Got tired of everything and just used loctite ultra gel control on the generate normals.

Locktite ultra is the shit.
This commit is contained in:
Edward R. Gonzalez 2020-02-20 17:18:08 -05:00
parent 8715347088
commit d4bfec3944
13 changed files with 199 additions and 413 deletions

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@ -3,6 +3,7 @@
// OpenGL
#include <glew.h >
#include <glm/detail/type_vec3.hpp>
#include <glm/detail/type_vec2.hpp>
// Duck Tape
@ -19,6 +20,9 @@ namespace DGL
{
template<typename Type>
using Vector3 = glm::tvec3<Type>;
template<typename Type>
using Vector2 = glm::tvec2<Type>;
}
using DataPtr = ptr<GLvoid>;
@ -35,6 +39,7 @@ namespace DGL
class Shader ;
class ShaderProgram;
class VertexArray ;
class TextureBuffer;
class ElementBuffer;

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@ -1,14 +1,26 @@
#pragma once
// DGL
#include "DGL_Buffers.hpp"
#include "DGL_Space.hpp"
// C++
#include "Cpp_Alias.hpp"
namespace DGL
{
using std::string;
using UVList = std ::vector < Vector2>;
using Vec3Int = Generic::Vector3< gUInt >;
using Vec2Int = Generic::Vector2< gUInt >;
using VertexList = std ::vector < Vector3>;
using VIndexList = std ::vector < gInt >;
sfn Offset(gInt _offsetAmount)
{
return ptr<void>(_offsetAmount);
@ -19,22 +31,29 @@ namespace DGL
return 0;
}
using std::string;
using VertexList = std ::vector < Vector3>;
using UVList = std ::vector < Vector2>;
using VecInt = Generic::Vector3< gUInt >;
using VIndexList = std ::vector < gInt >;
struct VertexGenerator
{
using ComponentList = std::vector< gFloat>;
ComponentList comp;
// TODO: De-hard-code this generator to do any vector size.
sfn GetVector() -> Vector3
{
return Vector3(comp.at(0), comp.at(1), comp.at(2));
}
sfn GetVector2() -> Vector2
{
return Vector2(comp.at(0), comp.at(1));
}
void Normalize()
{
using std::pow ;
@ -56,24 +75,19 @@ namespace DGL
*element /= magnitude;
}
}
// TODO: De-hard-code this generator to do any vector size.
sfn GetVector() -> Vector3
{
return Vector3(comp.at(0), comp.at(1), comp.at(2));
}
};
struct Face
{
VecInt Vertexes,
Normals;
//UVs[3];
Vec3Int Vertexes, Normals;
};
using FaceList = std::vector<Face>;
struct FaceGenerator
{
using ComponentList = std::vector< gUInt>;
@ -103,10 +117,13 @@ namespace DGL
{
generated.Vertexes[index] = vertIndexes[index];
if (index < 2)
{
if (uvIndexes.size() > 0)
{
//generated.UVs[index] = uvIndexes[index];
}
}
if (normals.size() > 0)
{
@ -114,25 +131,23 @@ namespace DGL
}
}
if (uvIndexes.size() == 0)
{
//generated.UVs = { 0, 0 };
}
return generated;
}
};
struct Model
{
struct VN
{
Vector3 Vertex, Normal;
VN(Vector3 _v, Vector3 _n) : Vertex(_v), Normal(_n) {};
};
using VNList = std::vector<VN>;
ID<VertexArray > VAO;
ID<VertexBuffer > VBO;
ID<NormalBuffer > NBO;
ID<TextureBuffer> TBO;
ID<ElementBuffer> EBO;
const string FilePath;
@ -147,6 +162,8 @@ namespace DGL
FaceList Faces ;
VIndexList Indicies ;
Model(const Ref(string) _filePath) :
VAO(-1),
VBO(-1),
@ -164,17 +181,18 @@ namespace DGL
{
using std::cout ;
using std::endl ;
using std::get ;
using std::getline ;
using std::ifstream ;
using std::ios ;
using std::stringstream;
using std::getline;
using std::ws ;
using std::get;
ifstream fileBuffer;
fileBuffer.open(FilePath);
ifstream fileBuffer; fileBuffer.open(FilePath);
deduce processVertex = [&](Ref(stringstream) _vertexStream)
{
@ -206,6 +224,20 @@ namespace DGL
VertNormals.push_back(normal.GetVector());
};
deduce processTexture = [&](Ref(stringstream) _normalStream)
{
VertexGenerator texture; gFloat componentValue;
while (not _normalStream.eof())
{
_normalStream >> componentValue >> ws;
texture.comp.push_back(componentValue);
}
TextureMap.push_back(texture.GetVector2());
};
deduce processFace = [&](Ref(stringstream) _faceStream)
{
FaceGenerator faceMade; gUInt vertexIndex, textureIndex, normalIndex;
@ -255,6 +287,8 @@ namespace DGL
Faces.push_back(faceMade.GetFace());
};
if (fileBuffer.is_open())
{
stringstream stringBuffer;
@ -281,6 +315,10 @@ namespace DGL
{
processNormals(lineStream);
}
else if (lineSig == "vt")
