added a model class
This commit is contained in:
parent
0bdca85075
commit
1278395851
12 changed files with 444 additions and 180 deletions
3
.gitmodules
vendored
3
.gitmodules
vendored
|
@ -4,3 +4,6 @@
|
||||||
[submodule "lib/glm"]
|
[submodule "lib/glm"]
|
||||||
path = lib/glm
|
path = lib/glm
|
||||||
url = https://github.com/g-truc/glm
|
url = https://github.com/g-truc/glm
|
||||||
|
[submodule "lib/assimp"]
|
||||||
|
path = lib/assimp
|
||||||
|
url = https://github.com/assimp/assimp
|
||||||
|
|
|
@ -4,8 +4,9 @@ file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/
|
||||||
|
|
||||||
add_subdirectory("lib/glfw")
|
add_subdirectory("lib/glfw")
|
||||||
add_subdirectory("lib/glm")
|
add_subdirectory("lib/glm")
|
||||||
|
add_subdirectory("lib/assimp")
|
||||||
|
|
||||||
project("game_engine")
|
project("game_engine")
|
||||||
add_executable("game_engine" "src/main.cpp" "${MY_SOURCES}")
|
add_executable("game_engine" "src/main.cpp" "${MY_SOURCES}")
|
||||||
target_include_directories("game_engine" PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")
|
target_include_directories("game_engine" PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")
|
||||||
target_link_libraries("game_engine" "glfw" "glm")
|
target_link_libraries("game_engine" "glfw" "glm" "assimp")
|
||||||
|
|
146
include/myEngine/mesh.hpp
Normal file
146
include/myEngine/mesh.hpp
Normal file
|
@ -0,0 +1,146 @@
|
||||||
|
#ifndef MESH_H
|
||||||
|
#define MESH_H
|
||||||
|
|
||||||
|
#include <glad/glad.h> // holds all OpenGL type declarations
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
|
#include <myEngine/shader.hpp>
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
#define MAX_BONE_INFLUENCE 4
|
||||||
|
|
||||||
|
struct Vertex {
|
||||||
|
// position
|
||||||
|
glm::vec3 Position;
|
||||||
|
// normal
|
||||||
|
glm::vec3 Normal;
|
||||||
|
// texCoords
|
||||||
|
glm::vec2 TexCoords;
|
||||||
|
// tangent
|
||||||
|
glm::vec3 Tangent;
|
||||||
|
// bitangent
|
||||||
|
glm::vec3 Bitangent;
|
||||||
|
//bone indexes which will influence this vertex
|
||||||
|
int m_BoneIDs[MAX_BONE_INFLUENCE];
|
||||||
|
//weights from each bone
|
||||||
|
float m_Weights[MAX_BONE_INFLUENCE];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Texture {
|
||||||
|
unsigned int id;
|
||||||
|
string type;
|
||||||
|
string path;
|
||||||
|
};
|
||||||
|
|
||||||
|
class Mesh {
|
||||||
|
public:
|
||||||
|
// mesh Data
|
||||||
|
vector<Vertex> vertices;
|
||||||
|
vector<unsigned int> indices;
|
||||||
|
vector<Texture> textures;
|
||||||
|
unsigned int VAO;
|
||||||
|
|
||||||
|
// constructor
|
||||||
|
Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures)
|
||||||
|
{
|
||||||
|
this->vertices = vertices;
|
||||||
|
this->indices = indices;
|
||||||
|
this->textures = textures;
|
||||||
|
|
||||||
|
// now that we have all the required data, set the vertex buffers and its attribute pointers.
|
||||||
|
setupMesh();
|
||||||
|
}
|
||||||
|
|
||||||
|
// render the mesh
|
||||||
|
void Draw(Shader &shader)
|
||||||
|
{
|
||||||
|
// bind appropriate textures
|
||||||
|
unsigned int diffuseNr = 1;
|
||||||
|
unsigned int specularNr = 1;
|
||||||
|
unsigned int normalNr = 1;
|
||||||
|
unsigned int heightNr = 1;
|
||||||
|
for(unsigned int i = 0; i < textures.size(); i++)
|
||||||
|
{
|
||||||
|
glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
|
||||||
|
// retrieve texture number (the N in diffuse_textureN)
|
||||||
|
string number;
|
||||||
|
string name = textures[i].type;
|
||||||
|
if(name == "texture_diffuse")
|
||||||
|
number = std::to_string(diffuseNr++);
|
||||||
|
else if(name == "texture_specular")
|
||||||
|
number = std::to_string(specularNr++); // transfer unsigned int to string
|
||||||
|
else if(name == "texture_normal")
|
||||||
|
number = std::to_string(normalNr++); // transfer unsigned int to string
|
||||||
|
else if(name == "texture_height")
|
||||||
|
number = std::to_string(heightNr++); // transfer unsigned int to string
|
||||||
|
|
||||||
|
// now set the sampler to the correct texture unit
|
||||||
|
glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
|
||||||
|
// and finally bind the texture
|
||||||
|
glBindTexture(GL_TEXTURE_2D, textures[i].id);
|
||||||
|
}
|
||||||
|
|
||||||
|
// draw mesh
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
|
||||||
|
glBindVertexArray(0);
|
||||||
|
|
||||||
|
// always good practice to set everything back to defaults once configured.
