added textures!

This commit is contained in:
Jay Robson 2024-01-23 17:46:33 +11:00
parent 528b608bc0
commit 10708e5c7f
11 changed files with 227 additions and 59 deletions

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@ -32,5 +32,8 @@ void arrays::vertex_attrib_pointers()
glVertexAttribPointer(3, 3, GL_FLOAT, false, sizeof(v), ptr_diff(&v.normal, &v)); glVertexAttribPointer(3, 3, GL_FLOAT, false, sizeof(v), ptr_diff(&v.normal, &v));
glEnableVertexAttribArray(3); glEnableVertexAttribArray(3);
glVertexAttribPointer(4, 1, GL_FLOAT, false, sizeof(v), ptr_diff(&v.do_tex, &v));
glEnableVertexAttribArray(4);
} }

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@ -13,6 +13,7 @@ struct vertex
glm::vec2 texpos = {0, 0}; glm::vec2 texpos = {0, 0};
glm::vec3 pos = {0, 0, 0}; glm::vec3 pos = {0, 0, 0};
glm::vec3 normal = {0, 0, 0}; glm::vec3 normal = {0, 0, 0};
float do_tex = 0;
vertex() { } vertex() { }
vertex(unsigned long texid, glm::vec2 texpos, glm::vec3 pos) : texid(texid), texpos(texpos), pos(pos) { } vertex(unsigned long texid, glm::vec2 texpos, glm::vec3 pos) : texid(texid), texpos(texpos), pos(pos) { }

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@ -5,6 +5,7 @@
#include "camera.hpp" #include "camera.hpp"
#include "keyboard.hpp" #include "keyboard.hpp"
#include <iostream>
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/vec3.hpp> #include <glm/vec3.hpp>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
@ -12,55 +13,80 @@
using namespace sim::graphics; using namespace sim::graphics;
static double yaw = 0, pitch = 0; static double yaw = 0, pitch = 0;
static double x = 0, y = 0, z = 0; static glm::vec<3, double> pos(56, 90, 8);
static glm::vec<3, double> velocity(0);
void camera::rotate(double y, double p) void camera::rotate(double y, double p)
{ {
yaw += y * 0.05; yaw -= y * 0.05;
pitch += p * 0.05; pitch += p * 0.05;
if(pitch < -90) pitch = -90; if(pitch < 0) pitch = 0;
if(pitch > 90) pitch = 90; if(pitch > 180) pitch = 180;
} }
void camera::move(double xoff, double yoff, double zoff) void camera::move(double xoff, double yoff, double zoff)
{ {
x += xoff; pos.x += xoff;
y += yoff; pos.y += yoff;
z += zoff; pos.z += zoff;
} }
void camera::update() void camera::update()
{ {
double xoff = 0, yoff = 0, zoff = 0; glm::vec<2, double> off(0, 0);
double m = 0.01;
glm::vec<3, double> off(0, 0, 0);
if(keyboard::is_pressed(GLFW_KEY_SPACE))
off.y -= 1;
if(keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT))
off.y += 1;
if(keyboard::is_pressed(GLFW_KEY_W)) if(keyboard::is_pressed(GLFW_KEY_W))
off.z += 1; off.y += 1;
if(keyboard::is_pressed(GLFW_KEY_S)) if(keyboard::is_pressed(GLFW_KEY_S))
off.z -= 1; off.y -= 1;
if(keyboard::is_pressed(GLFW_KEY_A)) if(keyboard::is_pressed(GLFW_KEY_A))
off.x += 1; off.x += 1;
if(keyboard::is_pressed(GLFW_KEY_D)) if(keyboard::is_pressed(GLFW_KEY_D))
off.x -= 1; off.x -= 1;
if(keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT))
m *= 1.5;
if(off.x != 0 || off.y != 0)
off /= std::sqrt(off.x * off.x + off.y * off.y);
double angle = -glm::radians<double>(yaw); double angle = glm::radians<double>(yaw);
glm::mat<2, 2, double> mat = { glm::mat<2, 2, double> mat = {
std::cos(angle), std::sin(angle), std::cos(angle), std::sin(angle),
-std::sin(angle), std::cos(angle) -std::sin(angle), std::cos(angle)
}; };
glm::vec<2, double> rotated = glm::vec<2, double>(off.x, off.z) * mat; glm::vec<2, double> rotated = glm::vec<2, double>(off.x, off.y) * mat;
bool on_ground = false;
y += off.y * 0.05; velocity.z -= 0.00981;
x += rotated.x * 0.05;
z += rotated.y * 0.05; if(pos.z + velocity.z < 3.5)
{
on_ground = true;
if(keyboard::is_pressed(GLFW_KEY_SPACE))
{
velocity.z += 0.4;
}
else
{
velocity.z = 0;
}
}
else
{
m = 0;
}
velocity.x += rotated.x * m;
velocity.y += rotated.y * m;
pos += velocity;
velocity *= glm::vec<3, double>(on_ground ? 0.9 : 0.9999);
} }
glm::mat4 camera::get_model_matrix() glm::mat4 camera::get_model_matrix()
@ -68,8 +94,8 @@ glm::mat4 camera::get_model_matrix()
glm::mat4 mat(1); glm::mat4 mat(1);
mat = glm::rotate(mat, (float)glm::radians(pitch), glm::vec3(1, 0, 0)); mat = glm::rotate(mat, (float)glm::radians(pitch), glm::vec3(1, 0, 0));
mat = glm::rotate(mat, (float)glm::radians(yaw), glm::vec3(0, 1, 0)); mat = glm::rotate(mat, (float)glm::radians(yaw), glm::vec3(0, 0, 1));
mat = glm::translate(mat, glm::vec3(x, y, z)); mat = glm::translate(mat, glm::vec3(pos.x, pos.y, pos.z));
return mat; return mat;
} }

