♻️ (engine): refactor object storage to unique_ptr and improve mesh handling
- Add face counter in Mesh3D - Switch objects map to std::unique_ptr<Mesh3D> - Update VAO/VBO binding syntax accordingly - Adjust cube rendering logic and camera position - Simplify vertex data, load external model instead of hardcoded vertices - Change main window size to 1000x1000 - Clean up includes and debug prints
This commit is contained in:
parent
430b1fb364
commit
0ffaffc83e
@ -86,6 +86,7 @@ void djalim::Mesh3D::loadOBJFile(const std::string& filepath){
|
||||
face.vertices[i] = f;
|
||||
}
|
||||
faces.push_back(face);
|
||||
numFaces++;
|
||||
}
|
||||
}
|
||||
// Pour chaque face
|
||||
|
||||
@ -2,6 +2,8 @@
|
||||
#include "Mesh3D.h"
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
djalim::OpenGlEngine::OpenGlEngine(const char* title, int width, int height) {
|
||||
@ -44,32 +46,33 @@ djalim::OpenGlEngine::OpenGlEngine(const char* title, int width, int height) {
|
||||
|
||||
void djalim::OpenGlEngine::createObject(std::string name, std::string textures, std::string filepath){
|
||||
|
||||
|
||||
Mesh3D obj = Mesh3D(filepath);
|
||||
|
||||
objects[name] = obj;
|
||||
// Load the mesh from the file
|
||||
objects[name] = std::make_unique<Mesh3D>(Mesh3D(filepath));
|
||||
|
||||
bool textureLoaded = obj.texture.loadTexture(textures);
|
||||
bool textureLoaded = objects[name]->texture.loadTexture(textures);
|
||||
|
||||
std::cout << &(objects[name]) << std::endl;
|
||||
|
||||
if (!textureLoaded) {
|
||||
std::cerr << "Failed to load " << name << " texture!" << std::endl;
|
||||
exit(1);
|
||||
}
|
||||
std::cout << "texture loaded" << std::endl;
|
||||
|
||||
//glGenVertexArrays(1, &VAO);
|
||||
glGenVertexArrays(1, &(objects[name].VAO));
|
||||
glGenVertexArrays(1, &(objects[name]->VAO));
|
||||
|
||||
//glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &(objects[name].VBO));
|
||||
glGenBuffers(1, &((objects[name])->VBO));
|
||||
|
||||
//glBindVertexArray(VAO);
|
||||
glBindVertexArray(objects[name].VAO);
|
||||
glBindVertexArray((objects[name])->VAO);
|
||||
|
||||
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, objects[name].VBO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, (objects[name])->VBO);
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*obj.meshVertices.size(), obj.meshVertices.data(), GL_STATIC_DRAW);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*(objects[name])->meshVertices.size(), (objects[name])->meshVertices.data(), GL_STATIC_DRAW);
|
||||
|
||||
// Attribut de position
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
|
||||
|
||||
@ -9,39 +9,15 @@
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <iostream>
|
||||
|
||||
// void djalim::cube(GLFWwindow* window, djalim::ShaderProgram shader, GLuint VAO, std::map<std::string, Texture2D>& textures){
|
||||
//
|
||||
// shader.use();
|
||||
// shader.setUniform("ourTexture", 0);
|
||||
// textures["cube"].bind();
|
||||
//
|
||||
// // Matrice de Projection
|
||||
// glm::mat4 projection = glm::perspective(glm::radians(45.0f), 800.0f / 600.0f, 0.1f, 100.0f);
|
||||
// shader.setUniform("projection", projection); // Assurez-vous que setUniform pour mat4 est implémenté
|
||||
//
|
||||
// // Matrice de Vue
|
||||
// glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 3.0f), // Position caméra
|
||||
// glm::vec3(0.0f, 0.0f, 0.0f), // Cible
|
||||
// glm::vec3(0.0f, 1.0f, 0.0f)); // Axe Haut