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// render data
|
||||||
|
unsigned int VBO, EBO;
|
||||||
|
|
||||||
|
// initializes all the buffer objects/arrays
|
||||||
|
void setupMesh()
|
||||||
|
{
|
||||||
|
// create buffers/arrays
|
||||||
|
glGenVertexArrays(1, &VAO);
|
||||||
|
glGenBuffers(1, &VBO);
|
||||||
|
glGenBuffers(1, &EBO);
|
||||||
|
|
||||||
|
glBindVertexArray(VAO);
|
||||||
|
// load data into vertex buffers
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||||
|
// A great thing about structs is that their memory layout is sequential for all its items.
|
||||||
|
// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
|
||||||
|
// again translates to 3/2 floats which translates to a byte array.
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex), &vertices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
|
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
|
||||||
|
|
||||||
|
// set the vertex attribute pointers
|
||||||
|
// vertex Positions
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||||
|
// vertex normals
|
||||||
|
glEnableVertexAttribArray(1);
|
||||||
|
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
|
||||||
|
// vertex texture coords
|
||||||
|
glEnableVertexAttribArray(2);
|
||||||
|
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
|
||||||
|
// vertex tangent
|
||||||
|
glEnableVertexAttribArray(3);
|
||||||
|
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
|
||||||
|
// vertex bitangent
|
||||||
|
glEnableVertexAttribArray(4);
|
||||||
|
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
|
||||||
|
// ids
|
||||||
|
glEnableVertexAttribArray(5);
|
||||||
|
glVertexAttribIPointer(5, 4, GL_INT, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
|
||||||
|
|
||||||
|
// weights
|
||||||
|
glEnableVertexAttribArray(6);
|
||||||
|
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weights));
|
||||||
|
glBindVertexArray(0);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
#endif
|
246
include/myEngine/model.hpp
Normal file
246
include/myEngine/model.hpp
Normal file
|
@ -0,0 +1,246 @@
|
||||||
|
#ifndef MODEL_H
|
||||||
|
#define MODEL_H
|
||||||
|
|
||||||
|
#include <glad/glad.h>
|
||||||
|
|
||||||
|
#include <glm/glm.hpp>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "stb_image.h"
|
||||||
|
#include <assimp/Importer.hpp>
|
||||||
|
#include <assimp/scene.h>
|
||||||
|
#include <assimp/postprocess.h>
|
||||||
|
|
||||||
|
#include <myEngine/mesh.hpp>
|
||||||
|
#include <myEngine/shader.hpp>
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <fstream>
|
||||||
|
#include <sstream>
|
||||||
|
#include <iostream>
|
||||||
|
#include <map>
|
||||||
|
#include <vector>
|
||||||
|
using namespace std;
|
||||||
|
|
||||||
|
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma = false);
|
||||||
|
|
||||||
|
class Model
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
// model data
|
||||||
|
vector<Texture> textures_loaded; // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
|
||||||
|
vector<Mesh> meshes;
|
||||||
|
string directory;
|
||||||
|
bool gammaCorrection;
|
||||||
|
|
||||||
|
// constructor, expects a filepath to a 3D model.
|
||||||
|
Model(string const &path, bool gamma = false) : gammaCorrection(gamma)
|
||||||
|
{
|
||||||
|
loadModel(path);
|
||||||
|
}
|
||||||
|
|
||||||
|
// draws the model, and thus all its meshes
|
||||||
|
void Draw(Shader &shader)
|
||||||
|
{
|
||||||
|
for(unsigned int i = 0; i < meshes.size(); i++)
|
||||||
|
meshes[i].Draw(shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
// loads a model with supported ASSIMP extensions from file and stores the resulting meshes in the meshes vector.
