Incorrectly loading a model, Adding a VertexArray abstraction
* Using import library assimp to incorrectly load a cube.obj * Using a temporary Renderable class as a placeholder for all data needed to render the mesh. * Vertex Array abstraction added
This commit is contained in:
@ -1,5 +1,6 @@
|
||||
#include "include/AssetManager/ModelImporter.h"
|
||||
|
||||
|
||||
void ModelImporter::ImportFBX(std::string path)
|
||||
{
|
||||
spdlog::warn("ImportFBX not implemented!");
|
||||
@ -25,7 +26,10 @@ void ModelImporter::Import(std::string path)
|
||||
spdlog::warn("Import not implemented!");
|
||||
}
|
||||
|
||||
void ModelImporter::Test() {
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
|
||||
|
||||
/*
|
||||
spdlog::info("====== Tiny GLTF ======");
|
||||
tinygltf::Model loadedModel;
|
||||
tinygltf::TinyGLTF loader;
|
||||
std::string error;
|
||||
@ -44,4 +48,68 @@ void ModelImporter::Test() {
|
||||
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
|
||||
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
|
||||
|
||||
*/
|
||||
|
||||
|
||||
spdlog::info("======= Assimp ======");
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
return processNode(currentNode, scene);
|
||||
|
||||
|
||||
}
|
||||
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
|
||||
std::vector<BarinkEngine::Mesh> meshes;
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for(auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<glm::vec3> vertices ;
|
||||
std::vector<unsigned int> indices;
|
||||
|
||||
// Process vertices
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
vertices.push_back(vector);
|
||||
}
|
||||
|
||||
// Process Indices
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh result;
|
||||
|
||||
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
return result;
|
||||
|
||||
}
|
@ -58,7 +58,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
|
||||
|
||||
}
|
||||
char* Shader::readFile (const char* filePath){
|
||||
spdlog::info("try Open file {}", filePath);
|
||||
|
||||
std::ifstream file ;
|
||||
file.open(filePath);
|
||||
|
||||
|
25
MyGraphicsEngine/VertexArray.cpp
Normal file
25
MyGraphicsEngine/VertexArray.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
#include <MyGraphicsEngine/VertexArray.h>
|
||||
#include <glad/glad.h>
|
||||
|
||||
void VertexArray::Create(){
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind(){
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
@ -4,7 +4,10 @@
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_EXTERNAL_IMAGE
|
||||
|
||||
#include <tiny_gltf.h>
|
||||
#include <MyGraphicsEngine/Mesh.h>
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <string>
|
||||
|
||||
@ -14,9 +17,11 @@ private:
|
||||
void ImportBlend(std::string path);
|
||||
void ImportGLTF(std::string path);
|
||||
void ImportOBJ(std::string path);
|
||||
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
|
||||
|
||||
public:
|
||||
void Import(std::string path);
|
||||
|
||||
static void Test();
|
||||
static std::vector<BarinkEngine::Mesh> Test();
|
||||
};
|
12
MyGraphicsEngine/include/Editor/EditorWindow.h
Normal file
12
MyGraphicsEngine/include/Editor/EditorWindow.h
Normal file
@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
class EditorWindow {
|
||||
protected:
|
||||
std::string WindowTitle;
|
||||
|
||||
public:
|
||||
|
||||
virtual void Show() = 0;
|
||||
|
||||
};
|
@ -1,10 +1,12 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
namespace BarinkEngine{
|
||||
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<GLushort> elements;
|
||||
std::vector<glm::vec2> uv;
|
||||
};
|
||||
class Mesh {
|
||||
public:
|
||||
std::vector<glm::vec3> vertices;
|
||||
std::vector<unsigned int > elements;
|
||||
std::vector<glm::vec2> uv;
|
||||
};
|
||||
}
|
18
MyGraphicsEngine/include/MyGraphicsEngine/VertexArray.h
Normal file
18
MyGraphicsEngine/include/MyGraphicsEngine/VertexArray.h
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
class VertexArray{
|
||||
private:
|
||||
unsigned int id;
|
||||
|
||||
|
||||
public:
|
||||
void Create();
|
||||
void Bind();
|
||||
void Unbind();
|
||||
|
||||
void Delete();
|
||||
|
||||
void AttachAttribute(unsigned int index, int size, int stride);
|
||||
|
||||
|
||||
};
|
@ -3,5 +3,5 @@
|
||||
out vec4 FragColor;
|
||||
|
||||
void main(){
|
||||
FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
|
||||
FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f);
|
||||
}
|
Reference in New Issue
Block a user