
+ {
+ this->rot = rot;
+ }
+
+ inline void
+ SetScale(glm::vec3 && scale)
+ {
+ this->scale = scale;
+ }
+
+private:
+ glm::vec3 pos;
+ glm::vec3 rot;
+ glm::vec3 scale;
+};
+
+#endif
diff --git a/gfx/models/mesh.cpp b/gfx/models/mesh.cpp new file mode 100644 index 0000000..8c304b3 --- /dev/null +++ b/gfx/models/mesh.cpp @@ -0,0 +1,75 @@ +#include "mesh.h"
+#include "obj_loader.h"
+#include "vertex.hpp"
+#include <glm/glm.hpp>
+#include <memory>
+#include <vector>
+
+Mesh::Mesh(const std::string & fileName) : Mesh(OBJModel(fileName).ToIndexedModel()) { }
+
+Mesh::Mesh(const IndexedModel & model) :
+ m_vertexArrayObject {}, m_vertexArrayBuffers {}, m_numIndices {model.indices.size()}
+{
+ glGenVertexArrays(1, &m_vertexArrayObject);
+ glBindVertexArray(m_vertexArrayObject);
+
+ glGenBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());
+
+ glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[POSITION_VB]);
+ glBufferData(
+ GL_ARRAY_BUFFER, sizeof(model.positions[0]) * model.positions.size(), &model.positions[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
+
+ glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[TEXCOORD_VB]);
+ glBufferData(
+ GL_ARRAY_BUFFER, sizeof(model.texCoords[0]) * model.texCoords.size(), &model.texCoords[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
+
+ glBindBuffer(GL_ARRAY_BUFFER, m_vertexArrayBuffers[NORMAL_VB]);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(model.normals[0]) * model.normals.size(), &model.normals[0], GL_STATIC_DRAW);
+ glEnableVertexAttribArray(2);
+ glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, nullptr);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_vertexArrayBuffers[INDEX_VB]);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(model.indices[0]) * model.indices.size(), &model.indices[0],
+ GL_STATIC_DRAW);
+
+ glBindVertexArray(0);
+}
+
+Mesh::Mesh(Vertex * vertices, unsigned int numVertices, unsigned int * indices, unsigned int numIndices) :
+ Mesh {[vertices, numVertices, indices, numIndices]() {
+ IndexedModel model;
+
+ for (unsigned int i = 0; i < numVertices; i++) {
+ model.positions.push_back(vertices[i].GetPos());
+ model.texCoords.push_back(vertices[i].GetTexCoord());
+ model.normals.push_back(vertices[i].GetNormal());
+ }
+
+ for (unsigned int i = 0; i < numIndices; i++) {
+ model.indices.push_back(indices[i]);
+ }
+
+ return model;
+ }()}
+{
+}
+
+Mesh::~Mesh()
+{
+ glDeleteBuffers(NUM_BUFFERS, m_vertexArrayBuffers.data());
+ glDeleteVertexArrays(1, &m_vertexArrayObject);
+}
+
+void
+Mesh::Draw()
+{
+ glBindVertexArray(m_vertexArrayObject);
+
+ glDrawElementsBaseVertex(GL_TRIANGLES, m_numIndices, GL_UNSIGNED_INT, nullptr, 0);
+
+ glBindVertexArray(0);
+}
diff --git a/gfx/models/mesh.h b/gfx/models/mesh.h new file mode 100644 index 0000000..453e54a --- /dev/null +++ b/gfx/models/mesh.h @@ -0,0 +1,35 @@ +#ifndef MESH_INCLUDED_H
+#define MESH_INCLUDED_H
+
+#include <GL/glew.h>
+#include <array>
+#include <cstddef>
+#include <special_members.hpp>
+#include <string>
+
+class IndexedModel;
+class Vertex;
+
+enum MeshBufferPositions { POSITION_VB, TEXCOORD_VB, NORMAL_VB, INDEX_VB };
+
+class Mesh {
+public:
+ explicit Mesh(const std::string & fileName);
+ explicit Mesh(const IndexedModel & model);
+ Mesh(Vertex * vertices, unsigned int numVertices, unsigned int * indices, unsigned int numIndices);
+ virtual ~Mesh();
+
+ NO_COPY(Mesh);
+ NO_MOVE(Mesh);
+
+ void Draw();
+
+private:
+ static constexpr unsigned int NUM_BUFFERS {4};
+
+ GLuint m_vertexArrayObject;
+ std::array<GLuint, NUM_BUFFERS> m_vertexArrayBuffers;
+ size_t m_numIndices;
+};
+
+#endif
