Added Gorrilla-Audio and Tinygltf Library

Started laying out a assetManager / ModelImporter
This commit is contained in:
2022-05-04 11:10:26 +02:00
parent 8efa1d1d0a
commit 9c92cc05b7
14 changed files with 8810 additions and 33 deletions

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@ -0,0 +1,22 @@
#include <MyGraphicsEngine/Camera.h>
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
Right = glm::vec3(0.0f, 0.0f, 1.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
}
Camera::~Camera() {
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(
Position,
Position + Front,
Up
);
}

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@ -0,0 +1,47 @@
#include "include/AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(std::string path)
{
spdlog::warn("ImportFBX not implemented!");
}
void ModelImporter::ImportBlend(std::string path)
{
spdlog::warn("ImportBlend not implemented!");
}
void ModelImporter::ImportGLTF(std::string path)
{
spdlog::warn("ImportGLTF not implemented!");
}
void ModelImporter::ImportOBJ(std::string path)
{
spdlog::warn("ImportOBJ not implemented!");
}
void ModelImporter::Import(std::string path)
{
spdlog::warn("Import not implemented!");
}
void ModelImporter::Test() {
tinygltf::Model loadedModel;
tinygltf::TinyGLTF loader;
std::string error;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
if (!warn.empty())
spdlog::warn("TinyGLTF Warning: {}", warn);
if (!error.empty())
spdlog::error("TinyGLTF Error: {}", error);
if (!ret) {
spdlog::error("TinyGLTF Error: Failed to parse glTF");
exit(-1);
}
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
}

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@ -6,6 +6,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
int succes;
char* vertexCode = readFile(vertexShaderPath.c_str());
spdlog::info(vertexCode);
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertId, 1, &vertexCode, NULL);
@ -20,7 +21,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
char* fragmentCode = readFile(fragmentShaderPath.c_str());
spdlog::info(fragmentCode);
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
@ -92,4 +93,32 @@ char* Shader::readFile (const char* filePath){
void Shader::Use()
{
glUseProgram(id);
}
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
{
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
}
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
{
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
}
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
{
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
}
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
{
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
}
void Shader::setUniformFloat(std::string uniformName, float value)
{
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
}
void Shader::setUniformInt(std::string uniformName, int value)
{
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
}

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@ -0,0 +1,22 @@
#pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include <tiny_gltf.h>
#include <spdlog/spdlog.h>
#include <string>
class ModelImporter {
private:
void ImportFBX(std::string path);
void ImportBlend(std::string path);
void ImportGLTF(std::string path);
void ImportOBJ(std::string path);
public:
void Import(std::string path);
static void Test();
};

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@ -1,13 +1,22 @@
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
public:
glm::vec3 Position;
glm::vec3 Rotation;
float Zoom;
Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
~Camera();
glm::mat4 GetViewMatrix();
struct Camera {
glm::vec3 Position;
glm::mat4 ViewMat;
float Zoom;
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

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@ -1,10 +1,10 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
class Mesh {
public:
std::vector<float> vertices;
std::vector<int> elements;
std::vector<float> uv;
std::vector<glm::vec3> vertices;
std::vector<GLushort> elements;
std::vector<glm::vec2> uv;
};

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@ -4,15 +4,23 @@
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class Shader {
private:
int id;
const size_t CHUNK_SIZE = 10;
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4);
void setUniformVec4(std::string uniformName, glm::vec4 vector4);
void setUniformVec3(std::string uniformName, glm::vec3 vector3);
void setUniformVec2(std::string uniformName, glm::vec2 vector2);
void setUniformFloat(std::string uniformName, float value);
void setUniformInt(std::string uniformName, int value);
};