|
||||||
|
void loadModel(string const &path)
|
||||||
|
{
|
||||||
|
// read file via ASSIMP
|
||||||
|
Assimp::Importer importer;
|
||||||
|
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
|
||||||
|
// check for errors
|
||||||
|
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
|
||||||
|
{
|
||||||
|
cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
// retrieve the directory path of the filepath
|
||||||
|
directory = path.substr(0, path.find_last_of('/'));
|
||||||
|
|
||||||
|
// process ASSIMP's root node recursively
|
||||||
|
processNode(scene->mRootNode, scene);
|
||||||
|
}
|
||||||
|
|
||||||
|
// processes a node in a recursive fashion. Processes each individual mesh located at the node and repeats this process on its children nodes (if any).
|
||||||
|
void processNode(aiNode *node, const aiScene *scene)
|
||||||
|
{
|
||||||
|
// process each mesh located at the current node
|
||||||
|
for(unsigned int i = 0; i < node->mNumMeshes; i++)
|
||||||
|
{
|
||||||
|
// the node object only contains indices to index the actual objects in the scene.
|
||||||
|
// the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
|
||||||
|
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||||
|
meshes.push_back(processMesh(mesh, scene));
|
||||||
|
}
|
||||||
|
// after we've processed all of the meshes (if any) we then recursively process each of the children nodes
|
||||||
|
for(unsigned int i = 0; i < node->mNumChildren; i++)
|
||||||
|
{
|
||||||
|
processNode(node->mChildren[i], scene);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Mesh processMesh(aiMesh *mesh, const aiScene *scene)
|
||||||
|
{
|
||||||
|
// data to fill
|
||||||
|
vector<Vertex> vertices;
|
||||||
|
vector<unsigned int> indices;
|
||||||
|
vector<Texture> textures;
|
||||||
|
|
||||||
|
// walk through each of the mesh's vertices
|
||||||
|
for(unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||||
|
{
|
||||||
|
Vertex vertex;
|
||||||
|
glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
|
||||||
|
// positions
|
||||||
|
vector.x = mesh->mVertices[i].x;
|
||||||
|
vector.y = mesh->mVertices[i].y;
|
||||||
|
vector.z = mesh->mVertices[i].z;
|
||||||
|
vertex.Position = vector;
|
||||||
|
// normals
|
||||||
|
if (mesh->HasNormals())
|
||||||
|
{
|
||||||
|
vector.x = mesh->mNormals[i].x;
|
||||||
|
vector.y = mesh->mNormals[i].y;
|
||||||
|
vector.z = mesh->mNormals[i].z;
|
||||||
|
vertex.Normal = vector;
|
||||||
|
}
|
||||||
|
// texture coordinates
|
||||||
|
if(mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
|
||||||
|
{
|
||||||
|
glm::vec2 vec;
|
||||||
|
// a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't
|
||||||
|
// use models where a vertex can have multiple texture coordinates so we always take the first set (0).
|
||||||
|
vec.x = mesh->mTextureCoords[0][i].x;
|
||||||
|
vec.y = mesh->mTextureCoords[0][i].y;
|
||||||
|
vertex.TexCoords = vec;
|
||||||
|
// tangent
|
||||||
|
vector.x = mesh->mTangents[i].x;
|
||||||
|
vector.y = mesh->mTangents[i].y;
|
||||||
|
vector.z = mesh->mTangents[i].z;
|
||||||
|
vertex.Tangent = vector;
|
||||||
|
// bitangent
|
||||||
|
vector.x = mesh->mBitangents[i].x;
|
||||||
|
vector.y = mesh->mBitangents[i].y;
|
||||||
|
vector.z = mesh->mBitangents[i].z;
|
||||||
|
vertex.Bitangent = vector;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
|
||||||
|
|
||||||
|
vertices.push_back(vertex);
|
||||||
|
}
|
||||||
|
// now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
|
||||||
|
for(unsigned int i = 0; i < mesh->mNumFaces; i++)
|
||||||
|
{
|
||||||
|
aiFace face = mesh->mFaces[i];
|
||||||
|
// retrieve all indices of the face and store them in the indices vector
|
||||||
|
for(unsigned int j = 0; j < face.mNumIndices; j++)
|
||||||
|
indices.push_back(face.mIndices[j]);
|
||||||
|
}
|
||||||
|
// process materials
|
||||||
|
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||||
|
// we assume a convention for sampler names in the shaders. Each diffuse texture should be named
|
||||||
|
// as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER.