{
processTexture(lineStream);
}
else if (lineSig == "f")
{
processFace(lineStream);
@ -294,10 +332,39 @@ namespace DGL
throw std::runtime_error("Could not open file to load model.");
}
fileBuffer.close();
}
sfn GenerateNormals()
{
VertNormals.resize(Verticies.size());
for (int index = 0; index < Faces.size(); index++)
{
int vertexIndex1 = Faces[index].Vertexes[0],
vertexIndex2 = Faces[index].Vertexes[1],
vertexIndex3 = Faces[index].Vertexes[2];
Vector3 edge1 = Verticies[vertexIndex2] - Verticies[vertexIndex1],
edge2 = Verticies[vertexIndex3] - Verticies[vertexIndex1],
normal = GetDirection(GetCrossNormal(edge1, edge2));
Faces[index].Normals[0] = vertexIndex1;
Faces[index].Normals[1] = vertexIndex2;
Faces[index].Normals[2] = vertexIndex3;
VertNormals[vertexIndex1] = normal;
VertNormals[vertexIndex2] = normal;
VertNormals[vertexIndex3] = normal;
}
}
template<typename Type>
sfn RoundOff(Type _value, gInt _numDigitsToKeep) -> Type
{
@ -306,42 +373,7 @@ namespace DGL
return round(_value * Rounder) / Rounder;
}
sfn GenerateNormals()
{
for (int index = 0; index < Faces.size(); index++)
{
int vertexIndex1 = Faces[index].Vertexes[0],
vertexIndex2 = Faces[index].Vertexes[1],
vertexIndex3 = Faces[index].Vertexes[2];
Vector3 edge1 = Verticies[vertexIndex2] - Verticies[vertexIndex1],
edge2 = Verticies[vertexIndex3] - Verticies[vertexIndex2],
normal = GetDirection(GetCrossNormal(edge2, edge1));
normal[0] = normal[0]; // RoundOff(normal[0], 7);
normal[1] = normal[1]; // RoundOff(normal[1], 7);
normal[2] = normal[1]; // RoundOff(normal[2], 7);
bool normalExists = false;
for (int normIndex = 0; normIndex < VertNormals.size(); normIndex++)
{
if (normal == VertNormals[normIndex])
{
normalExists = true;
}
}
if (!normalExists)
{
VertNormals.push_back(normal);
}
}
}
// Hardcoded to only do the verticies and normals for now...
sfn Buffer()
@ -349,50 +381,16 @@ namespace DGL
GenerateVertexBuffers(Address(VAO), 1);
GenerateBuffers (Address(VBO), 1);
GenerateBuffers (Address(NBO), 1);
//glGenTextures (1, Address(TBO));
GenerateBuffers (Address(EBO), 1);
/*if (VertNormals.size() == 0)
if (VertNormals.size() == 0)
{
GenerateNormals();
}*/
/*for (int index = 0; index < Faces.size(); index++)
{
cout << "FaceID: " << index << endl << endl;
for (int vertIndex = 0; vertIndex < 3; vertIndex++)
{
cout << "Vert Index: " << Faces[index].Vertexes[vertIndex] << endl;
cout << "Face Index: " << Faces[index].Normals[vertIndex] << endl;
RAWVertex.push_back
(
Verticies[Faces[index].Vertexes[vertIndex]]
);
RAWVertex.push_back
(
VertNormals[Faces[index].Normals[vertIndex]]
);
}
}
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO);
BufferData(Address(RAWVertex[0]), RAWVertex.size() * sizeof(Vector3), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, EBool::False);
EnableVertexAttributeArray(0);
FormatVertexAttributes<Vector3>(1, EDataType::Float, Offset(sizeof(Vector3)), 3, EBool::False);
EnableVertexAttributeArray(1);*/
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO);
@ -404,6 +402,7 @@ namespace DGL
EnableVertexAttributeArray(0);
if (VertNormals.size() != 0)
{
BindBuffer(EBufferTarget::VertexAttributes, NBO);
@ -416,6 +415,20 @@ namespace DGL
}
/*if (TextureMap.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, EBO);
BufferData(Address(Faces[0]), Faces.size() * sizeof(Face), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
@ -427,13 +440,11 @@ namespace DGL
{
BindVertexArray(VAO);
BindBuffer(EBufferTarget::VertexAttributes, VBO);
gInt Size; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, Address(Size));
Size /= sizeof(gInt);
Size /= sizeof(gUInt);
//DrawArrays(EPrimitives::Triangles, 0, RAWVertex.size());
DrawElements(EPrimitives::Triangles, Size, EDataType::UnsignedInt, ZeroOffset());

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@ -488,10 +488,12 @@ namespace DGL
EnableVertexAttributeArray(0);
EnableVertexAttributeArray(1);
//EnableVertexAttributeArray(2);
}
sfn Stop()
{
//DisableVertexAttributeArray(2);
DisableVertexAttributeArray(1);
DisableVertexAttributeArray(0);
}

