Добавление MeshLoader, он умеет загружать геометрию и нормали из .obj файлов

This commit is contained in:
vlad 2023-03-23 18:34:14 +03:00
parent 1b623c947a
commit bd12a62be1
10 changed files with 243 additions and 14 deletions

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@ -22,7 +22,7 @@ add_executable(
src/graphics/Mesh.cpp src/graphics/Mesh.cpp
src/graphics/Shader.h src/graphics/Shader.h
src/graphics/Shader.cpp src/graphics/Shader.cpp
) src/graphics/MeshLoader.cpp src/graphics/MeshLoader.h)
target_link_libraries(${PROJECT_NAME} glfw) target_link_libraries(${PROJECT_NAME} glfw)
target_link_libraries(${PROJECT_NAME} GLEW::GLEW) target_link_libraries(${PROJECT_NAME} GLEW::GLEW)

BIN
lab2/res/cube.blend Normal file

Binary file not shown.

12
lab2/res/cube.mtl Normal file
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@ -0,0 +1,12 @@
# Blender MTL File: 'cube.blend'
# Material Count: 1
newmtl Material
Ns 250.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

32
lab2/res/cube.obj Normal file
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@ -0,0 +1,32 @@
# Blender v3.4.1 OBJ File: 'cube.blend'
# www.blender.org
mtllib cube.mtl
o Cube
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vn 0.0000 1.0000 0.0000
vn 0.0000 0.0000 1.0000
vn -1.0000 0.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn 0.0000 0.0000 -1.0000
usemtl Material
s off
f 5//1 3//1 1//1
f 3//2 8//2 4//2
f 7//3 6//3 8//3
f 2//4 8//4 6//4
f 1//5 4//5 2//5
f 5//6 2//6 6//6
f 5//1 7//1 3//1
f 3//2 7//2 8//2
f 7//3 5//3 6//3
f 2//4 4//4 8//4
f 1//5 3//5 4//5
f 5//6 1//6 2//6

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@ -1,7 +1,7 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 v_position; layout (location = 0) in vec3 v_position;
layout (location = 1) in float light; layout (location = 1) in vec3 v_normal;
out vec4 a_color; out vec4 a_color;
uniform mat4 projview; uniform mat4 projview;
@ -9,6 +9,6 @@ uniform mat4 projview;
void main(){ void main(){
// gl_Position = vec4(v_position, 1) * projview; // gl_Position = vec4(v_position, 1) * projview;
gl_Position = projview * vec4(v_position, 1); gl_Position = projview * vec4(v_position, 1);
a_color = vec4(0.5, 0, 1, 1) * light; a_color = vec4(0.5, 0, 1, 1);
} }

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@ -43,7 +43,7 @@ void Mesh::reload(const float* buffer, size_t vertices){
this->vertices = vertices; this->vertices = vertices;
} }
void Mesh::draw(){ void Mesh::draw() const{
glBindVertexArray(vao); glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, vertices); glDrawArrays(GL_TRIANGLES, 0, vertices);
glBindVertexArray(0); glBindVertexArray(0);

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@ -13,7 +13,7 @@ public:
~Mesh(); ~Mesh();
void reload(const float* buffer, size_t vertices); void reload(const float* buffer, size_t vertices);
void draw(); void draw() const;
}; };
#endif /* GRAPHICS_MESH_H_ */ #endif /* GRAPHICS_MESH_H_ */