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@ -33,8 +33,9 @@ void font::init()
FT_Set_Pixel_Sizes(face, 0, 1024); FT_Set_Pixel_Sizes(face, 0, 1024);
GLuint texids[128]; GLuint texids[128];
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glCreateTextures(GL_TEXTURE_2D, 128, texids);
for(int i = 0; i < 128; i++) for(int i = 0; i < 128; i++)
{ {
@ -54,7 +55,6 @@ void font::init()
continue; continue;
} }
glCreateTextures(GL_TEXTURE_2D, 1, &texids[i]);
glTextureStorage2D(texids[i], 1, GL_R8, c.size.x, c.size.y); glTextureStorage2D(texids[i], 1, GL_R8, c.size.x, c.size.y);
glTextureSubImage2D(texids[i], 0, 0, 0, c.size.x, c.size.y, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer); glTextureSubImage2D(texids[i], 0, 0, 0, c.size.x, c.size.y, GL_RED, GL_UNSIGNED_BYTE, face->glyph->bitmap.buffer);

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@ -6,23 +6,52 @@
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#include <iostream>
#include <vector> #include <vector>
#include "mesh.hpp" #include "mesh.hpp"
#include "model.hpp" #include "model.hpp"
#include "arrays.hpp" #include "arrays.hpp"
#include "texture.hpp"
using namespace sim::graphics; using namespace sim::graphics;
static void proc_mesh(std::vector<mesh>& meshes, aiMesh* mesh, const aiScene* scene) struct proc_state
{ {
unsigned int offset = 0;
std::string base;
std::vector<arrays::vertex> vertices; std::vector<arrays::vertex> vertices;
std::vector<unsigned int> indices; std::vector<unsigned int> indices;
};
static unsigned int proc_texture(const proc_state& state, aiMaterial* mat, aiTextureType type)
{
if(mat->GetTextureCount(type) == 0)
{
return 0;
}
aiString str;
mat->GetTexture(type, 0, &str);
std::string filename(str.C_Str());
std::replace(filename.begin(), filename.end(), '\\', '/');
return texture::load(state.base + "/" + filename);
}
static void proc_mesh(proc_state& state, std::vector<mesh>& meshes, aiMesh* mesh, const aiScene* scene)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
unsigned int texid = proc_texture(state, material, aiTextureType_DIFFUSE);
unsigned int offset = state.offset;
for(unsigned int i = 0; i < mesh->mNumVertices; i++) for(unsigned int i = 0; i < mesh->mNumVertices; i++)
{ {
arrays::vertex vertex; arrays::vertex vertex;
vertex.texid = texid;
vertex.pos = {mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z}; vertex.pos = {mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z};
if(mesh->HasNormals()) if(mesh->HasNormals())
@ -30,7 +59,13 @@ static void proc_mesh(std::vector<mesh>& meshes, aiMesh* mesh, const aiScene* sc
vertex.normal = {mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z}; vertex.normal = {mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z};
} }
vertices.push_back(vertex); if(mesh->mTextureCoords[0])
{
vertex.texpos = {mesh->mTextureCoords[0][i].x, mesh->mTextureCoords[0][i].y};
vertex.do_tex = 1;
}
state.vertices.push_back(vertex);
} }
for(unsigned int i = 0; i < mesh->mNumFaces; i++) for(unsigned int i = 0; i < mesh->mNumFaces; i++)
@ -39,35 +74,40 @@ static void proc_mesh(std::vector<mesh>& meshes, aiMesh* mesh, const aiScene* sc
for(unsigned int j = 0; j < face.mNumIndices; j++) for(unsigned int j = 0; j < face.mNumIndices; j++)
{ {
indices.push_back(face.mIndices[j]); state.indices.push_back(face.mIndices[j] + offset);
} }
} }
sim::graphics::mesh m; state.offset += mesh->mNumVertices;
m.set_vertices(&vertices[0], vertices.size(), GL_STATIC_DRAW);
m.set_indices(&indices[0], indices.size(), GL_STATIC_DRAW);
meshes.push_back(std::move(m));
} }
static void proc_node(std::vector<mesh>& meshes, aiNode* node, const aiScene* scene) static void proc_node(proc_state& state, std::vector<mesh>& meshes, aiNode* node, const aiScene* scene)
{ {
for(size_t i = 0; i < node->mNumMeshes; i++) for(size_t i = 0; i < node->mNumMeshes; i++)
{ {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]]; aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
proc_mesh(meshes, mesh, scene); proc_mesh(state, meshes, mesh, scene);
} }
for(size_t i = 0; i < node->mNumChildren; i++) for(size_t i = 0; i < node->mNumChildren; i++)
{ {
proc_node(meshes, node->mChildren[i], scene); proc_node(state, meshes, node->mChildren[i], scene);
} }
} }
void model::load(const char* path) void model::load(std::string base, std::string filename)
{ {
proc_state state {.base = base};
std::string path = base + "/" + filename;
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
proc_node(meshes, scene->mRootNode, scene); const aiScene *scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
proc_node(state, meshes, scene->mRootNode, scene);
sim::graphics::mesh m;
m.set_vertices(&state.vertices[0], state.vertices.size(), GL_STATIC_DRAW);
m.set_indices(&state.indices[0], state.indices.size(), GL_STATIC_DRAW);
meshes.push_back(std::move(m));
} }
void model::render() const void model::render() const

