Добавление MeshLoader, он умеет загружать геометрию и нормали из .obj файлов
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1b623c947a
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bd12a62be1
@ -22,7 +22,7 @@ add_executable(
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src/graphics/Mesh.cpp
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src/graphics/Shader.h
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src/graphics/Shader.cpp
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)
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src/graphics/MeshLoader.cpp src/graphics/MeshLoader.h)
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target_link_libraries(${PROJECT_NAME} glfw)
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target_link_libraries(${PROJECT_NAME} GLEW::GLEW)
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BIN
lab2/res/cube.blend
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BIN
lab2/res/cube.blend
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Binary file not shown.
12
lab2/res/cube.mtl
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lab2/res/cube.mtl
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@ -0,0 +1,12 @@
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# Blender MTL File: 'cube.blend'
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# Material Count: 1
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newmtl Material
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Ns 250.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 2
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32
lab2/res/cube.obj
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lab2/res/cube.obj
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@ -0,0 +1,32 @@
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# Blender v3.4.1 OBJ File: 'cube.blend'
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# www.blender.org
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mtllib cube.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn 0.0000 1.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn -1.0000 0.0000 0.0000
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vn 0.0000 -1.0000 0.0000
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vn 1.0000 0.0000 0.0000
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vn 0.0000 0.0000 -1.0000
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usemtl Material
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s off
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f 5//1 3//1 1//1
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f 3//2 8//2 4//2
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f 7//3 6//3 8//3
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f 2//4 8//4 6//4
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f 1//5 4//5 2//5
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f 5//6 2//6 6//6
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f 5//1 7//1 3//1
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f 3//2 7//2 8//2
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f 7//3 5//3 6//3
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f 2//4 4//4 8//4
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f 1//5 3//5 4//5
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f 5//6 1//6 2//6
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@ -1,7 +1,7 @@
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#version 330 core
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in float light;
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layout (location = 1) in vec3 v_normal;
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out vec4 a_color;
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uniform mat4 projview;
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@ -9,6 +9,6 @@ uniform mat4 projview;
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void main(){
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// gl_Position = vec4(v_position, 1) * projview;
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gl_Position = projview * vec4(v_position, 1);
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a_color = vec4(0.5, 0, 1, 1) * light;
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a_color = vec4(0.5, 0, 1, 1);
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}
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@ -43,7 +43,7 @@ void Mesh::reload(const float* buffer, size_t vertices){
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this->vertices = vertices;
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}
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void Mesh::draw(){
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void Mesh::draw() const{
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glBindVertexArray(vao);
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glDrawArrays(GL_TRIANGLES, 0, vertices);
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glBindVertexArray(0);
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@ -13,7 +13,7 @@ public:
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~Mesh();
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void reload(const float* buffer, size_t vertices);
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void draw();
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void draw() const;
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};
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#endif /* GRAPHICS_MESH_H_ */
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lab2/src/graphics/MeshLoader.cpp
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lab2/src/graphics/MeshLoader.cpp
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//
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// Created by vlad on 23.03.23.
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//
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#include "MeshLoader.h"
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#include <vector>
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#include <glm/vec3.hpp>
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#include <fstream>
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#include <iostream>
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#include <glm/vec2.hpp>
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#include <sstream>
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enum ParserState {
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IDLE,
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COMMENT,
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READ_STR
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};
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struct MeshPoint {
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glm::vec3 point;
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glm::vec3 normal;
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};
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Mesh *MeshLoader::loadMesh(const std::string &filename) {
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std::vector<glm::vec3> points;
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std::vector<glm::vec3> normals;
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std::vector<MeshPoint> mesh_points;
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std::ifstream file(filename + ".obj", std::ios::in);
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ParserState state = IDLE;
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int line = 1;
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char tmp_buff[128];
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int tmp_buff_index = 0;
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while (true) {
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char in;
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file.read(&in, 1);
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if (file.eof()) {
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break;
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}
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if (tmp_buff_index >= 128) {
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std::cerr << "[MeshLoader] Error: tmp buffer overflow"
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" (line " << line << " file: " << filename << ")" << std::endl;
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return nullptr;
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}
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if (in == '\n') {
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line++;
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}
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switch (state) {
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case IDLE:
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tmp_buff[0] = in;
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tmp_buff_index = 1;
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// нет состояния, возможно после пустой строки
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if (in == '#' || in == 'o' || in == 's') {
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// коммент если это информация о имени объекта или о сглаживании
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state = COMMENT;
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} else if (in == 'v' || in == 'f') {
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state = READ_STR;
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}
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break;
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case COMMENT:
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// строка коммента, читаем до конца линии
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if (in == '\n') {
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state = IDLE;
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}
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break;
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case READ_STR:
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if (in == '\n') {
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state = IDLE;
