- Add position, rotation and scale fields to `Mesh3D` and expose them publicly. - Remove the old `Object3D` struct; `Objects3D` now stores `unique_ptr<Mesh3D>`. - Implement a new `createObject(name,textures,filepath,position,rotation,scale)` overload that sets transforms after loading the mesh. - Add a `draw(Mesh3D*)` helper that binds the texture, builds a model matrix and issues `glDrawArrays`. - Update the rendering loop to use `draw()` instead of the old cube routine. - Simplify `onCreate`: enable depth test, flip textures, create two objects with proper transforms, set clear color. - Enable window resizing (`GLFW_RESIZABLE`), change default size to 800×600 in `main.cpp`. - Clean up includes and remove unused `cube.cpp`; refactor OBJ parsing for robustness. These changes unify object handling, allow per‑object transformations, simplify the rendering pipeline, improve maintainability, and make the window resizable.
139 lines
3.6 KiB
C++
139 lines
3.6 KiB
C++
#include "engine.h"
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#include "Mesh3D.h"
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#include <cstdlib>
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#include <glm/ext/vector_float3.hpp>
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#include <iostream>
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#include <memory>
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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djalim::OpenGlEngine::OpenGlEngine(const char* title, int width, int height) {
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// initialize GLFW
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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exit(1);
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}
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loadHints();
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this->window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!this->window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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exit(1);
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}
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glfwMakeContextCurrent(this->window);
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// initialize GLEW
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glewExperimental = GL_TRUE;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW" << std::endl;
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exit(1);
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}
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loadCallbacks();
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bool loaded = shaderProgram.loadShaders("../assets/shaders/vertex.glsl", "../assets/shaders/fragment.glsl");
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if (!loaded) {
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std::cerr << "Failed to load shaders correctly" << std::endl;
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exit(1);
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}
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onCreate();
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}
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void djalim::OpenGlEngine::createObject(std::string name, std::string textures, std::string filepath, glm::vec3 position, glm::vec3 rotation, glm::vec3 scale){
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createObject(name,textures,filepath);
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(objects[name])->position = position;
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(objects[name])->rotation = rotation;
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(objects[name])->scale = scale;
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}
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void djalim::OpenGlEngine::createObject(std::string name, std::string textures, std::string filepath){
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// Load the mesh from the file
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objects[name] = std::make_unique<Mesh3D>(Mesh3D(filepath));
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bool textureLoaded = objects[name]->texture.loadTexture(textures);
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std::cout << &(objects[name]) << std::endl;
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if (!textureLoaded) {
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std::cerr << "Failed to load " << name << " texture!" << std::endl;
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exit(1);
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}
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std::cout << "texture loaded" << std::endl;
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//glGenVertexArrays(1, &VAO);
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glGenVertexArrays(1, &(objects[name]->VAO));
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//glGenBuffers(1, &VBO);
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glGenBuffers(1, &((objects[name])->VBO));
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//glBindVertexArray(VAO);
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glBindVertexArray((objects[name])->VAO);
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//glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, (objects[name])->VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float)*(objects[name])->meshVertices.size(), (objects[name])->meshVertices.data(), GL_STATIC_DRAW);
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// Attribut de position
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(0);
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// Attribut de coordonnée de texture
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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}
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djalim::OpenGlEngine::~OpenGlEngine() {
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onDestroy();
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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void djalim::OpenGlEngine::start(){
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// Main loop
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double currentSeconds;
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while (!glfwWindowShouldClose(this->window)) {
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currentSeconds = glfwGetTime();
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elapsedSeconds = currentSeconds-previousSeconds;
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previousSeconds = currentSeconds;
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glfwPollEvents();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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//glClearColor(0, 0.5, 0.5, 1.0f);
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onUpdate();
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glfwSwapBuffers(this->window);
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}
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}
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void djalim::OpenGlEngine::draw(djalim::Mesh3D* object){
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object->texture.bind();
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glm::mat4 model = glm::mat4(1.0f);
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if (object->rotation != glm::vec3(.0,.0,.0)){
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model = glm::rotate(model, (float)glfwGetTime() * glm::radians(50.0f), object->rotation);
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}
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model = glm::translate(model, object->position);
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model = glm::scale(model, object->scale);
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shaderProgram.setUniform("model", model);
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glBindVertexArray(object->VAO);
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glDrawArrays(GL_TRIANGLES, 0, object->numFaces * 3);
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}
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