Compare commits
3 Commits
6554e0dc74
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 692fbf8196 | |||
| a75360a8ef | |||
| b693f6809b |
@@ -7,7 +7,11 @@ public:
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Camera(glm::vec3 pos, float yaw, float pitch, float fov, float aspect);
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~Camera();
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void setPos(glm::vec3 pos);
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void addPos(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 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 getProjection();
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float aspect;
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@@ -8,6 +8,7 @@
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class Mesh {
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public:
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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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void draw(Camera *c);
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void setPosition(glm::vec3 p);
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4
headers/obj.hpp
Normal file
4
headers/obj.hpp
Normal file
@@ -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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@@ -6,35 +6,43 @@ struct Material {
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float shininess;
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};
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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out vec4 FragColor;
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in vec3 FragPos;
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in vec3 Normal;
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uniform vec3 ourColor;
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uniform vec3 lightColor;
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uniform vec3 lightPos;
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uniform vec3 viewPos;
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uniform Material material;
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uniform Light light;
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void main()
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{
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//misc
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(lightPos - FragPos);
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vec3 lightDir = normalize(light.position - FragPos);
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// ambient
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vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
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vec3 ambient = light.ambient * material.ambient;
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// diffuse
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = lightColor * (diff * material.diffuse);
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vec3 diffuse = light.diffuse * (diff * material.diffuse);
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// specular
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vec3 viewDir = normalize(viewPos - FragPos);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
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vec3 specular = vec3(0.5) * (lightColor * (spec * material.specular));
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vec3 specular = light.specular * (spec * material.specular);
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//out
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vec3 result = ambient + diffuse + specular;
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@@ -16,8 +16,28 @@ void Camera::setRotate(float yaw, float pitch) {
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update();
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}
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void Camera::addRotate(float yaw, float pitch) {
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this->yaw += yaw;
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this->pitch += pitch;
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if (this->pitch > 89.0f)
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this->pitch = 89.0f;
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if (this->pitch < -89.0f)
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this->pitch = -89.0f;
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update();
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}
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void Camera::setPos(glm::vec3 pos) { this->pos = pos; }
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void Camera::addPos(glm::vec3 pos) { this->pos += pos; }
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void Camera::addFPos(glm::vec3 pos) {
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glm::vec3 f = glm::normalize(glm::vec3(front.x, 0, front.z));
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glm::vec3 r = glm::normalize(glm::cross(f, up));
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this->pos += f * pos.x;
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this->pos += up * pos.y;
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this->pos += r * pos.z;
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}
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void Camera::update() {
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glm::vec3 direction;
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direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
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@@ -32,6 +52,8 @@ glm::mat4 Camera::getView() {
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return view;
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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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return glm::perspective(glm::radians(fov), aspect, 0.1f, 100.0f);
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}
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102
src/main.cpp
102
src/main.cpp
@@ -1,17 +1,20 @@
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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 <cassert>
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#include <glm/glm.hpp>
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#include <mesh.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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#define UNUSED(x) (void)(x)
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void processInput(GLFWwindow *window);
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glm::vec3 processInput(GLFWwindow *window);
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void framebuffer_size_callback(GLFWwindow *window, int width, int height);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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float deltaTime = 0;
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GLFWwindow *init() {
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@@ -25,36 +28,27 @@ GLFWwindow *init() {
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int is_ok = 0;
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is_ok = gladLoadGLLoader((GLADloadproc)glfwGetProcAddress);
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assert(is_ok && "Failed to init glad");
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glViewport(0, 0, 800, 600);
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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return window;
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}
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unsigned int meshInit() {
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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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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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void showFPS(GLFWwindow *window, double delta) {
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char title[22];
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title[21] = '\0';
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snprintf(title, 20, "OpenGl FPS: [%3.2f]", (1 / delta));
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glfwSetWindowTitle(window, title);
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}
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int main(void) {
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glm::vec3 lightPos = glm::vec3(1, 2.0f, 1);
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glm::vec3 cameraPos = glm::vec3(2.3, 3, 5);
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glm::vec3 lightColor = glm::vec3(1);
