mirror of
https://github.com/Ed94/DuctTaped_GL.git
synced 2024-11-10 04:24:52 -08:00
496 lines
9.8 KiB
C++
496 lines
9.8 KiB
C++
/*
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Title : Ducktaped GL: Model
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Author: Edward R. Gonzalez
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Description:
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*/
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#pragma once
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// DGL
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#include "DGL_Buffers.hpp"
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#include "DGL_Types.hpp"
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#include "DGL_Space.hpp"
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// Non-Standard C++
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#include "Cpp_Alias.hpp"
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namespace DGL
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{
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struct VertexGenerator
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{
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using ComponentList = std::vector< gFloat>;
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public:
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void AddComponent(gFloat _float)
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{
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comp.push_back(_float);
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}
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// TODO: De-hard-code this generator to do any vector size.
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Vector2 GetVector2()
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{
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return Vector2(comp.at(0), comp.at(1));
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}
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Vector3 GetVector3()
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{
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return Vector3(comp.at(0), comp.at(1), comp.at(2));
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}
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void Normalize()
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{
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using std::pow ;
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using std::sqrt;
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using Element = ComponentList::iterator;
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gFloat magnitude = 0.0f;
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for (Element element = comp.begin(); element != comp.end(); element++)
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{
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magnitude += pow(*element, 2.0f);
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}
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magnitude = sqrt(magnitude);
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for (Element element = comp.begin(); element != comp.end(); element++)
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{
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*element /= magnitude;
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}
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}
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private:
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ComponentList comp;
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};
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struct Face
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{
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Vec3Int Vertexes;
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};
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using FaceList = std::vector<Face>;
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struct FaceGenerator
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{
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using ComponentList = std::vector< gUInt>;
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ComponentList vertIndexes, uvIndexes, normals;
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void AddVertexIndex(gUInt _index)
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{
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vertIndexes.push_back(_index);
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}
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void AddUVIndex(gUInt _index)
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{
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uvIndexes.push_back(_index);
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}
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void AddNormalIndex(gUInt _index)
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{
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normals.push_back(_index);
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}
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Face GetFace()
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{
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Face generated;// = { {0,0,0}, {0,0,0}, {0,0,0} };
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for (int index = 0; index < 3; index++)
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{
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generated.Vertexes.vec[index] = vertIndexes[index];
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if (index < 2)
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{
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if (uvIndexes.size() > 0)
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{
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//generated.UVs[index] = uvIndexes[index];
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}
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}
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if (normals.size() > 0)
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{
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//generated.Normals.vec[index] = normals[index];
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}
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}
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if (uvIndexes.size() == 0)
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{
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//generated.UVs = { 0, 0 };
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}
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return generated;
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}
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};
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// TODO: Add support for textures...
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class Model
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{
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private:
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// Not the most efficient method to do normals, but works.
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void generateNormals()
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{
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normals.resize(verticies.size(), Vector3(0.0f));
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for (int faceIndex = 0; faceIndex < faces.size(); faceIndex++)
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{
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int vertexIndex1 = faces[faceIndex].Vertexes.vec[0],
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vertexIndex2 = faces[faceIndex].Vertexes.vec[1],
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vertexIndex3 = faces[faceIndex].Vertexes.vec[2] ;
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Vector3 vert1 = verticies[vertexIndex1],
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vert2 = verticies[vertexIndex2],
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vert3 = verticies[vertexIndex3] ;
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Vector3 edge1 = vert2 - vert1,
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edge2 = vert3 - vert1,
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normal = GetCrossNormal(edge1, edge2);
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//faces[faceIndex].Normals.vec[0] = vertexIndex1;
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//faces[faceIndex].Normals.vec[1] = vertexIndex2;
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//faces[faceIndex].Normals.vec[2] = vertexIndex3;
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normals[vertexIndex1] += normal;
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normals[vertexIndex2] += normal;
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normals[vertexIndex3] += normal;
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}
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for (int index = 0; index < normals.size(); index++)
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{
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/*gFloat magnitude = 0.0f;
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magnitude = normals[index].x + normals[index].y + normals[index].z;
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normals[index].x /= magnitude;
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normals[index].y /= magnitude;
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normals[index].z /= magnitude;*/
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normals[index] = GetDirection(normals[index]);
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}
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}
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public:
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Model(const string& _filePath) :
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loaded (false ),
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vertexArrayID (0 ),
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vertexBufferID (0 ),
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normalBuffferID(0 ),
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textureBufferID(0 ),
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elementBufferID(0 ),
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filePath (_filePath ),
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verticies (VertexList()),
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normals (VertexList()),
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textureUVs (UVList ()),
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faces (FaceList ())
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{}
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// Hardcoded to only do the verticies and normals for now...
