added normals

This commit is contained in:
Jay Robson 2024-01-22 23:53:10 +11:00
parent ff852046c1
commit fc8be2827d
10 changed files with 140 additions and 105 deletions

View File

@ -29,5 +29,8 @@ void arrays::vertex_attrib_pointers()
glVertexAttribPointer(2, 3, GL_FLOAT, false, sizeof(v), ptr_diff(&v.pos, &v)); glVertexAttribPointer(2, 3, GL_FLOAT, false, sizeof(v), ptr_diff(&v.pos, &v));
glEnableVertexAttribArray(2); glEnableVertexAttribArray(2);
glVertexAttribPointer(3, 3, GL_FLOAT, false, sizeof(v), ptr_diff(&v.normal, &v));
glEnableVertexAttribArray(3);
} }

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@ -12,6 +12,7 @@ struct vertex
unsigned long texid = 0; unsigned long texid = 0;
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};
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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@ -16,8 +16,8 @@ static double x = 0, y = 0, z = 0;
void camera::rotate(double y, double p) void camera::rotate(double y, double p)
{ {
yaw += y * 0.1; yaw += y * 0.05;
pitch += p * 0.1; pitch += p * 0.05;
if(pitch < -90) pitch = -90; if(pitch < -90) pitch = -90;
if(pitch > 90) pitch = 90; if(pitch > 90) pitch = 90;
@ -37,34 +37,17 @@ void camera::update()
glm::vec<3, double> off(0, 0, 0); glm::vec<3, double> off(0, 0, 0);
if(keyboard::is_pressed(GLFW_KEY_SPACE)) if(keyboard::is_pressed(GLFW_KEY_SPACE))
{
off.y -= 1; off.y -= 1;
}
if(keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT)) if(keyboard::is_pressed(GLFW_KEY_LEFT_SHIFT))
{
off.y += 1; off.y += 1;
}
if(keyboard::is_pressed(GLFW_KEY_W)) if(keyboard::is_pressed(GLFW_KEY_W))
{
off.z += 1; off.z += 1;
}
if(keyboard::is_pressed(GLFW_KEY_S)) if(keyboard::is_pressed(GLFW_KEY_S))
{
off.z -= 1; off.z -= 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;
}
double angle = -glm::radians<double>(yaw); double angle = -glm::radians<double>(yaw);
@ -75,12 +58,12 @@ void camera::update()
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.z) * mat;
y += off.y * 0.1; y += off.y * 0.05;
x += rotated.x * 0.1; x += rotated.x * 0.05;
z += rotated.y * 0.1; z += rotated.y * 0.05;
} }
glm::mat4 camera::get() glm::mat4 camera::get_model_matrix()
{ {
glm::mat4 mat(1); glm::mat4 mat(1);

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@ -2,11 +2,12 @@
#pragma once #pragma once
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
#include <glm/vec3.hpp>
namespace sim::graphics::camera namespace sim::graphics::camera
{ {
glm::mat4 get(); glm::mat4 get_model_matrix();
void rotate(double pitch, double yaw); void rotate(double pitch, double yaw);
void move(double x, double y, double z); void move(double x, double y, double z);
void update(); void update();

62
src/graphics/mesh.cpp Normal file
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@ -0,0 +1,62 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "mesh.hpp"
#include "arrays.hpp"
#include <iostream>
using namespace sim::graphics;
mesh::mesh()
{
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
arrays::vertex_attrib_pointers();
}
mesh::mesh(mesh&& o)
{
vbo = o.vbo;
ebo = o.ebo;
vao = o.vao;
size = o.size;
o.vbo = 0;
o.ebo = 0;
o.vao = 0;
}
mesh::~mesh()
{
if(vbo) glDeleteBuffers(1, &vbo);
if(ebo) glDeleteBuffers(1, &ebo);
if(vao) glDeleteVertexArrays(1, &vao);
}
void mesh::set_vertices(const arrays::vertex* data, size_t size, int mode)
{
glBufferData(GL_ARRAY_BUFFER, size * sizeof(data[0]), data, mode);
}
void mesh::set_indices(const unsigned int* data, size_t size, int mode)
{
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size * sizeof(data[0]), data, mode);
this->size = size;
}
void mesh::bind() const
{
glBindVertexArray(vao);
}
void mesh::render() const
{
glDrawElements(GL_TRIANGLES, size, GL_UNSIGNED_INT, 0);
}

25
src/graphics/mesh.hpp Normal file
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@ -0,0 +1,25 @@
#pragma once
#include "arrays.hpp"
namespace sim::graphics
{
struct mesh
{
unsigned int vao = 0, vbo = 0, ebo = 0, size = 0;
mesh();
mesh(mesh&& o);
mesh(const mesh& o) = delete;
~mesh();
void bind() const;
void set_vertices(const arrays::vertex* data, size_t size, int mode);
void set_indices(const unsigned int* data, size_t size, int mode);
void render() const;
};
};

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@ -8,115 +8,74 @@
#include <vector> #include <vector>
#include "mesh.hpp"
#include "model.hpp" #include "model.hpp"
#include "arrays.hpp" #include "arrays.hpp"
using namespace sim::graphics; using namespace sim::graphics;
model::model() static void proc_mesh(std::vector<mesh>& meshes, aiMesh* mesh, const aiScene* scene)
{ {
}
model::~model()
{
if(vbo) glDeleteBuffers(1, &vbo);
if(ebo) glDeleteBuffers(1, &ebo);
if(vao) glDeleteVertexArrays(1, &vao);
}
void model::alloc()
{
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
arrays::vertex_attrib_pointers();
}
void model::load_vbo(const arrays::vertex* data, size_t size, int mode)
{
glBufferData(GL_ARRAY_BUFFER, size * sizeof(data[0]), data, mode);
}
void model::load_ebo(const unsigned int* data, size_t size, int mode)
{
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size * sizeof(data[0]), data, mode);
this->size = size;
}
struct proc_state
{
size_t at = 0;
std::vector<arrays::vertex> vertices; std::vector<arrays::vertex> vertices;
std::vector<unsigned int> indices; std::vector<unsigned int> indices;
};
static void proc_mesh(proc_state& state, aiMesh* mesh, const aiScene* scene)
{
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.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};
state.vertices.push_back(vertex); if(mesh->HasNormals())
{
vertex.normal = {mesh->mNormals[i].x, mesh->mNormals[i].y, mesh->mNormals[i].z};
} }
unsigned int at = state.at; vertices.push_back(vertex);
}
for(unsigned int i = 0; i < mesh->mNumFaces; i++) for(unsigned int i = 0; i < mesh->mNumFaces; i++)
{ {
aiFace face = mesh->mFaces[i]; aiFace face = mesh->mFaces[i];
unsigned int j;
for(j = 0; j < face.mNumIndices; j++) for(unsigned int j = 0; j < face.mNumIndices; j++)
{ {
state.indices.push_back(face.mIndices[j] + state.at); indices.push_back(face.mIndices[j]);
}
} }
at += j; sim::graphics::mesh m;
} m.set_vertices(&vertices[0], vertices.size(), GL_STATIC_DRAW);
m.set_indices(&indices[0], indices.size(), GL_STATIC_DRAW);
state.at = at; meshes.push_back(std::move(m));
} }
static void proc_node(proc_state& state, aiNode* node, const aiScene* scene) static void proc_node(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(state, mesh, scene); proc_mesh(meshes, mesh, scene);
} }
for(size_t i = 0; i < node->mNumChildren; i++) for(size_t i = 0; i < node->mNumChildren; i++)
{ {
proc_node(state, node->mChildren[i], scene); proc_node(meshes, node->mChildren[i], scene);
} }
} }
void model::load(const char* path) void model::load(const char* path)
{ {
proc_state state;
Assimp::Importer importer; Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs); const aiScene *scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
proc_node(state, scene->mRootNode, scene); proc_node(meshes, scene->mRootNode, scene);
load_vbo(&state.vertices[0], state.vertices.size(), GL_STATIC_DRAW);
load_ebo(&state.indices[0], state.indices.size(), GL_STATIC_DRAW);
} }
void model::bind() void model::render() const
{ {
glBindVertexArray(vao); for(const mesh& m : meshes)
} {
m.bind();
void model::render() m.render();
{ }
glDrawElements(GL_TRIANGLES, size, GL_UNSIGNED_INT, 0);
} }

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@ -1,24 +1,19 @@
#pragma once #pragma once
#include "arrays.hpp" #include "mesh.hpp"
#include <vector>
namespace sim::graphics namespace sim::graphics
{ {
struct model struct model
{ {
unsigned int vao = 0, vbo = 0, ebo = 0, size = 0; std::vector<mesh> meshes;
model();
~model();
void bind();
void alloc();
void load(const char* path); void load(const char* path);
void load_vbo(const arrays::vertex* data, size_t size, int mode); void render() const;
void load_ebo(const unsigned int* data, size_t size, int mode);
void render();
}; };
}; };

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@ -16,6 +16,7 @@ static const char* VERTEX_SHADER = R"(
layout (location = 0) in sampler2D aTex; 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;
uniform mat4 model; uniform mat4 model;
uniform mat4 projection; uniform mat4 projection;
@ -27,10 +28,16 @@ out float zVal;
void main() void main()
{ {
vec4 pos = model * vec4(aPos, 1.0); vec4 pos = model * vec4(aPos, 1.0);
mat3 model_norm = mat3(model);
vec3 normal = aNormal;
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;
tex = aTex; tex = aTex;
zVal = 8.0f / (pos.z * pos.z);
} }
)"; )";

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@ -66,8 +66,7 @@ void window::create()
shader::init_program(); shader::init_program();
Model.alloc(); Model.load("teapot.obj");
Model.load("monkey.obj");
glViewport(0, 0, 800, 600); glViewport(0, 0, 800, 600);
} }
@ -86,13 +85,14 @@ void window::loop()
camera::update(); camera::update();
glm::mat4 mat_model = camera::get(); glm::mat4 mat_model = camera::get_model_matrix();
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(0.0f, 0.0f, -5.0f));
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);
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(float(M_PI * 0.25), (float)resize::get_aspect(), 0.1f, 100.f);
@ -101,7 +101,6 @@ void window::loop()
glUniformMatrix4fv(shader::gl_model, 1, false, &mat_model[0][0]); glUniformMatrix4fv(shader::gl_model, 1, false, &mat_model[0][0]);
glUniform1i(shader::gl_do_tex, 0); glUniform1i(shader::gl_do_tex, 0);
Model.bind();
Model.render(); Model.render();
glfwSwapBuffers(win); glfwSwapBuffers(win);