|
||||||
|
// Same applies to other texture as the following list summarizes:
|
||||||
|
// diffuse: texture_diffuseN
|
||||||
|
// specular: texture_specularN
|
||||||
|
// normal: texture_normalN
|
||||||
|
|
||||||
|
// 1. diffuse maps
|
||||||
|
vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
|
||||||
|
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
||||||
|
// 2. specular maps
|
||||||
|
vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
|
||||||
|
textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
|
||||||
|
// 3. normal maps
|
||||||
|
std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
|
||||||
|
textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
|
||||||
|
// 4. height maps
|
||||||
|
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
|
||||||
|
textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());
|
||||||
|
|
||||||
|
// return a mesh object created from the extracted mesh data
|
||||||
|
return Mesh(vertices, indices, textures);
|
||||||
|
}
|
||||||
|
|
||||||
|
// checks all material textures of a given type and loads the textures if they're not loaded yet.
|
||||||
|
// the required info is returned as a Texture struct.
|
||||||
|
vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, string typeName)
|
||||||
|
{
|
||||||
|
vector<Texture> textures;
|
||||||
|
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++)
|
||||||
|
{
|
||||||
|
aiString str;
|
||||||
|
mat->GetTexture(type, i, &str);
|
||||||
|
// check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
||||||
|
bool skip = false;
|
||||||
|
for(unsigned int j = 0; j < textures_loaded.size(); j++)
|
||||||
|
{
|
||||||
|
if(std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
|
||||||
|
{
|
||||||
|
textures.push_back(textures_loaded[j]);
|
||||||
|
skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(!skip)
|
||||||
|
{ // if texture hasn't been loaded already, load it
|
||||||
|
Texture texture;
|
||||||
|
texture.id = TextureFromFile(str.C_Str(), this->directory);
|
||||||
|
texture.type = typeName;
|
||||||
|
texture.path = str.C_Str();
|
||||||
|
textures.push_back(texture);
|
||||||
|
textures_loaded.push_back(texture); // store it as texture loaded for entire model, to ensure we won't unnecessary load duplicate textures.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return textures;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
unsigned int TextureFromFile(const char *path, const string &directory, bool gamma)
|
||||||
|
{
|
||||||
|
string filename = string(path);
|
||||||
|
filename = directory + '/' + filename;
|
||||||
|
|
||||||
|
unsigned int textureID;
|
||||||
|
glGenTextures(1, &textureID);
|
||||||
|
|
||||||
|
int width, height, nrComponents;
|
||||||
|
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
|
||||||
|
if (data)
|
||||||
|
{
|
||||||
|
GLenum format;
|
||||||
|
if (nrComponents == 1)
|
||||||
|
format = GL_RED;
|
||||||
|
else if (nrComponents == 3)
|
||||||
|
format = GL_RGB;
|
||||||
|
else if (nrComponents == 4)
|
||||||
|
format = GL_RGBA;
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||||
|
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||||
|
glGenerateMipmap(GL_TEXTURE_2D);
|
||||||
|
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||||
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||||
|
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||||
|
stbi_image_free(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
return textureID;
|
||||||
|
}
|
||||||
|
#endif
|
|
@ -1,51 +0,0 @@
|
||||||
#ifndef TEXTURE_H
|
|
||||||
#define TEXTURE_H
|
|
||||||
|
|
||||||
#include <string>
|
|
||||||
#include <glad/glad.h>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
|
||||||
#include "stb_image.h"
|
|
||||||
|
|
||||||
class Texture
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
unsigned int ID;
|
|
||||||
|
|
||||||
Texture(const char* texturePath)
|
|
||||||
{
|
|
||||||
glGenTextures(1, &ID);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, ID);
|
|
||||||
// set the texture wrapping/filtering options (on the currently bound texture object)
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
// load and generate the texture
|
|