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GLFWwindow *window = init();
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Camera *cam = new Camera(cameraPos, -115.0f, -25.0f, 45, 800.0 / 600);
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Camera *cam = new Camera(glm::vec3(0), 0, 0, 45, 800.0 / 600);
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glfwSetWindowUserPointer(window, cam);
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Shader *cubeShader = new Shader("./shaders/lighting/Vert.glsl",
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@@ -62,9 +56,8 @@ int main(void) {
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Shader *lightShader = new Shader("./shaders/lighting/Vert.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, VAO, 36);
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Mesh *light = new Mesh(lightShader, VAO, 36);
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Mesh *cube = new Mesh(cubeShader, "./cube.obj");
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Mesh *light = new Mesh(lightShader, "./cube.obj");
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cube->setOwnedShader(true);
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light->setOwnedShader(true);
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@@ -72,7 +65,13 @@ int main(void) {
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light->setScale(glm::vec3(.3));
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glEnable(GL_DEPTH_TEST);
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float lastFrame = 0;
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while (!glfwWindowShouldClose(window)) {
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float currentFrame = (float)glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@@ -81,14 +80,17 @@ int main(void) {
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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("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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/*mat taken from*/
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/*http://devernay.free.fr/cours/opengl/materials.html*/
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s->setVec3("material.ambient", glm::vec3(0.24725, 0.1995, 0.0745));
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s->setVec3("material.diffuse", glm::vec3(0.75164, 0.60648, 0.22648));
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s->setVec3("material.specular", glm::vec3(0.628281, 0.555802, 0.366065));
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s->setFloat("material.shininess", 0.4 * 128);
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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.specular", glm::vec3(1));
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s->setVec3("light.position", lightPos);
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s->setVec3("material.ambient", glm::vec3(1.0, 0.5, 0.31));
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s->setVec3("material.diffuse", glm::vec3(1.0, 0.5, 0.31));
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s->setVec3("material.specular", glm::vec3(0.5));
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s->setFloat("material.shininess", 32);
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cube->draw(cam);
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s = light->getShader();
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@@ -98,7 +100,9 @@ int main(void) {
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glfwSwapBuffers(window);
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glfwPollEvents();
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processInput(window);
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glm::vec3 mov = processInput(window);
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mov *= deltaTime;
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cam->addFPos(mov);
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}
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delete cam;
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@@ -108,9 +112,26 @@ int main(void) {
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return 0;
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}
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void processInput(GLFWwindow *window) {
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glm::vec3 processInput(GLFWwindow *window) {
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glm::vec3 mov = glm::vec3(0);
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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mov += glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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mov -= glm::vec3(1, 0, 0);
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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mov += glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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mov -= glm::vec3(0, 0, 1);
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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mov += glm::vec3(0, 1, 0);
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
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mov -= glm::vec3(0, 1, 0);
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mov *= 5;
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return mov;
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}
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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@@ -120,3 +141,20 @@ void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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if (cam)
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cam->aspect = (float)width / height;
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}
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void mouse_callback(GLFWwindow *window, double xpos, double ypos) {
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static float xprev = 0.0, yprev = 0.0;
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float xchange = xpos - xprev;
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float ychange = yprev - ypos;
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xprev = xpos;
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yprev = ypos;
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float sensitivity = 0.1f;
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xchange *= sensitivity;
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ychange *= sensitivity;
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Camera *cam = (Camera *)glfwGetWindowUserPointer(window);
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if (cam)
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cam->addRotate(xchange, ychange);
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}
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40
src/mesh.cpp
40
src/mesh.cpp
@@ -1,12 +1,24 @@
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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 <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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: 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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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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if (shaderOwned)
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delete shader;
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@@ -18,7 +30,7 @@ Mesh::~Mesh() {
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void Mesh::draw(Camera *c) {
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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->setMat4("view", c->getView());
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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 = model * glm::mat4_cast(rotation);
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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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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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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
Normal file
66
src/obj.cpp
Normal file
@@ -0,0 +1,66 @@
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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];
|
||||
auto uv = uvs[ui];
|
||||
out_vertices->push_back(vert.x);
|
||||
out_vertices->push_back(vert.y);
|
||||
out_vertices->push_back(vert.z);
|
||||
out_vertices->push_back(norm.x);
|
||||
out_vertices->push_back(norm.y);
|
||||
out_vertices->push_back(norm.z);
|
||||
out_vertices->push_back(uv.x);
|
||||
out_vertices->push_back(uv.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
return verts.size();
|
||||
}
|
||||
Reference in New Issue
Block a user