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// парсим строку
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tmp_buff[tmp_buff_index] = 0; // делаем null-terminator
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tmp_buff_index = 0;
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std::string source(tmp_buff);
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if (source.find("v ") == 0) {
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// вершина
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char* end = nullptr;
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glm::vec3 tmp_point(0, 0, 0);
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tmp_point.x = std::strtof(tmp_buff + 2, &end);
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tmp_point.y = std::strtof(end, &end);
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tmp_point.z = std::strtof(end, &end);
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points.push_back(tmp_point);
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} else if (source.find("vn ") == 0) {
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// нормаль
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char* end = nullptr;
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glm::vec3 tmp_point(0, 0, 0);
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tmp_point.x = std::strtof(tmp_buff + 3, &end);
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tmp_point.y = std::strtof(end, &end);
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tmp_point.z = std::strtof(end, &end);
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normals.push_back(tmp_point);
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} else if (source.find("f ") == 0) {
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// фрагмент, он же треугольник
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std::istringstream source_stream(tmp_buff + 2);
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std::string point;
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while (getline(source_stream, point, ' ')) {
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std::istringstream point_stream(point);
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std::string vertex, texture, normal;
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getline(point_stream, vertex, '/');
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getline(point_stream, texture, '/');
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getline(point_stream, normal, '\0'); // до конца строки
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MeshPoint p{};
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// сначала точка
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int tmp = std::atoi(vertex.c_str());
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if (tmp > 0) {
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tmp -= 1;
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p.point = points[tmp];
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}
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tmp = std::atoi(normal.c_str());
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if (tmp > 0) {
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tmp -= 1;
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p.normal = normals[tmp];
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}
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mesh_points.push_back(p);
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}
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}
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} else {
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tmp_buff[tmp_buff_index++] = in;
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}
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break;
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}
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}
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// тут имеем готовый массив вершин
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// размер меша = кол-во вершин * (3 + 3)
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const int vertices = (int)mesh_points.size();
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auto* out_mesh = new float[vertices * (3 + 3)];
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int curr_index = 0;
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for (const auto& p : mesh_points) {
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// точка
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out_mesh[curr_index++] = p.point.x;
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out_mesh[curr_index++] = p.point.y;
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out_mesh[curr_index++] = p.point.z;
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// нормаль
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out_mesh[curr_index++] = p.normal.x;
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out_mesh[curr_index++] = p.normal.y;
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out_mesh[curr_index++] = p.normal.z;
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}
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const int attrs[] = {3, 3, 0};
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Mesh* m = new Mesh(out_mesh, vertices, attrs);
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delete[] out_mesh;
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return m;
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}
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18
lab2/src/graphics/MeshLoader.h
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lab2/src/graphics/MeshLoader.h
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//
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// Created by vlad on 23.03.23.
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//
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#ifndef GRAPHICS_LABS_MESHLOADER_H
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#define GRAPHICS_LABS_MESHLOADER_H
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#include <string>
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#include "Mesh.h"
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class MeshLoader {
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public:
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static Mesh *loadMesh(const std::string &filename);
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};
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#endif //GRAPHICS_LABS_MESHLOADER_H
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#include "window/Events.h"
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#include "graphics/Mesh.h"
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#include "graphics/Shader.h"
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#include "graphics/MeshLoader.h"
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#define SPEED_FACTOR 2.5f
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@ -78,6 +79,7 @@ static void updateCameraPosition(Camera& cam, float delta) {
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static Mesh* world;
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static Mesh* model_mesh;
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static Shader* shader;
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static void drawWorld(Camera& cam) {
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auto projview = cam.getProjection() * cam.getView();
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@ -96,7 +98,8 @@ static void drawWorld(Camera& cam) {
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angle += 0.001f;
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shader->uniformMatrix("projview", projview * model_scale * model_translate * model_rotate);
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world->draw();
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// world->draw();
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model_mesh->draw();
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}
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@ -141,20 +144,22 @@ void mainloop(Camera& camera) {
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void loadResources() {
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const float buffer[] = {
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// треугольник
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// X Y Z Light
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-1, -1, 0.5, 0.5,
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1, -1, 0.5, 0.1,
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0, 1, 0.5, 0.9,
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// X Y Z nX nY nZ
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-1, -1, 0.5, 0, 0, 1,
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1, -1, 0.5, 0, 0, 1,
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0, 1, 0.5, 0, 0, 1,
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-1, -1, -0.5, 0.5,
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1, -1, -0.5, 0.1,
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0, 1, -0.5, 0.9,
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-1, -1, -0.5, 0, 0, -1,
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1, -1, -0.5, 0, 0, -1,
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0, 1, -0.5, 0, 0, -1,
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};
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const int mesh_attrs[] {
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3, 1, 0
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3, 3, 0
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};
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world = new Mesh(buffer, 6, mesh_attrs);
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model_mesh = MeshLoader::loadMesh("res/cube");
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shader = Shader::loadShader("res/main.vsh", "res/main.fsh");
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}
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