diff --git a/gfx/models/obj_loader.cpp b/gfx/models/obj_loader.cpp new file mode 100644 index 0000000..7611a2c --- /dev/null +++ b/gfx/models/obj_loader.cpp @@ -0,0 +1,428 @@ +#include "obj_loader.h" +#include <algorithm> +#include <fstream> +#include <map> +#include <memory> +#include <stdexcept> +#include <utility> + +static bool CompareOBJIndexPtr(const OBJIndex * a, const OBJIndex * b); +static inline unsigned int FindNextChar(unsigned int start, const char * str, unsigned int length, char token); +static inline unsigned int ParseOBJIndexValue(const std::string & token, unsigned int start, unsigned int end); +static inline float ParseOBJFloatValue(const std::string & token, unsigned int start, unsigned int end); +static inline std::vector<std::string> SplitString(const std::string & s, char delim); + +OBJModel::OBJModel(const std::string & fileName) +{ + hasUVs = false; + hasNormals = false; + std::ifstream file; + file.open(fileName.c_str()); + + std::string line; + if (file.is_open()) { + while (file.good()) { + getline(file, line); + + unsigned int lineLength = line.length(); + + if (lineLength < 2) { + continue; + } + + const char * lineCStr = line.c_str(); + + switch (lineCStr[0]) { + case 'v': + switch (lineCStr[1]) { + case 't': + this->uvs.push_back(ParseOBJVec2(line)); + break; + case 'n': + this->normals.push_back(ParseOBJVec3(line)); + break; + case ' ': + case '\t': + this->vertices.push_back(ParseOBJVec3(line)); + } + break; + case 'f': + CreateOBJFace(line); + break; + default: + break; + }; + } + } + else { + throw std::runtime_error {"Unable to load mesh: " + fileName}; + } +} + +void +IndexedModel::CalcNormals() +{ + for (unsigned int i = 0; i < indices.size(); i += 3) { + int i0 = indices[i]; + int i1 = indices[i + 1]; + int i2 = indices[i + 2]; + + glm::vec3 v1 = positions[i1] - positions[i0]; + glm::vec3 v2 = positions[i2] - positions[i0]; + + glm::vec3 normal = glm::normalize(glm::cross(v1, v2)); + + normals[i0] += normal; + normals[i1] += normal; + normals[i2] += normal; + } + + for (unsigned int i = 0; i < positions.size(); i++) { + normals[i] = glm::normalize(normals[i]); + } +} + +IndexedModel +OBJModel::ToIndexedModel() +{ + IndexedModel result; + IndexedModel normalModel; + + unsigned int numIndices = OBJIndices.size(); + + std::vector<OBJIndex *> indexLookup; + + for (unsigned int i = 0; i < numIndices; i++) { + indexLookup.push_back(&OBJIndices[i]); + } + + std::sort(indexLookup.begin(), indexLookup.end(), CompareOBJIndexPtr); + + std::map<OBJIndex, unsigned int> normalModelIndexMap; + std::map<unsigned int, unsigned int> indexMap; + + for (unsigned int i = 0; i < numIndices; i++) { + OBJIndex * currentIndex = &OBJIndices[i]; + + glm::vec3 currentPosition = vertices[currentIndex->vertexIndex]; + glm::vec2 currentTexCoord; + glm::vec3 currentNormal; + + if (hasUVs) { + currentTexCoord = uvs[currentIndex->uvIndex]; + } + else { + currentTexCoord = glm::vec2(0, 0); + } + + if (hasNormals) { + currentNormal = normals[currentIndex->normalIndex]; + } + else { + currentNormal = glm::vec3(0, 0, 0); + } + + unsigned int normalModelIndex; + unsigned int resultModelIndex; + + // Create model to properly generate normals on + const auto it = normalModelIndexMap.find(*currentIndex); + if (it == normalModelIndexMap.end()) { + normalModelIndex = normalModel.positions.size(); + + normalModelIndexMap.insert(std::pair<OBJIndex, unsigned int>(*currentIndex, normalModelIndex)); + normalModel.positions.push_back(currentPosition); + normalModel.texCoords.push_back(currentTexCoord); + normalModel.normals.push_back(currentNormal); + } + else { + normalModelIndex = it->second; + } + + // Create model which properly