DuctTaped_GL/DGL/DGL_Model.hpp

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/*
Title : Ducktaped GL: Model
Author: Edward R. Gonzalez
Description:
*/
#pragma once
// DGL
#include "DGL_Buffers.hpp"
#include "DGL_Types.hpp"
#include "DGL_Space.hpp"
// Non-Standard C++
#include "Cpp_Alias.hpp"
namespace DGL
{
struct VertexGenerator
{
using ComponentList = std::vector< gFloat>;
public:
void AddComponent(gFloat _float)
{
comp.push_back(_float);
}
// TODO: De-hard-code this generator to do any vector size.
Vector2 GetVector2()
{
return Vector2(comp.at(0), comp.at(1));
}
Vector3 GetVector3()
{
return Vector3(comp.at(0), comp.at(1), comp.at(2));
}
void Normalize()
{
using std::pow ;
using std::sqrt;
using Element = ComponentList::iterator;
gFloat magnitude = 0.0f;
for (Element element = comp.begin(); element != comp.end(); element++)
{
magnitude += pow(*element, 2.0f);
}
magnitude = sqrt(magnitude);
for (Element element = comp.begin(); element != comp.end(); element++)
{
*element /= magnitude;
}
}
private:
ComponentList comp;
};
struct Face
{
Vec3Int Vertexes;
};
using FaceList = std::vector<Face>;
struct FaceGenerator
{
using ComponentList = std::vector< gUInt>;
ComponentList vertIndexes, uvIndexes, normals;
void AddVertexIndex(gUInt _index)
{
vertIndexes.push_back(_index);
}
void AddUVIndex(gUInt _index)
{
uvIndexes.push_back(_index);
}
void AddNormalIndex(gUInt _index)
{
normals.push_back(_index);
}
Face GetFace()
{
Face generated;// = { {0,0,0}, {0,0,0}, {0,0,0} };
for (int index = 0; index < 3; index++)
{
generated.Vertexes.vec[index] = vertIndexes[index];
if (index < 2)
{
if (uvIndexes.size() > 0)
{
//generated.UVs[index] = uvIndexes[index];
}
}
if (normals.size() > 0)
{
//generated.Normals.vec[index] = normals[index];
}
}
if (uvIndexes.size() == 0)
{
//generated.UVs = { 0, 0 };
}
return generated;
}
};
// TODO: Add support for textures...
class Model
{
private:
// Not the most efficient method to do normals, but works.
void generateNormals()
{
normals.resize(verticies.size(), Vector3(0.0f));
for (int faceIndex = 0; faceIndex < faces.size(); faceIndex++)
{
int vertexIndex1 = faces[faceIndex].Vertexes.vec[0],
vertexIndex2 = faces[faceIndex].Vertexes.vec[1],
vertexIndex3 = faces[faceIndex].Vertexes.vec[2] ;
Vector3 vert1 = verticies[vertexIndex1],
vert2 = verticies[vertexIndex2],
vert3 = verticies[vertexIndex3] ;
Vector3 edge1 = vert2 - vert1,
edge2 = vert3 - vert1,
normal = GetCrossNormal(edge1, edge2);
//faces[faceIndex].Normals.vec[0] = vertexIndex1;
//faces[faceIndex].Normals.vec[1] = vertexIndex2;
//faces[faceIndex].Normals.vec[2] = vertexIndex3;
normals[vertexIndex1] += normal;
normals[vertexIndex2] += normal;
normals[vertexIndex3] += normal;
}
for (int index = 0; index < normals.size(); index++)
{
/*gFloat magnitude = 0.0f;
magnitude = normals[index].x + normals[index].y + normals[index].z;
normals[index].x /= magnitude;
normals[index].y /= magnitude;
normals[index].z /= magnitude;*/
normals[index] = GetDirection(normals[index]);
}
}
public:
Model(const string& _filePath) :
loaded (false ),
vertexArrayID (0 ),
vertexBufferID (0 ),
normalBuffferID(0 ),
textureBufferID(0 ),
elementBufferID(0 ),
filePath (_filePath ),
verticies (VertexList()),
normals (VertexList()),
textureUVs (UVList ()),
faces (FaceList ())
{}
// Hardcoded to only do the verticies and normals for now...
void Buffer()
{
GenerateVertexBuffers(vertexArrayID , 1);
GenerateBuffers (vertexBufferID , 1);
GenerateBuffers (normalBuffferID, 1);
GenerateBuffers (elementBufferID, 1);
if (normals.size() == 0)
{
generateNormals();
}
BindVertexArray(vertexArrayID);
// Vertex Position Buffering
BindBuffer(EBufferTarget::VertexAttributes, vertexBufferID);
BufferData(verticies[0], gSize(verticies.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, false);
EnableVertexAttributeArray(0);
// Normal Buffering
if (normals.size() != 0)
{
BindBuffer(EBufferTarget::VertexAttributes, normalBuffferID);
BufferData(normals[0], gSize(normals.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, false);
EnableVertexAttributeArray(1);
}
// Texture buffering
// TODO: Fix this.
if (textureUVs.size() != 0)
{
//glBindTexture(TBO, GL_TEXTURE_2D);
//BufferData(Address(TextureMap[0]), TextureMap.size() * sizeof(Vector2), EBufferTarget::TextureData, EBufferUsage::StaticDraw);
//FormatVertexAttributes<Vector2>(2, EDataType::Float, ZeroOffset(), 2, EBool::False);
//EnableVertexAttributeArray(2);
}
BindBuffer(EBufferTarget::VertexIndices, elementBufferID);
BufferData(faces[0], gSize(faces.size() * sizeof(Face)), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
UnbindVertexArray(); // Unbind vertex array.
