♻️ (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:
Djalim Simaila 2025-10-24 09:49:05 +02:00
parent 430b1fb364
commit 0ffaffc83e
6 changed files with 27 additions and 93 deletions

View File

@ -86,6 +86,7 @@ void djalim::Mesh3D::loadOBJFile(const std::string& filepath){
face.vertices[i] = f;
}
faces.push_back(face);
numFaces++;
}
}
// Pour chaque face

View File

@ -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);

View File

@ -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;

View File

@ -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;
}

View File

@ -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");

View File

@ -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);
}