separates texture coordinates + unsigned int previousVertexLocation = FindLastVertexIndex(indexLookup, currentIndex, result); + + if (previousVertexLocation == (unsigned int)-1) { + resultModelIndex = result.positions.size(); + + result.positions.push_back(currentPosition); + result.texCoords.push_back(currentTexCoord); + result.normals.push_back(currentNormal); + } + else { + resultModelIndex = previousVertexLocation; + } + + normalModel.indices.push_back(normalModelIndex); + result.indices.push_back(resultModelIndex); + indexMap.insert(std::pair<unsigned int, unsigned int>(resultModelIndex, normalModelIndex)); + } + + if (!hasNormals) { + normalModel.CalcNormals(); + + for (unsigned int i = 0; i < result.positions.size(); i++) { + result.normals[i] = normalModel.normals[indexMap[i]]; + } + } + + return result; +}; + +unsigned int +OBJModel::FindLastVertexIndex( + const std::vector<OBJIndex *> & indexLookup, const OBJIndex * currentIndex, const IndexedModel & result) +{ + unsigned int start = 0; + unsigned int end = indexLookup.size(); + unsigned int current = (end - start) / 2 + start; + unsigned int previous = start; + + while (current != previous) { + OBJIndex * testIndex = indexLookup[current]; + + if (testIndex->vertexIndex == currentIndex->vertexIndex) { + unsigned int countStart = current; + + for (unsigned int i = 0; i < current; i++) { + OBJIndex * possibleIndex = indexLookup[current - i]; + + if (possibleIndex == currentIndex) { + continue; + } + + if (possibleIndex->vertexIndex != currentIndex->vertexIndex) { + break; + } + + countStart--; + } + + for (unsigned int i = countStart; i < indexLookup.size() - countStart; i++) { + OBJIndex * possibleIndex = indexLookup[current + i]; + + if (possibleIndex == currentIndex) { + continue; + } + + if (possibleIndex->vertexIndex != currentIndex->vertexIndex) { + break; + } + else if ((!hasUVs || possibleIndex->uvIndex == currentIndex->uvIndex) + && (!hasNormals || possibleIndex->normalIndex == currentIndex->normalIndex)) { + glm::vec3 currentPosition = vertices[currentIndex->vertexIndex]; + glm::vec2 currentTexCoord; + glm::vec3 currentNormal; + + if (hasUVs) { + currentTexCoord = uvs[currentIndex->uvIndex]; + } + else { + currentTexCoord = glm::vec2(0, 0); + } + + if (hasNormals) { + currentNormal = normals[currentIndex->normalIndex]; + } + else { + currentNormal = glm::vec3(0, 0, 0); + } + + for (unsigned int j = 0; j < result.positions.size(); j++) { + if (currentPosition == result.positions[j] + && ((!hasUVs || currentTexCoord == result.texCoords[j]) + && (!hasNormals || currentNormal == result.normals[j]))) { + return j; + } + } + } + } + + return -1; + } + else { + if (testIndex->vertexIndex < currentIndex->vertexIndex) { + start = current; + } + else { + end = current; + } + } + + previous = current; + current = (end - start) / 2 + start; + } + + return -1; +} + +void +OBJModel::CreateOBJFace(const std::string & line) +{ + std::vector<std::string> tokens = SplitString(line, ' '); + + this->OBJIndices.push_back(ParseOBJIndex(tokens[1], &this->hasUVs, &this->hasNormals)); + this->OBJIndices.push_back(ParseOBJIndex(tokens[2], &this->hasUVs, &this->hasNormals)); + this->OBJIndices.push_back(ParseOBJIndex(tokens[3], &this->hasUVs, &this->hasNormals)); + + if ((int)tokens.size() > 4) { + this->OBJIndices.push_back(ParseOBJIndex(tokens[1], &this->hasUVs, &this->hasNormals)); + this->OBJIndices.push_back(ParseOBJIndex(tokens[3], &this->hasUVs, &this->hasNormals)); + this->OBJIndices.push_back(ParseOBJIndex(tokens[4], &this->hasUVs, &this->hasNormals)); + } +} + +OBJIndex +OBJModel::ParseOBJIndex(const std::string & token, bool * hasUVs, bool * hasNormals) +{ + unsigned int tokenLength = token.length(); + const char * tokenString = token.c_str(); + + unsigned int vertIndexStart = 0; + unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/'); + + OBJIndex result { + .vertexIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd), + .uvIndex = 0, + .normalIndex = 0, + }; + + if (vertIndexEnd >= tokenLength) { + return result; + } + + vertIndexStart = vertIndexEnd + 1; + vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/'); + + result.uvIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd); + *hasUVs = true; + + if (vertIndexEnd >= tokenLength) { + return result; + } + + vertIndexStart = vertIndexEnd + 1; + vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, '/'); + + result.normalIndex = ParseOBJIndexValue(token, vertIndexStart, vertIndexEnd); + *hasNormals = true; + + return result; +} + +glm::vec3 +OBJModel::ParseOBJVec3(const std::string & line) +{ + unsigned int tokenLength = line.length(); + const char * tokenString = line.c_str(); + + unsigned int vertIndexStart = 2; + + while (vertIndexStart < tokenLength) { + if (tokenString[vertIndexStart] != ' ') { + break; + } + vertIndexStart++; + } + + unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' '); + + float x = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd); + + vertIndexStart = vertIndexEnd + 1; + vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' '); + + float y = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd); + + vertIndexStart = vertIndexEnd + 1; + vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' '); + + float z = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd); + + return glm::vec3(x, y, z); +} + +glm::vec2 +OBJModel::ParseOBJVec2(const std::string & line) +{ + unsigned int tokenLength = line.length(); + const char * tokenString = line.c_str(); + + unsigned int vertIndexStart = 3; + + while (vertIndexStart < tokenLength) { + if (tokenString[vertIndexStart] != ' ') { + break; + } + vertIndexStart++; + } + + unsigned int vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' '); + + float x = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd); + + vertIndexStart = vertIndexEnd + 1; + vertIndexEnd = FindNextChar(vertIndexStart, tokenString, tokenLength, ' '); + + float y = ParseOBJFloatValue(line, vertIndexStart, vertIndexEnd); + + return glm::vec2(x, y); +} + +static bool +CompareOBJIndexPtr(const OBJIndex * a, const OBJIndex * b) +{ + return a->vertexIndex < b->vertexIndex; +} + +static inline unsigned int +FindNextChar(unsigned int start, const char * str, unsigned int length, char token) +{ + unsigned int result = start; + while (result < length) { + result++; + if (str[result] == token) { + break; + } + } + + return result; +} + +static inline unsigned int +ParseOBJIndexValue(const std::string & token, unsigned int start, unsigned int end) +{ + return std::stoul(token.substr(start, end - start)) - 1; +} + +static inline float +ParseOBJFloatValue(const std::string & token, unsigned int start, unsigned int end) +{ + return std::stof(token.substr(start, end - start)); +} + +static inline std::vector<std::string> +SplitString(const std::string & s, char delim) +{ + std::vector<std::string> elems; + + const char * cstr = s.c_str(); + unsigned int strLength = s.length(); + unsigned int start = 0; + unsigned int end = 0; + + while (end <= strLength) { + while (end <= strLength) { + if (cstr[end] == delim) { + break; + } + end++; + } + + elems.push_back(s.substr(start, end - start)); + start = end + 1; + end = start; + } + + return elems; +} diff --git a/gfx/models/obj_loader.h b/gfx/models/obj_loader.h new