Models all tested and refactored so that the draw() call doesn't do a bunch of irrelevant shit.
This commit is contained in:
parent
2431cf8c97
commit
47bd233722
6 changed files with 102 additions and 70 deletions
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@ -213,16 +213,23 @@ Config setup() {
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},
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},
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};
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};
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// REFACTOR: really this should be done somewhere else
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for(auto& model : config.models) {
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model.connect_shader(config.shader);
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}
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return config;
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return config;
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}
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}
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void draw_popcorn(Config& config, size_t model_i, size_t model_pos, glm::mat4& projection, glm::mat4& view)
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void draw_models(Config& config, size_t model_i, size_t model_pos, glm::mat4& projection, glm::mat4& view)
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{
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{
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glm::vec3 objectColor = {1.0, 0.94, 0.78};
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glm::vec3 objectColor = {1.0, 0.94, 0.78};
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config.shader.applyMaterial(config.cubeMaterial);
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config.shader.applyMaterial(config.cubeMaterial);
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float time = glfwGetTime();
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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model = glm::translate(model, popcorn_positions[model_pos]);
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model = glm::translate(model, popcorn_positions[model_pos]);
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model = glm::rotate(model, glm::radians(time * 10.0f), glm::vec3(1.0f, 0.3f, 0.5f));
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config.shader.setMat4("model", model);
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config.shader.setMat4("model", model);
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@ -256,7 +263,7 @@ void render(GLFWwindow* window, Config& config) {
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config.shader.applyLighting(config.light);
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config.shader.applyLighting(config.light);
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for(size_t i = 0; i < CUBE_COUNT; i++) {
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for(size_t i = 0; i < CUBE_COUNT; i++) {
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draw_popcorn(config, 0, i, projection, view);
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draw_models(config, 0, i, projection, view);
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}
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}
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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@ -1,45 +1,27 @@
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#include "mesh.hpp"
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#include "mesh.hpp"
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#include "dbc.hpp"
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#include "dbc.hpp"
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void Mesh::Draw(Shader &shader) {
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void Mesh::draw(Shader &shader) {
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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for(unsigned int i = 0; i < textures.size(); i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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unsigned int number = 0;
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std::string& name = textures[i].type;
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if(name == "texture_diffuse") {
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number = diffuseNr++;
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} else if(name == "texture_specular") {
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number = specularNr++;
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} else if(name == "texture_normal") {
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number = normalNr++;
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} else if(name == "texture_height") {
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number = heightNr++;
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} else {
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dbc::sentinel($F("Invalid texture type name {}", name));
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}
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std::string target = std::format("{}{}", name, number);
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// TODO: Get this uniform ID once and cache it?
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glUniform1i(glGetUniformLocation(shader.ID, target.c_str()), i);
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glBindTexture(GL_TEXTURE_2D, textures[i].id);
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}
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()), GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void Mesh::connect_shader(const Shader& shader) {
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for(unsigned int i = 0; i < textures.size(); i++) {
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Texture& texture = textures[i];
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glActiveTexture(GL_TEXTURE0 + i);
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void Mesh::setupMesh() {
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// move this to setup_mesh
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glUniform1i(texture.uniform_id, i);
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glBindTexture(GL_TEXTURE_2D, texture.id);
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texture.uniform_id = glGetUniformLocation(shader.ID, texture.target.c_str());
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}
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}
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void Mesh::setup_mesh() {
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glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glGenBuffers(1, &EBO);
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@ -53,11 +35,11 @@ void Mesh::setupMesh() {
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// this matches the locations in the vertex shader
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// this matches the locations in the vertex shader
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Position));
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, position));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, tex_coords));
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}
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}
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@ -10,33 +10,63 @@
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#include <vector>
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#include <vector>
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struct Vertex {
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struct Vertex {
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glm::vec3 Position;
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glm::vec3 position;
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glm::vec3 Normal;
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glm::vec3 normal;
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glm::vec2 TexCoords;
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glm::vec2 tex_coords;
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};
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struct TextureCounts {
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unsigned int diffuseNr = 1;
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unsigned int specularNr = 1;
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unsigned int normalNr = 1;
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unsigned int heightNr = 1;
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};
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};
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struct Texture {
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struct Texture {
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unsigned int id;
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unsigned int id;
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std::string type;
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std::string type;
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std::string path;
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std::string path;
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std::string target;
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int uniform_id=-1;
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Texture(unsigned int id, const std::string& type, const std::string& path, TextureCounts& count) :
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id(id), type(type)
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{
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unsigned int number = 0;
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if(type == "texture_diffuse") {
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number = count.diffuseNr++;
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} else if(type == "texture_specular") {
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number = count.specularNr++;
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} else if(type == "texture_normal") {
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number = count.normalNr++;
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} else if(type == "texture_height") {
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number = count.heightNr++;
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} else {
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dbc::sentinel($F("Invalid texture type={} for file={}", type, path));
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}
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target = std::format("{}{}", type, number);
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}
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};
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};
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struct Mesh {
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struct Mesh {
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std::vector<Vertex> vertices;
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std::vector<Vertex> vertices;
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std::vector<unsigned int> indices;
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std::vector<unsigned int> indices;
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std::vector<Texture> textures;
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std::vector<Texture> textures;
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unsigned int VAO;
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unsigned int VAO = 0;
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unsigned int VBO;
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unsigned int VBO = 0;
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unsigned int EBO;
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unsigned int EBO = 0;
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Mesh(std::vector<Vertex> vertices, std::vector<unsigned int> indices, std::vector<Texture> textures) :
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Mesh(std::vector<Vertex>& vertices, std::vector<unsigned int>& indices, std::vector<Texture>& textures) :
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vertices(vertices),
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vertices(vertices),
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indices(indices),
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indices(indices),
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textures(textures)
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textures(textures)
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{
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{
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setupMesh();
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setup_mesh();
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}
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}
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void Draw(Shader &shader);
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void draw(Shader &shader);
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void setupMesh();
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void setup_mesh();
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void connect_shader(const Shader& shader);
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};
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};
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@ -82,8 +82,8 @@ unsigned int texture_from_file(const std::string& directory, const std::string&
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}
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}
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void Model::draw(Shader &shader) {
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void Model::draw(Shader &shader) {
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for(unsigned int i = 0; i < meshes.size(); i++) {
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for(auto& mesh : meshes) {
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meshes[i].Draw(shader);
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mesh.draw(shader);
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}
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}
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}
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}
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@ -122,36 +122,36 @@ Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
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std::vector<Texture> textures;
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std::vector<Texture> textures;
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for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
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for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
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Vertex vertex;
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glm::vec3 position{
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vertex.Position = glm::vec3(
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mesh->mVertices[i].x,
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mesh->mVertices[i].x,
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mesh->mVertices[i].y,
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mesh->mVertices[i].y,
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mesh->mVertices[i].z);
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mesh->mVertices[i].z};
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glm::vec3 normal{};
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glm::vec2 tex_coords{0.0f, 0.0f};
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if(mesh->HasNormals()) {
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if(mesh->HasNormals()) {
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vertex.Normal = glm::vec3(
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normal = glm::vec3(
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mesh->mNormals[i].x,
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mesh->mNormals[i].x,
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mesh->mNormals[i].y,
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mesh->mNormals[i].y,
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mesh->mNormals[i].z);
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mesh->mNormals[i].z);
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}
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}
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if(mesh->mTextureCoords[0]) {
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if(mesh->mTextureCoords[0]) {
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vertex.TexCoords = glm::vec2(
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tex_coords = glm::vec2(
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mesh->mTextureCoords[0][i].x,
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mesh->mTextureCoords[0][i].x,
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mesh->mTextureCoords[0][i].y
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mesh->mTextureCoords[0][i].y
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);
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);
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} else {
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vertex.TexCoords = glm::vec2(0.0f, 0.0f);
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}
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}
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vertices.push_back(vertex);
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vertices.emplace_back(position, normal, tex_coords);
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}
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}
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for(unsigned int i = 0; i < mesh->mNumFaces; i++) {
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for(unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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aiFace& face = mesh->mFaces[i];
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for(unsigned int j = 0; j < face.mNumIndices; j++) {
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for(unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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indices.emplace_back(face.mIndices[j]);
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}
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}
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}
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}
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@ -179,32 +179,39 @@ Mesh Model::process_mesh(const aiScene *scene, aiMesh *mesh) {
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return Mesh(vertices, indices, textures);
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return Mesh(vertices, indices, textures);
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}
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}
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void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName)
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void Model::load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string type_name)
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{
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{
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for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
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for(unsigned int i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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aiString str;
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mat->GetTexture(type, i, &str);
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mat->GetTexture(type, i, &str);
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std::string tx_str{str.C_Str()};
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std::string tx_path{str.C_Str()};
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dbc::check(!tx_str.empty(), "Texture has empty path, should be impossible?");
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dbc::check(!tx_path.empty(), "Texture has empty path, should be impossible?");
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if(textures_loaded.contains(tx_str)) {
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if(textures_loaded.contains(tx_path)) {
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textures.push_back(textures_loaded.at(tx_str));
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textures.push_back(textures_loaded.at(tx_path));
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} else {
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} else {
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unsigned int tx_id = 0;
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unsigned int tx_id = 0;
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// if it's a *# style path then it's internal
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// if it's a *# style path then it's internal
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if(tx_str[0] == '*') {
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if(tx_path[0] == '*') {
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// get the texture from the internal version
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// get the texture from the internal version
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tx_id = texture_from_internal(scene, std::stoi(tx_str.substr(1)));
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tx_id = texture_from_internal(scene, std::stoi(tx_path.substr(1)));
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} else {
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} else {
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// else get it from a file
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// else get it from a file
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tx_id = texture_from_file(directory, tx_str);
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tx_id = texture_from_file(directory, tx_path);
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}
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}
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// dubious code here, but seems to be right
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// dubious code here, but seems to be right
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auto& result = textures.emplace_back(tx_id, typeName, tx_str);
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auto& result = textures.emplace_back(tx_id, type_name, tx_path, texture_counts);
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textures_loaded.try_emplace(tx_str, result);
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textures_loaded.try_emplace(tx_path, result);
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}
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}
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}
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}
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}
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}
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void Model::connect_shader(const Shader& shader) {
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for(auto& mesh : meshes) {
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mesh.connect_shader(shader);
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}
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}
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@ -23,6 +23,7 @@ struct Model {
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std::vector<Mesh> meshes;
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std::vector<Mesh> meshes;
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std::string directory;
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std::string directory;
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std::string model_path;
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std::string model_path;
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TextureCounts texture_counts;
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bool gammaCorrection;
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bool gammaCorrection;
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Model(const std::string& directory, const std::string& model_path) :
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Model(const std::string& directory, const std::string& model_path) :
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@ -38,4 +39,6 @@ struct Model {
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Mesh process_mesh(const aiScene *scene, aiMesh *mesh);
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Mesh process_mesh(const aiScene *scene, aiMesh *mesh);
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void load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName);
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void load_material_textures(const aiScene *scene, std::vector<Texture>& textures, aiMaterial *mat, aiTextureType type, std::string typeName);
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void connect_shader(const Shader& shader);
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};
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};
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@ -6,6 +6,9 @@
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using namespace fuc2;
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using namespace fuc2;
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/*
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* This also tests Mesh by using Model to load them.
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*/
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namespace model_tests {
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namespace model_tests {
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void test_load_textures() {
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void test_load_textures() {
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Shader shader{"shaders/14-vert.glsl", "shaders/14-frag.glsl"};
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Shader shader{"shaders/14-vert.glsl", "shaders/14-frag.glsl"};
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