loading obj files working.
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a75360a8ef
commit
692fbf8196
@ -11,6 +11,7 @@ public:
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void addFPos(glm::vec3 pos);
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void addFPos(glm::vec3 pos);
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void setRotate(float yaw, float pitch);
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void setRotate(float yaw, float pitch);
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void addRotate(float yaw, float pitch);
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void addRotate(float yaw, float pitch);
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glm::vec3 getPos();
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glm::mat4 getView();
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glm::mat4 getView();
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glm::mat4 getProjection();
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glm::mat4 getProjection();
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float aspect;
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float aspect;
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@ -8,6 +8,7 @@
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class Mesh {
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class Mesh {
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public:
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public:
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Mesh(Shader *s, unsigned int VAO, int count);
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Mesh(Shader *s, unsigned int VAO, int count);
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Mesh(Shader *s, std::string path);
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~Mesh();
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~Mesh();
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void draw(Camera *c);
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void draw(Camera *c);
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void setPosition(glm::vec3 p);
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void setPosition(glm::vec3 p);
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4
headers/obj.hpp
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4
headers/obj.hpp
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@ -0,0 +1,4 @@
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#include <glm/glm.hpp>
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#include <vector>
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unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices);
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@ -52,6 +52,8 @@ glm::mat4 Camera::getView() {
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return view;
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return view;
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}
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}
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glm::vec3 Camera::getPos() { return pos; }
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glm::mat4 Camera::getProjection() {
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glm::mat4 Camera::getProjection() {
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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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}
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}
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33
src/main.cpp
33
src/main.cpp
@ -1,11 +1,10 @@
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#include "camera.hpp"
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#include "camera.hpp"
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#include <glad/glad.h> /*Must be before GLFW*/
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#include "glad/glad.h"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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#include <cassert>
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#include <cassert>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <mesh.hpp>
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#include <mesh.hpp>
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#include <shader.hpp>
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#include <shader.hpp>
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#include <shapes.h>
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#include <texture.hpp>
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#include <texture.hpp>
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#define UNUSED(x) (void)(x)
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#define UNUSED(x) (void)(x)
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@ -37,21 +36,11 @@ GLFWwindow *init() {
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return window;
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return window;
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}
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}
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unsigned int meshInit() {
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void showFPS(GLFWwindow *window, double delta) {
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unsigned int VBO, VAO;
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char title[22];
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glGenVertexArrays(1, &VAO);
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title[21] = '\0';
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glBindVertexArray(VAO);
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snprintf(title, 20, "OpenGl FPS: [%3.2f]", (1 / delta));
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glfwSetWindowTitle(window, title);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(uvcube), uvcube, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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return VAO;
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}
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}
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int main(void) {
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int main(void) {
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@ -67,9 +56,8 @@ int main(void) {
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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Shader *lightShader = new Shader("./shaders/lighting/Vert.glsl",
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"./shaders/lighting/LightFrag.glsl");
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"./shaders/lighting/LightFrag.glsl");
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uint VAO = meshInit();
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Mesh *cube = new Mesh(cubeShader, "./cube.obj");
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Mesh *cube = new Mesh(cubeShader, VAO, 36);
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Mesh *light = new Mesh(lightShader, "./cube.obj");
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Mesh *light = new Mesh(lightShader, VAO, 36);
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cube->setOwnedShader(true);
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cube->setOwnedShader(true);
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light->setOwnedShader(true);
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light->setOwnedShader(true);
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@ -79,9 +67,10 @@ int main(void) {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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float lastFrame = 0;
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float lastFrame = 0;
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while (!glfwWindowShouldClose(window)) {
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = static_cast<float>(glfwGetTime());
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float currentFrame = (float)glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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showFPS(window, deltaTime);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -91,7 +80,7 @@ int main(void) {
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s->setVec3("lightColor", lightColor);
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s->setVec3("lightColor", lightColor);
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s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("ourColor", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("lightPos", lightPos);
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s->setVec3("lightPos", lightPos);
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s->setVec3("viewPos", glm::vec3(0.0, 0.0, 5.0));
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s->setVec3("viewPos", cam->getPos());
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s->setVec3("light.ambient", glm::vec3(0.2));
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s->setVec3("light.ambient", glm::vec3(0.2));
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s->setVec3("light.diffuse", glm::vec3(0.5));
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s->setVec3("light.diffuse", glm::vec3(0.5));
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42
src/mesh.cpp
42
src/mesh.cpp
@ -1,16 +1,28 @@
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#include "camera.hpp"
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#include "camera.hpp"
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#include "obj.hpp"
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#include "shader.hpp"
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#include "shader.hpp"
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#include <mesh.hpp>
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#include <mesh.hpp>
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#include <vector>
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unsigned int meshInit(std::string path, std::vector<float> &data);
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Mesh::Mesh(Shader *s, unsigned int VAO, int count)
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Mesh::Mesh(Shader *s, unsigned int VAO, int count)
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: buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
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: buffersOwned(false), shaderOwned(false), count(count), VAO(VAO),
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shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
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shader(s), position(glm::vec3(0)), scale(glm::vec3(1)),