||||||
int width, height, nrChannels;
|
|
||||||
stbi_set_flip_vertically_on_load(true);
|
|
||||||
unsigned char *data = stbi_load(texturePath, &width, &height, &nrChannels, 0);
|
|
||||||
if (data)
|
|
||||||
{
|
|
||||||
GLenum format = GL_RGB;
|
|
||||||
if (nrChannels == 1) format = GL_RED;
|
|
||||||
else if (nrChannels == 3) format = GL_RGB;
|
|
||||||
else if (nrChannels == 4) format = GL_RGBA;
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
|
||||||
glGenerateMipmap(GL_TEXTURE_2D);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
std::cout << "Failed to load texture" << std::endl;
|
|
||||||
}
|
|
||||||
stbi_image_free(data);
|
|
||||||
}
|
|
||||||
|
|
||||||
void use()
|
|
||||||
{
|
|
||||||
glBindTexture(GL_TEXTURE_2D, ID);
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
1
lib/assimp
Submodule
1
lib/assimp
Submodule
|
@ -0,0 +1 @@
|
||||||
|
Subproject commit d41511bf8a7c3e84584788306da6a5c812ca9a6a
|
11
resources/shaders/shader.fs
Normal file
11
resources/shaders/shader.fs
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
#version 330 core
|
||||||
|
out vec4 FragColor;
|
||||||
|
|
||||||
|
in vec2 TexCoords;
|
||||||
|
|
||||||
|
uniform sampler2D texture_diffuse1;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
FragColor = texture(texture_diffuse1, TexCoords);
|
||||||
|
}
|
|
@ -1,8 +1,9 @@
|
||||||
#version 330 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec2 aTexCoord;
|
layout (location = 1) in vec3 aNormal;
|
||||||
|
layout (location = 2) in vec2 aTexCoords;
|
||||||
|
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoords;
|
||||||
|
|
||||||
uniform mat4 model;
|
uniform mat4 model;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
|
@ -10,6 +11,6 @@ uniform mat4 projection;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
TexCoords = aTexCoords;
|
||||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||||
TexCoord = aTexCoord;
|
|
||||||
}
|
}
|
Before Width: | Height: | Size: 608 KiB After Width: | Height: | Size: 608 KiB |
Before Width: | Height: | Size: 116 KiB After Width: | Height: | Size: 116 KiB |
|
@ -1,11 +0,0 @@
|
||||||
#version 330 core
|
|
||||||
out vec4 FragColor;
|
|
||||||
|
|
||||||
in vec2 TexCoord;
|
|
||||||
|
|
||||||
uniform sampler2D ourTexture;
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
FragColor = texture(ourTexture, TexCoord);
|
|
||||||
}
|
|
143
src/main.cpp
143
src/main.cpp
|
@ -1,23 +1,27 @@
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <filesystem>
|
||||||
|
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <myEngine/shader.hpp>
|
|
||||||
#include <myEngine/texture.hpp>
|
|
||||||
#include <myEngine/camera.hpp>
|
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <glm/gtc/type_ptr.hpp>
|
#include <glm/gtc/type_ptr.hpp>
|
||||||
|
|
||||||
|
#include <myEngine/shader.hpp>
|
||||||
|
#include <myEngine/camera.hpp>
|
||||||
|
#include <myEngine/model.hpp>
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
void framebuffer_size_callback(GLFWwindow* window, int width, int height);
|
||||||
void processInput(GLFWwindow *window);
|
void processInput(GLFWwindow *window);
|
||||||
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
|
||||||
|
|
||||||
const unsigned int SCR_WIDTH = 800;
|
unsigned int width = 800;
|
||||||
const unsigned int SCR_HEIGHT = 600;
|
unsigned int height = 600;
|
||||||
|
|
||||||
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
|
||||||
float lastX = SCR_WIDTH / 2.0f;
|
float lastX = width / 2.0f;
|
||||||
float lastY = SCR_HEIGHT / 2.0f;
|
float lastY = height / 2.0f;
|
||||||
bool firstMouse = true;
|
bool firstMouse = true;
|
||||||
|
|
||||||
float deltaTime = 0.0f;
|
float deltaTime = 0.0f;
|
||||||
|
@ -29,7 +33,8 @@ int main()
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||||
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
||||||
|
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||||
|
|
||||||
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
GLFWwindow* window = glfwCreateWindow(800, 600, "LearnOpenGL", NULL, NULL);
|
||||||
if (window == NULL)
|
if (window == NULL)
|
||||||
|
@ -48,102 +53,20 @@ int main()
|
||||||
return -1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