file mode 100644 index 0000000..11c6b38 --- /dev/null +++ b/gfx/models/obj_loader.h @@ -0,0 +1,53 @@ +#ifndef OBJ_LOADER_H_INCLUDED +#define OBJ_LOADER_H_INCLUDED + +#include <glm/glm.hpp> +#include <string> +#include <vector> + +struct OBJIndex { + unsigned int vertexIndex; + unsigned int uvIndex; + unsigned int normalIndex; + + bool + operator<(const OBJIndex & r) const + { + return vertexIndex < r.vertexIndex; + } +}; + +class IndexedModel { +public: + std::vector<glm::vec3> positions; + std::vector<glm::vec2> texCoords; + std::vector<glm::vec3> normals; + std::vector<unsigned int> indices; + + void CalcNormals(); +}; + +class OBJModel { +public: + std::vector<OBJIndex> OBJIndices; + std::vector<glm::vec3> vertices; + std::vector<glm::vec2> uvs; + std::vector<glm::vec3> normals; + bool hasUVs; + bool hasNormals; + + explicit OBJModel(const std::string & fileName); + + IndexedModel ToIndexedModel(); + +private: + unsigned int FindLastVertexIndex( + const std::vector<OBJIndex *> & indexLookup, const OBJIndex * currentIndex, const IndexedModel & result); + void CreateOBJFace(const std::string & line); + + glm::vec2 ParseOBJVec2(const std::string & line); + glm::vec3 ParseOBJVec3(const std::string & line); + OBJIndex ParseOBJIndex(const std::string & token, bool * hasUVs, bool * hasNormals); +}; + +#endif // OBJ_LOADER_H_INCLUDED diff --git a/gfx/models/stb_image.c b/gfx/models/stb_image.c new file mode 100644 index 0000000..a839b61 --- /dev/null +++ b/gfx/models/stb_image.c @@ -0,0 +1,8 @@ +#ifndef TIDY +# define STB_IMAGE_IMPLEMENTATION +# pragma GCC diagnostic ignored "-Wsign-compare" +# ifndef __clang__ +# pragma GCC diagnostic ignored "-Wunused-but-set-variable" +# endif +# include "stb_image.h" +#endif diff --git a/gfx/models/texture.cpp b/gfx/models/texture.cpp new file mode 100644 index 0000000..a388b32 --- /dev/null +++ b/gfx/models/texture.cpp @@ -0,0 +1,35 @@ +#include "texture.h"
+#include "stb_image.h"
+#include <stdexcept>
+
+Texture::Texture(const std::string & fileName) : m_texture {}
+{
+ int width, height, numComponents;
+ unsigned char * data = stbi_load((fileName).c_str(), &width, &height, &numComponents, 4);
+
+ if (!data) {
+ throw std::runtime_error {"Unable to load texture: " + fileName};
+ }
+
+ glGenTextures(1, &m_texture);
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ stbi_image_free(data);
+}
+
+Texture::~Texture()
+{
+ glDeleteTextures(1, &m_texture);
+}
+
+void
+Texture::Bind() const
+{
+ glBindTexture(GL_TEXTURE_2D, m_texture);
+}
diff --git a/gfx/models/texture.h b/gfx/models/texture.h new file mode 100644 index 0000000..6ebf88d --- /dev/null +++ b/gfx/models/texture.h @@ -0,0 +1,23 @@ +#ifndef TEXTURE_H
+#define TEXTURE_H
+
+#include <GL/glew.h>
+#include <special_members.hpp>
+#include <string>
+
+class Texture {
+public:
+ explicit Texture(const std::string & fileName);
+
+ virtual ~Texture();
+
+ NO_COPY(Texture);
+ NO_MOVE(Texture);
+
+ void Bind() const;
+
+private:
+ GLuint m_texture;
+};
+
+#endif
diff --git a/gfx/models/vertex.hpp b/gfx/models/vertex.hpp new file mode 100644 index 0000000..4ab6024 --- /dev/null +++ b/gfx/models/vertex.hpp @@ -0,0 +1,37 @@ +#ifndef VERTEX_H +#define VERTEX_H + +#include <glm/glm.hpp> + +class Vertex { +public: + Vertex(glm::vec3 pos, glm::vec2 texCoord, glm::vec3 normal) : + pos {std::move(pos)}, texCoord {std::move(texCoord)}, normal {std::move(normal)} + { + } + + glm::vec3 & + GetPos() + { + return pos; + } + + glm::vec2 & + GetTexCoord() + { + return texCoord; + } + + glm::vec3 & + GetNormal() + { + return normal; + } + +private: + glm::vec3 pos; + glm::vec2 texCoord; + glm::vec3 normal; +}; + +#endif |