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@ -4,6 +4,7 @@
#include "mesh.hpp" #include "mesh.hpp"
#include <vector> #include <vector>
#include <string>
namespace sim::graphics namespace sim::graphics
{ {
@ -12,7 +13,7 @@ struct model
{ {
std::vector<mesh> meshes; std::vector<mesh> meshes;
void load(const char* path); void load(std::string base, std::string path);
void render() const; void render() const;
}; };

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@ -17,23 +17,23 @@ layout (location = 0) in sampler2D aTex;
layout (location = 1) in vec2 aTexPos; layout (location = 1) in vec2 aTexPos;
layout (location = 2) in vec3 aPos; layout (location = 2) in vec3 aPos;
layout (location = 3) in vec3 aNormal; layout (location = 3) in vec3 aNormal;
layout (location = 4) in float aDoTex;
uniform mat4 model; uniform mat4 model;
uniform mat4 projection; uniform mat4 projection;
out float do_tex;
out float brightness;
out flat sampler2D tex; out flat sampler2D tex;
out vec2 texPos; out vec2 texPos;
out float zVal;
void main() void main()
{ {
vec4 pos = model * vec4(aPos, 1.0); vec4 pos = model * vec4(aPos, 1.0);
vec3 cNormal = vec3(0.f, 0.f, 1.f) * mat3(model);
mat3 model_norm = mat3(model); brightness = dot(normalize(aNormal), normalize(cNormal)) * 0.25f + 0.75f;
vec3 normal = aNormal; do_tex = aDoTex;
vec3 cNormal = vec3(0.f, 0.f, 1.f) * model_norm;
zVal = dot(normal, cNormal);// / (length(aNormal) * length(cNormal));
gl_Position = projection * pos; gl_Position = projection * pos;
texPos = aTexPos; texPos = aTexPos;
@ -46,19 +46,19 @@ static const char* FRAGMENT_SHADER = R"(
#version 460 core #version 460 core
#extension GL_ARB_bindless_texture : require #extension GL_ARB_bindless_texture : require
in float do_tex;
in float brightness;
in flat sampler2D tex; in flat sampler2D tex;
in vec2 texPos; in vec2 texPos;
in float zVal;
out vec4 FragColour; out vec4 FragColour;
uniform bool do_tex;
uniform mat4 tex_mat; uniform mat4 tex_mat;
void main() void main()
{ {
vec4 texdata = do_tex ? texture2D(tex, texPos) : vec4(1); vec4 texdata = (do_tex > 0.5f) ? texture2D(tex, texPos) : vec4(1);
FragColour = tex_mat * texdata * vec4(zVal, zVal, zVal, 1); FragColour = tex_mat * texdata * vec4(vec3(brightness), 1);
} }
)"; )";