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@ -386,7 +386,7 @@ namespace Execution
//RAW_RotateLitCube(PhysicsDelta);
RAW_LightRotate(PhysicsDelta);
RAW_UpdateLightTransform(PhysicsDelta);
ProperCube::Rotate(PhysicsDelta);

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@ -2,13 +2,11 @@
out vec4 FragColor;
in vec3 FragPosition ;
in vec3 Normal ;
in vec3 LightViewPosition;
in vec3 LightRawPos ;
uniform vec3 ObjectColor;
uniform vec3 LightColor ;
uniform vec3 ViewPosition;
@ -35,8 +33,8 @@ void main()
float specularStrength = 0.5;
vec3 viewDirection = normalize(ViewPosition - FragPosition);
// vec3 viewDirection = normalize(-FragPosition);
// vec3 viewDirection = normalize(ViewPosition - FragPosition);
vec3 viewDirection = normalize(-FragPosition);
vec3 reflectionDirection = reflect(-lightDirection, direction);

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@ -2,9 +2,7 @@
layout (location = 0) in vec3 VertPosition;
layout (location = 1) in vec3 VertNormal ;
varying vec3 vPosInterp;
varying vec3 vNormalInterp;
layout (location = 2) in vec3 VertTexture ;
out vec3 FragPosition ;
out vec3 Normal ;

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@ -18,6 +18,11 @@ using DGL::LinearColor;
using DGL::Vector3;
using DGL::ZeroOffset;
struct RAWBS
{
float bullshit[6 * 6 * 2 *3];
};
float vertices[] = {
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
@ -356,7 +361,7 @@ sfn RAW_RenderCube()
LinearColor CoralColor(1.0f, 0.5f, 0.31f, 1.0f);
LinearColor LightColor(1.0f, 1.0f, 1.0f , 1.0f);
Vector3 LightPosition(1.2f, 2.0f, 0.5f);
Vector3 LightPosition(1.2f, 1.0f, 1.75f);
Vector3 LightScale = Vector3(0.2f);
@ -383,10 +388,8 @@ sfn RAW_MakeLightVAO()
LightTransform = DGL::Scale (LightTransform, LightScale );
}
sfn RAW_LightRotate(gFloat _delta)
sfn RAW_UpdateLightTransform(gFloat _delta)
{
//LightTransform = DGL::Rotate(LightTransform, 0.1f, Vector3(1, 0, 0));
static bool test = true;
LightTransform = CoordSpace(1.0f);
@ -478,10 +481,12 @@ sfn RAW_RenderLitCube(CoordSpace _projection, CoordSpace _viewport)
}
using DGL::NormalBuffer;
namespace ProperCube
{
Model model("cube.obj");
Model model("topology.obj");
Vector3 position = Vector3(0.0f);
@ -489,9 +494,11 @@ namespace ProperCube
CoordSpace transform = Matrix4x4(1.0f);
sfn Rotate(gFloat _delta)
{
//transform = DGL::Rotate(transform, 1.5f * _delta, Vector3(0, 1, 0));
transform = DGL::Rotate(transform, 0.75f * _delta, Vector3(0, 1, 0));
}
sfn Render(Ref(CoordSpace) _projection, Ref(CoordSpace) _viewport, Ref(Vector3) _cameraPosition)
@ -511,21 +518,17 @@ namespace ProperCube
_cameraPosition
);
//DGL::Basic_LightingShader::Use(screenspaceTransform, color, lightColor);
model.Render();
DGL::Basic_LightingShader::Stop();
DGL::PhongShader::Stop();
}
using DGL::Offset;
sfn Setup()
{
model.Load();
//model.GenVN();
model.Buffer();
//transform = DGL::Scale(transform, Vector3(0.01));

46
blenderCube.obj Normal file
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@ -0,0 +1,46 @@
# Blender v2.80 (sub 74) OBJ File: ''
# www.blender.org
mtllib blenderCube.mtl
o Cube
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vt 0.375000 0.000000
vt 0.625000 0.000000
vt 0.625000 0.250000
vt 0.375000 0.250000
vt 0.375000 0.250000
vt 0.625000 0.250000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.625000 0.750000
vt 0.625000 1.000000
vt 0.375000 1.000000
vt 0.125000 0.500000
vt 0.375000 0.500000
vt 0.375000 0.750000
vt 0.125000 0.750000
vt 0.625000 0.500000
vt 0.875000 0.500000
vt 0.875000 0.750000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
usemtl Material
s off
f 1/1/1 5/2/1 7/3/1 3/4/1
f 4/5/2 3/6/2 7/7/2 8/8/2
f 8/8/3 7/7/3 5/9/3 6/10/3
f 6/10/4 2/11/4 4/12/4 8/13/4
f 2/14/5 1/15/5 3/16/5 4/17/5
f 6/18/6 5/19/6 1/20/6 2/11/6

View File

@ -2,9 +2,6 @@
#
#
mtllib cube.mtl
#
# cube Mesh
#