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void Buffer()
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{
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GenerateVertexBuffers(vertexArrayID , 1);
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GenerateBuffers (vertexBufferID , 1);
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GenerateBuffers (normalBuffferID, 1);
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GenerateBuffers (elementBufferID, 1);
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if (normals.size() == 0)
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{
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generateNormals();
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}
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BindVertexArray(vertexArrayID);
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// Vertex Position Buffering
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BindBuffer(EBufferTarget::VertexAttributes, vertexBufferID);
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BufferData(verticies[0], gSize(verticies.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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FormatVertexAttributes<Vector3>(0, EDataType::Float, ZeroOffset(), 3, false);
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EnableVertexAttributeArray(0);
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// Normal Buffering
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if (normals.size() != 0)
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{
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BindBuffer(EBufferTarget::VertexAttributes, normalBuffferID);
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BufferData(normals[0], gSize(normals.size() * sizeof(Vector3)), EBufferTarget::VertexAttributes, EBufferUsage::StaticDraw);
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FormatVertexAttributes<Vector3>(1, EDataType::Float, ZeroOffset(), 3, false);
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EnableVertexAttributeArray(1);
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}
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// Texture buffering
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// TODO: Fix this.
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if (textureUVs.size() != 0)
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{
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//glBindTexture(TBO, GL_TEXTURE_2D);
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//BufferData(Address(TextureMap[0]), TextureMap.size() * sizeof(Vector2), EBufferTarget::TextureData, EBufferUsage::StaticDraw);
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//FormatVertexAttributes<Vector2>(2, EDataType::Float, ZeroOffset(), 2, EBool::False);
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//EnableVertexAttributeArray(2);
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}
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BindBuffer(EBufferTarget::VertexIndices, elementBufferID);
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BufferData(faces[0], gSize(faces.size() * sizeof(Face)), EBufferTarget::VertexIndices, EBufferUsage::StaticDraw);
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UnbindVertexArray(); // Unbind vertex array.