|
||||
// shader.setUniform("view", view);
|
||||
//
|
||||
// // Matrice Modèle
|
||||
// glm::mat4 model = glm::mat4(1.0f);
|
||||
// model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||
// shader.setUniform("model", model);
|
||||
//
|
||||
// // Dessiner le cube
|
||||
// glBindVertexArray(VAO);
|
||||
// glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
//
|
||||
// }
|
||||
|
||||
void djalim::cube(GLFWwindow* window, djalim::ShaderProgram shader, Objects3D& objects){
|
||||
|
||||
shader.use();
|
||||
shader.setUniform("ourTexture", 0);
|
||||
|
||||
objects["cube"].texture.bind();
|
||||
(objects["cube"])->texture.bind();
|
||||
|
||||
//std::cout << &(objects["cube"].texture) << std::endl;
|
||||
//textures["cube"].bind();
|
||||
|
||||
// Matrice de Projection
|
||||
@ -49,19 +25,19 @@ void djalim::cube(GLFWwindow* window, djalim::ShaderProgram shader, Objects3D& o
|
||||
shader.setUniform("projection", projection); // Assurez-vous que setUniform pour mat4 est implémenté
|
||||
|
||||
// Matrice de Vue
|
||||
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 9.0f), // Position caméra
|
||||
glm::vec3(0.0f, 0.0f, 0.0f), // Cible
|
||||
glm::mat4 view = glm::lookAt(glm::vec3(0.0f, 0.0f, 11.0f), // Position caméra
|
||||
glm::vec3(0.0f, 2.0f, 0.0f), // Cible
|
||||
glm::vec3(0.0f, 1.0f, 0.0f)); // Axe Haut
|
||||
shader.setUniform("view", view);
|
||||
|
||||
// Matrice Modèle
|
||||
glm::mat4 model = glm::mat4(1.0f);
|
||||
model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||
///model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), glm::vec3(0.5f, 1.0f, 0.0f));
|
||||
shader.setUniform("model", model);
|
||||
|
||||
// Dessiner le cube
|
||||
glBindVertexArray(objects["cube"].VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, objects["cube"].numMeshVertices*3);
|
||||
glBindVertexArray((objects["cube"])->VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, (objects["cube"])->numFaces * 3);
|
||||
|
||||
//std::cout << objects["cube"].VAO << std::endl;
|
||||
|
||||
|
||||
@ -1,10 +1,7 @@
|
||||
#define DEBUG true
|
||||
|
||||
#include "engine.h"
|
||||
#include "Mesh3D.h"
|
||||
|
||||
int main() {
|
||||
djalim::OpenGlEngine engine = djalim::OpenGlEngine("Mon app", 800, 600);
|
||||
djalim::OpenGlEngine engine = djalim::OpenGlEngine("Mon app", 1000, 1000);
|
||||
engine.start();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -2,53 +2,10 @@
|
||||
#include "Texture2D.h"
|
||||
|
||||
void djalim::OpenGlEngine::onCreate(){
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
std::vector<float> vertices {
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f
|
||||
};
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
stbi_set_flip_vertically_on_load(true);
|
||||
createObject("cube", "../assets/textures/prof.png", "../assets/models/UTAH_BLEND.obj");
|
||||
createObject("cube", "../assets/textures/robot_diffuse.jpg", "../assets/models/robot.obj");
|
||||
|
||||
// textures["cube"] = Texture2D();
|
||||
// bool textureLoaded = textures["cube"].loadTexture("../assets/textures/prof.png");
|
||||
|
||||
@ -1,10 +1,10 @@
|
||||
#include "engine.h"
|
||||
#include <GL/gl.h>
|
||||
#include "loops.h"
|
||||
#include <iostream>
|
||||
|
||||
void djalim::OpenGlEngine::onUpdate(){
|
||||
showFps();
|
||||
|
||||
showFps();
|
||||
cube(window,shaderProgram,objects);
|
||||
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user