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rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
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rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {}
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Mesh::Mesh(Shader *s, std::string path)
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: buffersOwned(true), shaderOwned(false), shader(s), position(glm::vec3(0)),
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scale(glm::vec3(1)), rotation(glm::quat(1.0f, 0.0f, 0.0f, 0.0f)) {
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std::vector<float> data;
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VAO = meshInit(path, data);
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count = data.size() / 8;
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}
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Mesh::~Mesh() {
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Mesh::~Mesh() {
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if (shaderOwned)
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if (shaderOwned)
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delete shader;
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delete shader;
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if (buffersOwned){
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if (buffersOwned) {
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glDeleteVertexArrays(1, &VAO);
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glDeleteVertexArrays(1, &VAO);
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// TODO vbo, ibo
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// TODO vbo, ibo
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}
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}
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@ -18,7 +30,7 @@ Mesh::~Mesh() {
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void Mesh::draw(Camera *c) {
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void Mesh::draw(Camera *c) {
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glm::mat4 model = glm::mat4(1);
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glm::mat4 model = glm::mat4(1);
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glBindVertexArray(VAO);
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shader->use();
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shader->use();
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shader->setMat4("view", c->getView());
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shader->setMat4("view", c->getView());
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shader->setMat4("projection", c->getProjection());
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shader->setMat4("projection", c->getProjection());
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@ -26,7 +38,7 @@ void Mesh::draw(Camera *c) {
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model = glm::scale(model, scale);
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model = glm::scale(model, scale);
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model = model * glm::mat4_cast(rotation);
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model = model * glm::mat4_cast(rotation);
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shader->setMat4("model", model);
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shader->setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, count);
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}
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}
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void Mesh::setPosition(glm::vec3 p) { position = p; }
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void Mesh::setPosition(glm::vec3 p) { position = p; }
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@ -40,3 +52,27 @@ void Mesh::setOwnedBuffers(bool o) { buffersOwned = o; }
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void Mesh::setOwnedShader(bool o) { shaderOwned = o; }
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void Mesh::setOwnedShader(bool o) { shaderOwned = o; }
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Shader *Mesh::getShader() { return shader; }
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Shader *Mesh::getShader() { return shader; }
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unsigned int meshInit(std::string path, std::vector<float> &data) {
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unsigned int VBO, VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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glGenBuffers(1, &VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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loadOBJ(path.c_str(), &data);
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glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(float), data.data(),
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GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void *)0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
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(void *)(3 * sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float),
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(void *)(6 * sizeof(float)));
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(2); // not in use
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glBindVertexArray(0);
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return VAO;
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}
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66
src/obj.cpp
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66
src/obj.cpp
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#include "obj.hpp"
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#include <cassert>
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#include <cstddef>
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#include <cstdio>
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#include <cstring>
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/*this is ugly but works*/
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unsigned int loadOBJ(const char *path, std::vector<float> *out_vertices) {
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std::vector<glm::vec3> verts, norms;
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std::vector<glm::vec2> uvs;
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FILE *file = fopen(path, "r");
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assert(file && "file not found");
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int tmp = 0;
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while (1) {
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char lineHeader[128];
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int res = fscanf(file, "%s", lineHeader);
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if (res == EOF)
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break;
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if (strcmp(lineHeader, "v") == 0) {
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glm::vec3 vert;
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tmp = fscanf(file, "%f %f %f\n", &vert.x, &vert.y, &vert.z);
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assert(tmp == 3 && "bad vert");
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verts.push_back(vert);
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} else if (strcmp(lineHeader, "vt") == 0) {
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glm::vec2 uv;
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tmp = fscanf(file, "%f %f\n", &uv.x, &uv.y);
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assert(tmp == 2 && "bad uv");
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uvs.push_back(uv);
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} else if (strcmp(lineHeader, "vn") == 0) {
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glm::vec3 norm;
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tmp = fscanf(file, "%f %f %f\n", &norm.x, &norm.y, &norm.z);
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assert(tmp == 3 && "bad norm");
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norms.push_back(norm);
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} else if (strcmp(lineHeader, "f") == 0) {
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unsigned int vIndex[3], uvIndex[3], nIndex[3];
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tmp = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vIndex[0],
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&uvIndex[0], &nIndex[0], &vIndex[1], &uvIndex[1], &nIndex[1],
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&vIndex[2], &uvIndex[2], &nIndex[2]);
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assert(tmp == 9 && "bad face");
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for (size_t i = 0; i < 3; ++i) {
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size_t vi, ni, ui;
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vi = (vIndex[i] - 1);
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ni = (nIndex[i] - 1);
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ui = (uvIndex[i] - 1);
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assert(verts.size() > vi);
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assert(norms.size() > ni);
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assert(uvs.size() > ui);
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auto vert = verts[vi];
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auto norm = norms[ni];
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auto uv = uvs[ui];
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out_vertices->push_back(vert.x);
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out_vertices->push_back(vert.y);
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out_vertices->push_back(vert.z);
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out_vertices->push_back(norm.x);
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out_vertices->push_back(norm.y);
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out_vertices->push_back(norm.z);
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out_vertices->push_back(uv.x);
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out_vertices->push_back(uv.y);
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}
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}
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}
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return verts.size();
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}
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