/*for (int index = 0; index < verticies.size(); index++)
{
cout << "Vertex: " << verticies[index].x << ", " << verticies[index].y << ", " << ", " << verticies[index].z << endl;
}
for (int index = 0; index < verticies.size(); index++)
{
cout << "Normal: " << normals[index].x << ", " << normals[index].y << ", " << ", " << normals[index].z << endl;
}*/
}
void Load()
{
using std::get ;
using std::getline ;
using std::ifstream ;
using std::ios ;
using std::stringstream;
using std::ws ;
ifstream fileBuffer; fileBuffer.open(filePath);
auto processVertex = [&](stringstream& _vertexStream)
{
VertexGenerator vertex; gFloat componentValue;
while (not _vertexStream.eof())
{
_vertexStream >> componentValue >> ws;
vertex.AddComponent(componentValue);
}
verticies.push_back(vertex.GetVector3());
};
auto processNormals = [&](stringstream& _normalStream)
{
VertexGenerator normal; gFloat componentValue;
while (not _normalStream.eof())
{
_normalStream >> componentValue >> ws;
normal.AddComponent(componentValue);
}
normal.Normalize();
normals.push_back(normal.GetVector3());
};
auto processTexture = [&](stringstream& _normalStream)
{
VertexGenerator texture; gFloat componentValue;
while (not _normalStream.eof())
{
_normalStream >> componentValue >> ws;
texture.AddComponent(componentValue);
}
textureUVs.push_back(texture.GetVector2());
};
auto processFace = [&](stringstream& _faceStream)
{
FaceGenerator faceMade; gUInt vertexIndex, textureIndex, normalIndex;
while (not _faceStream.eof())
{
_faceStream >> vertexIndex >> ws;
faceMade.AddVertexIndex(vertexIndex - 1);
indicies.push_back(vertexIndex - 1);
if (_faceStream.peek() == '/')
{
_faceStream.get();
if (_faceStream.peek() == '/')
{
_faceStream.get();
_faceStream >> normalIndex >> ws;
faceMade.AddNormalIndex(normalIndex -1);
indicies.push_back(normalIndex - 1);
}
else
{
_faceStream >> textureIndex >> ws;
faceMade.AddUVIndex(textureIndex - 1);
if (_faceStream.peek() == '/')
{
_faceStream.get();
_faceStream >> normalIndex >> ws;
faceMade.AddNormalIndex(normalIndex - 1);
indicies.push_back(normalIndex - 1);
}
}
}
}
faces.push_back(faceMade.GetFace());
};
if (fileBuffer.is_open())
{
stringstream stringBuffer;
stringBuffer << fileBuffer.rdbuf();
string line;
while (not stringBuffer.eof())
{
getline(stringBuffer, line);
stringstream lineStream(line);
string lineSig;
lineStream >> lineSig >> ws;
if (lineSig == "v")
{
processVertex(lineStream);
}
else if (lineSig == "vn")
{
processNormals(lineStream);
}
else if (lineSig == "vt")
{
processTexture(lineStream);
}
else if (lineSig == "f")
{
processFace(lineStream);
}
}
fileBuffer.close();
Buffer();
loaded = true;
return;
}
else
{
throw std::runtime_error("Could not open file to load model.");
}
}
bool Ready()
{
return loaded;
}
void Render()
{
BindVertexArray(vertexArrayID);
gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, SizeRef); SizeRef /= sizeof(gUInt);
DrawElements(EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
UnbindVertexArray();
}
Model& operator= (const Model& _model)
{
vertexArrayID = _model.vertexArrayID ;
vertexBufferID = _model.vertexBufferID ;
normalBuffferID = _model.normalBuffferID;
textureBufferID = _model.textureBufferID;
elementBufferID = _model.elementBufferID;
filePath = _model.filePath;
verticies = _model.verticies ;
normals = _model.normals ;
textureUVs = _model.textureUVs;
faces = _model.faces ;
indicies = _model.indicies ;
return *this;
}
private:
// Components
bool loaded;
ID<VertexArray > vertexArrayID ;
ID<VertexBuffer > vertexBufferID ;
ID<NormalBuffer > normalBuffferID;
ID<TextureBuffer> textureBufferID;
ID<ElementBuffer> elementBufferID;
string filePath;
VertexList verticies ;
VertexList normals ;
UVList textureUVs;
FaceList faces ;
VIndexList indicies ;
};
};