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@ -0,0 +1,162 @@
//
// Created by vlad on 23.03.23.
//
#include "MeshLoader.h"
#include <vector>
#include <glm/vec3.hpp>
#include <fstream>
#include <iostream>
#include <glm/vec2.hpp>
#include <sstream>
enum ParserState {
IDLE,
COMMENT,
READ_STR
};
struct MeshPoint {
glm::vec3 point;
glm::vec3 normal;
};
Mesh *MeshLoader::loadMesh(const std::string &filename) {
std::vector<glm::vec3> points;
std::vector<glm::vec3> normals;
std::vector<MeshPoint> mesh_points;
std::ifstream file(filename + ".obj", std::ios::in);
ParserState state = IDLE;
int line = 1;
char tmp_buff[128];
int tmp_buff_index = 0;
while (true) {
char in;
file.read(&in, 1);
if (file.eof()) {
break;
}
if (tmp_buff_index >= 128) {
std::cerr << "[MeshLoader] Error: tmp buffer overflow"
" (line " << line << " file: " << filename << ")" << std::endl;
return nullptr;
}
if (in == '\n') {
line++;
}
switch (state) {
case IDLE:
tmp_buff[0] = in;
tmp_buff_index = 1;
// нет состояния, возможно после пустой строки
if (in == '#' || in == 'o' || in == 's') {
// коммент если это информация о имени объекта или о сглаживании
state = COMMENT;
} else if (in == 'v' || in == 'f') {
state = READ_STR;
}
break;
case COMMENT:
// строка коммента, читаем до конца линии
if (in == '\n') {
state = IDLE;
}
break;
case READ_STR:
if (in == '\n') {
state = IDLE;
// парсим строку
tmp_buff[tmp_buff_index] = 0; // делаем null-terminator
tmp_buff_index = 0;
std::string source(tmp_buff);
if (source.find("v ") == 0) {
// вершина
char* end = nullptr;
glm::vec3 tmp_point(0, 0, 0);
tmp_point.x = std::strtof(tmp_buff + 2, &end);
tmp_point.y = std::strtof(end, &end);
tmp_point.z = std::strtof(end, &end);
points.push_back(tmp_point);
} else if (source.find("vn ") == 0) {
// нормаль
char* end = nullptr;
glm::vec3 tmp_point(0, 0, 0);
tmp_point.x = std::strtof(tmp_buff + 3, &end);
tmp_point.y = std::strtof(end, &end);
tmp_point.z = std::strtof(end, &end);
normals.push_back(tmp_point);
} else if (source.find("f ") == 0) {
// фрагмент, он же треугольник
std::istringstream source_stream(tmp_buff + 2);
std::string point;
while (getline(source_stream, point, ' ')) {
std::istringstream point_stream(point);
std::string vertex, texture, normal;
getline(point_stream, vertex, '/');
getline(point_stream, texture, '/');
getline(point_stream, normal, '\0'); // до конца строки
MeshPoint p{};
// сначала точка
int tmp = std::atoi(vertex.c_str());
if (tmp > 0) {
tmp -= 1;
p.point = points[tmp];
}
tmp = std::atoi(normal.c_str());
if (tmp > 0) {
tmp -= 1;
p.normal = normals[tmp];
}
mesh_points.push_back(p);
}
}
} else {
tmp_buff[tmp_buff_index++] = in;
}
break;
}
}
// тут имеем готовый массив вершин
// размер меша = кол-во вершин * (3 + 3)
const int vertices = (int)mesh_points.size();
auto* out_mesh = new float[vertices * (3 + 3)];
int curr_index = 0;
for (const auto& p : mesh_points) {
// точка
out_mesh[curr_index++] = p.point.x;
out_mesh[curr_index++] = p.point.y;
out_mesh[curr_index++] = p.point.z;
// нормаль
out_mesh[curr_index++] = p.normal.x;
out_mesh[curr_index++] = p.normal.y;
out_mesh[curr_index++] = p.normal.z;
}
const int attrs[] = {3, 3, 0};
Mesh* m = new Mesh(out_mesh, vertices, attrs);
delete[] out_mesh;
return m;
}

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@ -0,0 +1,18 @@
//
// Created by vlad on 23.03.23.
//
#ifndef GRAPHICS_LABS_MESHLOADER_H
#define GRAPHICS_LABS_MESHLOADER_H
#include <string>
#include "Mesh.h"
class MeshLoader {
public:
static Mesh *loadMesh(const std::string &filename);
};
#endif //GRAPHICS_LABS_MESHLOADER_H

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@ -18,6 +18,7 @@
#include "window/Events.h" #include "window/Events.h"
#include "graphics/Mesh.h" #include "graphics/Mesh.h"
#include "graphics/Shader.h" #include "graphics/Shader.h"
#include "graphics/MeshLoader.h"
#define SPEED_FACTOR 2.5f #define SPEED_FACTOR 2.5f
@ -78,6 +79,7 @@ static void updateCameraPosition(Camera& cam, float delta) {
static Mesh* world; static Mesh* world;
static Mesh* model_mesh;
static Shader* shader; static Shader* shader;
static void drawWorld(Camera& cam) { static void drawWorld(Camera& cam) {
auto projview = cam.getProjection() * cam.getView(); auto projview = cam.getProjection() * cam.getView();
@ -96,7 +98,8 @@ static void drawWorld(Camera& cam) {
angle += 0.001f; angle += 0.001f;
shader->uniformMatrix("projview", projview * model_scale * model_translate * model_rotate); shader->uniformMatrix("projview", projview * model_scale * model_translate * model_rotate);
world->draw(); // world->draw();
model_mesh->draw();
} }
@ -141,20 +144,22 @@ void mainloop(Camera& camera) {
void loadResources() { void loadResources() {
const float buffer[] = { const float buffer[] = {
// треугольник // треугольник
// X Y Z Light // X Y Z nX nY nZ
-1, -1, 0.5, 0.5, -1, -1, 0.5, 0, 0, 1,
1, -1, 0.5, 0.1, 1, -1, 0.5, 0, 0, 1,
0, 1, 0.5, 0.9, 0, 1, 0.5, 0, 0, 1,
-1, -1, -0.5, 0.5, -1, -1, -0.5, 0, 0, -1,
1, -1, -0.5, 0.1, 1, -1, -0.5, 0, 0, -1,
0, 1, -0.5, 0.9, 0, 1, -0.5, 0, 0, -1,
}; };
const int mesh_attrs[] { const int mesh_attrs[] {
3, 1, 0 3, 3, 0
}; };
world = new Mesh(buffer, 6, mesh_attrs); world = new Mesh(buffer, 6, mesh_attrs);
model_mesh = MeshLoader::loadMesh("res/cube");
shader = Shader::loadShader("res/main.vsh", "res/main.fsh"); shader = Shader::loadShader("res/main.vsh", "res/main.fsh");
} }