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/*for (int index = 0; index < verticies.size(); index++)
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{
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cout << "Vertex: " << verticies[index].x << ", " << verticies[index].y << ", " << ", " << verticies[index].z << endl;
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}
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for (int index = 0; index < verticies.size(); index++)
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{
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cout << "Normal: " << normals[index].x << ", " << normals[index].y << ", " << ", " << normals[index].z << endl;
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}*/
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}
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void Load()
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{
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using std::get ;
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using std::getline ;
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using std::ifstream ;
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using std::ios ;
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using std::stringstream;
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using std::ws ;
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ifstream fileBuffer; fileBuffer.open(filePath);
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auto processVertex = [&](stringstream& _vertexStream)
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{
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VertexGenerator vertex; gFloat componentValue;
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while (not _vertexStream.eof())
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{
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_vertexStream >> componentValue >> ws;
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vertex.AddComponent(componentValue);
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}
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verticies.push_back(vertex.GetVector3());
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};
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auto processNormals = [&](stringstream& _normalStream)
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{
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VertexGenerator normal; gFloat componentValue;
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while (not _normalStream.eof())
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{
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_normalStream >> componentValue >> ws;
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normal.AddComponent(componentValue);
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}
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normal.Normalize();
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normals.push_back(normal.GetVector3());
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};
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auto processTexture = [&](stringstream& _normalStream)
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{
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VertexGenerator texture; gFloat componentValue;
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while (not _normalStream.eof())
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{
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_normalStream >> componentValue >> ws;
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texture.AddComponent(componentValue);
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}
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textureUVs.push_back(texture.GetVector2());
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};
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auto processFace = [&](stringstream& _faceStream)
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{
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FaceGenerator faceMade; gUInt vertexIndex, textureIndex, normalIndex;
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while (not _faceStream.eof())
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{
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_faceStream >> vertexIndex >> ws;
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faceMade.AddVertexIndex(vertexIndex - 1);
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indicies.push_back(vertexIndex - 1);
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if (_faceStream.peek() == '/')
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{
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_faceStream.get();
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if (_faceStream.peek() == '/')
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{
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_faceStream.get();
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_faceStream >> normalIndex >> ws;
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faceMade.AddNormalIndex(normalIndex -1);
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indicies.push_back(normalIndex - 1);
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}
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else
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{
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_faceStream >> textureIndex >> ws;
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faceMade.AddUVIndex(textureIndex - 1);
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if (_faceStream.peek() == '/')
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{
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_faceStream.get();
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_faceStream >> normalIndex >> ws;
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faceMade.AddNormalIndex(normalIndex - 1);
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indicies.push_back(normalIndex - 1);
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}
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}
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}
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}
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faces.push_back(faceMade.GetFace());
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};
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if (fileBuffer.is_open())
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{
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stringstream stringBuffer;
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stringBuffer << fileBuffer.rdbuf();
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string line;
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while (not stringBuffer.eof())
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{
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getline(stringBuffer, line);
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stringstream lineStream(line);
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string lineSig;
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lineStream >> lineSig >> ws;
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if (lineSig == "v")
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{
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processVertex(lineStream);
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}
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else if (lineSig == "vn")
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{
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processNormals(lineStream);
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}
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else if (lineSig == "vt")
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{
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processTexture(lineStream);
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}
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else if (lineSig == "f")
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{
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processFace(lineStream);
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}
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}
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fileBuffer.close();
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Buffer();
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loaded = true;
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return;
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}
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else
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{
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throw std::runtime_error("Could not open file to load model.");
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}
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}
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bool Ready()
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{
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return loaded;
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}
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void Render()
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{
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BindVertexArray(vertexArrayID);
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gInt SizeRef; GetBufferParameterIV(EBufferTarget::VertexIndices, EBufferParam::Size, SizeRef); SizeRef /= sizeof(gUInt);
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DrawElements(EPrimitives::Triangles, SizeRef, EDataType::UnsignedInt, ZeroOffset());
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UnbindVertexArray();
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}
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Model& operator= (const Model& _model)
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{
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vertexArrayID = _model.vertexArrayID ;
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vertexBufferID = _model.vertexBufferID ;
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normalBuffferID = _model.normalBuffferID;
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textureBufferID = _model.textureBufferID;
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elementBufferID = _model.elementBufferID;
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filePath = _model.filePath;
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verticies = _model.verticies ;
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normals = _model.normals ;
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textureUVs = _model.textureUVs;
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faces = _model.faces ;
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indicies = _model.indicies ;
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return *this;
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}
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private:
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// Components
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bool loaded;
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ID<VertexArray > vertexArrayID ;
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ID<VertexBuffer > vertexBufferID ;
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ID<NormalBuffer > normalBuffferID;
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ID<TextureBuffer> textureBufferID;
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ID<ElementBuffer> elementBufferID;
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string filePath;
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VertexList verticies ;
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VertexList normals ;
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UVList textureUVs;
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FaceList faces ;
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VIndexList indicies ;
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};
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};
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