76
src/graphics/texture.cpp Normal file
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@ -0,0 +1,76 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <stb/stb_image.h>
#include <unordered_map>
#include <iostream>
#include "texture.hpp"
using namespace sim::graphics;
static std::unordered_map<std::string, unsigned int> loaded;
unsigned int texture::load(std::string path)
{
const auto it = loaded.find(path);
if(it != loaded.end())
{
return it->second;
}
int width, height, channels;
unsigned char* data = stbi_load(path.c_str(), &width, &height, &channels, 0);
if(!data)
{
stbi_image_free(data);
throw std::runtime_error("Failed to load path: " + path);
}
GLenum format, format_in;
switch(channels)
{
case 1:
format = GL_RED;
format_in = GL_R8;
break;
case 2:
format = GL_RG;
format_in = GL_RG8;
break;
case 3:
format = GL_RGB;
format_in = GL_RGB8;
break;
case 4:
format = GL_RGBA;
format_in = GL_RGBA8;
break;
}
unsigned int texid;
glCreateTextures(GL_TEXTURE_2D, 1, &texid);
glTextureStorage2D(texid, 1, format_in, width, height);
glTextureSubImage2D(texid, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
glTextureParameteri(texid, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(texid, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTextureParameteri(texid, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(texid, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glGenerateTextureMipmap(texid);
unsigned int handle = glGetTextureHandleARB(texid);
glMakeTextureHandleResidentARB(handle);
std::cout << "Loaded Image: " << path << "\n";
loaded[path] = handle;
return handle;
}

12
src/graphics/texture.hpp Normal file
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@ -0,0 +1,12 @@
#pragma once
#include <string>
namespace sim::graphics::texture
{
unsigned int load(std::string path);
};

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@ -35,8 +35,11 @@ void window::create()
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true); glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, true);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, true);
#endif
win = glfwCreateWindow(800, 600, "FastNuclearSim", nullptr, nullptr); win = glfwCreateWindow(800, 600, "FastNuclearSim", nullptr, nullptr);
@ -53,6 +56,7 @@ void window::create()
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
@ -66,7 +70,7 @@ void window::create()
shader::init_program(); shader::init_program();
Model.load("teapot.obj"); Model.load("Minimalistic Modern Office", "Minimalistic Modern Office.fbx");
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
} }
@ -77,10 +81,10 @@ void window::loop()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 mat_colour = { glm::mat4 mat_colour = {
1, 1, 1, 1, 1, 0, 0, 0,
0, 0, 0, 0, 0, 1, 0, 0,
0, 0, 0, 0, 0, 0, 1, 0,
0, 0, 0, 0 0, 0, 0, 1
}; };
camera::update(); camera::update();
@ -90,11 +94,12 @@ void window::loop()
double mouse_x, mouse_y; double mouse_x, mouse_y;
mouse::get(mouse_x, mouse_y); mouse::get(mouse_x, mouse_y);
mat_model = glm::translate(mat_model, glm::vec3(0.0f, 0.0f, -5.0f)); mat_model = glm::translate(mat_model, glm::vec3(0, -90, 0));
mat_model = glm::rotate(mat_model, float(M_PI * 0.125), glm::vec3(1, 1, 1)); // mat_model = glm::rotate(mat_model, float(M_PI * 0.125), glm::vec3(1, 1, 1));
mat_model = glm::scale(mat_model, glm::vec3(1, 1, 1) * 0.2f); mat_model = glm::scale(mat_model, glm::vec3(15, 60, 15));
mat_model = glm::rotate(mat_model, -float(M_PI) / 2, glm::vec3(0, 1, 0));
glm::mat4 mat_projection = glm::perspective(float(M_PI * 0.25), (float)resize::get_aspect(), 0.1f, 100.f); glm::mat4 mat_projection = glm::perspective(glm::radians(90.0f), (float)resize::get_aspect(), 0.1f, 200.f);
glUniformMatrix4fv(shader::gl_tex_mat, 1, false, &mat_colour[0][0]); glUniformMatrix4fv(shader::gl_tex_mat, 1, false, &mat_colour[0][0]);
glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]); glUniformMatrix4fv(shader::gl_projection, 1, false, &mat_projection[0][0]);

4
src/stb/stb_image.cpp Normal file
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@ -0,0 +1,4 @@
#define STB_IMAGE_IMPLEMENTATION
#include <stb/stb_image.h>