glViewport(0, 0, 800, 600);
|
glViewport(0, 0, width, height);
|
||||||
|
|
||||||
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
|
||||||
|
|
||||||
float vertices[] = {
|
glEnable(GL_DEPTH_TEST);
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
stbi_set_flip_vertically_on_load(true);
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
Shader ourShader("resources/shaders/shader.vs", "resources/shaders/shader.fs");
|
||||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
Model ourModel("resources/models/backpack/backpack.obj");
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
|
||||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
|
||||||
};
|
|
||||||
|
|
||||||
unsigned int VAO;
|
|
||||||
glGenVertexArrays(1, &VAO);
|
|
||||||
glBindVertexArray(VAO);
|
|
||||||
|
|
||||||
unsigned int VBO;
|
|
||||||
glGenBuffers(1, &VBO);
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
/*unsigned int EBO;
|
|
||||||
glGenBuffers(1, &EBO);
|
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);*/
|
|
||||||
|
|
||||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3* sizeof(float)));
|
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
Shader ourShader("shaders/shader.vs", "shaders/shader.fs");
|
|
||||||
Texture sataaAndagii("textures/saataa_andagii.png");
|
|
||||||
Texture ohMyGah("textures/oh_my_gah.png");
|
|
||||||
|
|
||||||
glm::mat4 model = glm::mat4(1.0f);
|
glm::mat4 model = glm::mat4(1.0f);
|
||||||
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
|
||||||
|
|
||||||
glm::mat4 view = glm::mat4(1.0f);
|
|
||||||
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
|
|
||||||
|
|
||||||
glm::mat4 projection;
|
|
||||||
projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
glm::vec3 cubePositions[] = {
|
|
||||||
glm::vec3( 0.0f, 0.0f, 0.0f),
|
|
||||||
glm::vec3( 2.0f, 5.0f, -15.0f),
|
|
||||||
glm::vec3(-1.5f, -2.2f, -2.5f),
|
|
||||||
glm::vec3(-3.8f, -2.0f, -12.3f),
|
|
||||||
glm::vec3( 2.4f, -0.4f, -3.5f),
|
|
||||||
glm::vec3(-1.7f, 3.0f, -7.5f),
|
|
||||||
glm::vec3( 1.3f, -2.0f, -2.5f),
|
|
||||||
glm::vec3( 1.5f, 2.0f, -2.5f),
|
|
||||||
glm::vec3( 1.5f, 0.2f, -1.5f),
|
|
||||||
glm::vec3(-1.3f, 1.0f, -1.5f)
|
|
||||||
};
|
|
||||||
|
|
||||||
while(!glfwWindowShouldClose(window))
|
while(!glfwWindowShouldClose(window))
|
||||||
{
|
{
|
||||||
float currentFrame = glfwGetTime();
|
float currentFrame = glfwGetTime();
|
||||||
|
@ -155,26 +78,18 @@ int main()
|
||||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
glm::mat4 view = camera.GetViewMatrix();
|
|
||||||
|
|
||||||
ourShader.use();
|
ourShader.use();
|
||||||
ourShader.setMat4("model", model);
|
|
||||||
|
glm::mat4 view = camera.GetViewMatrix();
|
||||||
|
glm::mat4 projection = glm::perspective(glm::radians(45.0f), float(width) / float(height), 0.1f, 100.0f);
|
||||||
ourShader.setMat4("view", view);
|
ourShader.setMat4("view", view);
|
||||||
ourShader.setMat4("projection", projection);
|
ourShader.setMat4("projection", projection);
|
||||||
|
|
||||||
ohMyGah.use();
|
glm::mat4 model = glm::mat4(1.0f);
|
||||||
glBindVertexArray(VAO);
|
model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
|
||||||
for(unsigned int i = 0; i < 10; i++)
|
model = glm::scale(model, glm::vec3(1.0f, 1.0f, 1.0f));
|
||||||
{
|
ourShader.setMat4("model", model);
|
||||||
glm::mat4 model = glm::mat4(1.0f);
|
ourModel.Draw(ourShader);
|
||||||
model = glm::translate(model, cubePositions[i]);
|
|
||||||
float angle = 20.0f * i;
|
|
||||||
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));
|
|
||||||
ourShader.setMat4("model", model);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
|
||||||
}
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
|
@ -185,9 +100,11 @@ int main()
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
|
void framebuffer_size_callback(GLFWwindow* window, int new_width, int new_height)
|
||||||
{
|
{
|
||||||
glViewport(0, 0, width, height);
|
width = new_width;
|
||||||
|
height = new_height;
|
||||||
|
glViewport(0, 0, new_width, new_height);
|
||||||
}
|
}
|
||||||
|
|
||||||
void processInput(GLFWwindow *window)
|
void processInput(GLFWwindow *window)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue