feat: added phong and basic shaders, updated mesh format
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@@ -6,33 +6,58 @@ auto Mesh::init(const char* obj_file) -> void {
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auto reader = tinyobj::ObjReader();
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auto success = reader.ParseFromFile(obj_file);
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std::cout << reader.Error() << std::endl;
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auto attrib = reader.GetAttrib();
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auto indices_t = reader.GetShapes().at(0).mesh.indices;
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auto indices = std::vector<unsigned int>(indices_t.size());
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auto vertices = std::vector<float>(3*indices_t.size());
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auto normals = std::vector<float>(3*indices_t.size());
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auto texcoords = std::vector<float>(2*indices_t.size());
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for (int i = 0; i < indices_t.size(); i++) {
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indices[i] = indices_t[i].vertex_index;
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auto vertex_data = indices_t[i];
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vertices[3*i] = attrib.vertices[3*vertex_data.vertex_index];
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vertices[3*i+1] = attrib.vertices[3*vertex_data.vertex_index + 1];
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vertices[3*i+2] = attrib.vertices[3*vertex_data.vertex_index + 2];
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normals[3*i] = attrib.normals[3*vertex_data.normal_index];
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normals[3*i+1] = attrib.normals[3*vertex_data.normal_index + 1];
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normals[3*i+2] = attrib.normals[3*vertex_data.normal_index + 2];
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texcoords[2*i] = attrib.texcoords[2*vertex_data.texcoord_index];
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texcoords[2*i+1] = attrib.texcoords[2*vertex_data.texcoord_index + 1];
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indices[i] = i;
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}
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num_indices = indices.size();
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num_indices = indices_t.size();
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glGenVertexArrays(1, &vao);
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glGenBuffers(1, &vbo_xyz);
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glGenBuffers(1, &vbo_uv);
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glGenBuffers(1, &ebo);
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glGenBuffers(1, &vbo_norm);
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//glGenBuffers(1, &ebo);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_xyz);
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glBufferData(GL_ARRAY_BUFFER, attrib.vertices.size() * sizeof(float), attrib.vertices.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_uv);
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glBufferData(GL_ARRAY_BUFFER, attrib.texcoords.size() * sizeof(float), attrib.texcoords.data(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, texcoords.size() * sizeof(float), texcoords.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, vbo_norm);
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glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(float), normals.data(), GL_STATIC_DRAW);
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glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(2);
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//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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//glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), indices.data(), GL_STATIC_DRAW);
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}
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auto Mesh::init(const LeddaGeometry::Shape* shape) -> void {
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