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Split code into separate classes

This commit is contained in:
Meoweg 2015-11-05 19:17:04 +00:00
parent 6619eae8a0
commit ccbe07c66d
1 changed files with 192 additions and 110 deletions

302
main.cpp
View File

@ -13,10 +13,63 @@
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
static GLuint load_shader(GLenum type, const char *filename);
static GLuint build_program();
class Shader
{
public:
Shader(GLenum type, const char *filename);
inline GLuint id() const { return _id; };
static GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data);
private:
GLuint _id;
};
class Program
{
public:
Program();
void attach_shader(const Shader &shader);
void bind_attrib_location(GLuint index, const GLchar *name);
void link();
void use();
GLuint get_uniform_location(const GLchar *name);
private:
GLuint _id;
};
class Model
{
public:
Model(const char *filename);
void draw() const;
private:
std::vector<GLfloat> positions;
GLuint positions_id;
std::vector<GLfloat> colors;
GLuint colors_id;
std::vector<GLushort> elements;
GLuint id;
static GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data);
};
class Object
{
public:
Object(const Model &model) : _model(model) {};
void draw(const glm::mat4 &mvp) const;
glm::vec3 position;
glm::vec3 rotation;
private:
const Model &_model;
};
static Program build_program();
static void iterate();
@ -30,23 +83,13 @@ static bool keys[GLFW_KEY_LAST];
static float pos_x = 0, pos_y = -4;
static float delta_z = 0, delta_x = 0;
struct Model
{
std::vector<GLfloat> positions;
GLuint positions_id;
static Model *suzanne;
static Model *teapot;
static Model *bunny;
std::vector<GLfloat> colors;
GLuint colors_id;
std::vector<GLushort> elements;
GLuint id;
};
static void load_obj(const char *filename, Model *model);
static Model suzanne;
static Model teapot;
static Model bunny;
static Object *suzanne1;
static Object *teapot1;
static Object *bunny1;
int main()
{
@ -69,17 +112,23 @@ int main()
glfwSetKeyCallback(on_key);
emscripten_set_mousemove_callback(nullptr, nullptr, false, on_em_mousemove);
const GLuint program = build_program();
glUseProgram(program);
Program program = build_program();
program.use();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
mvp_id = program.get_uniform_location("mvp");
mvp_id = glGetUniformLocation(program, "mvp");
suzanne = new Model("/data/models/suzanne.obj");
teapot = new Model("/data/models/teapot.obj");
bunny = new Model("/data/models/bunny.obj");
load_obj("/data/models/suzanne.obj", &suzanne);
load_obj("/data/models/teapot.obj", &teapot);
load_obj("/data/models/bunny.obj", &bunny);
suzanne1 = new Object(*suzanne);
teapot1 = new Object(*teapot);
teapot1->position.x = -3.0;
teapot1->rotation.z = -45;
bunny1 = new Object(*bunny);
bunny1->position.x = 3.0;
glViewport(0, 0, 640, 480);
@ -90,7 +139,7 @@ int main()
emscripten_set_main_loop(iterate, 0, 1);
}
GLuint load_shader(const GLenum type, const char *filename)
Shader::Shader(const GLenum type, const char *const filename)
{
FILE *file = fopen(filename, "r");
@ -104,30 +153,82 @@ GLuint load_shader(const GLenum type, const char *filename)
fclose(file);
const GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, (const GLchar**)&source, nullptr);
glCompileShader(shader);
_id = glCreateShader(type);
glShaderSource(_id, 1, (const GLchar**)&source, nullptr);
glCompileShader(_id);
free(source);
return shader;
}
GLuint build_program()
Program::Program()
{
const GLuint vertex_shader = load_shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl");
const GLuint fragment_shader = load_shader(GL_FRAGMENT_SHADER, "/data/shaders/fragment.glsl");
const GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "color");
glLinkProgram(program);
return program;
_id = glCreateProgram();
}
GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data)
void Program::attach_shader(const Shader &shader)
{
glAttachShader(_id, shader.id());
}
void Program::bind_attrib_location(const GLuint index, const GLchar *const name)
{
glBindAttribLocation(_id, index, name);
}
void Program::link()
{
glLinkProgram(_id);
}
void Program::use()
{
glUseProgram(_id);
}
GLuint Program::get_uniform_location(const GLchar *name)
{
return glGetUniformLocation(_id, name);
}
Model::Model(const char *const filename)
{
std::ifstream file(filename, std::ios::in);
std::string line;
while (std::getline(file, line))
{
if (line.substr(0,2) == "v ")
{
std::istringstream s(line.substr(2));
GLfloat x, y, z;
s >> x; s >> y, s >> z;
positions.push_back(x);
positions.push_back(y);
positions.push_back(z);
colors.push_back(1.0f);
colors.push_back(0.0f);
colors.push_back(0.0f);
}
else
if (line.substr(0,2) == "f ")
{
std::istringstream s(line.substr(2));
GLushort a, b, c;
s >> a;
s >> b;
s >> c;
elements.push_back(a - 1);
elements.push_back(b - 1);
elements.push_back(c - 1);
}
}
positions_id = create_array_buffer(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), positions.data());
colors_id = create_array_buffer(GL_ARRAY_BUFFER, positions.size() * sizeof(GLfloat), colors.data());
id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, elements.size() * sizeof(GLushort), elements.data());
}
GLuint Model::create_array_buffer(const GLenum type, const GLsizeiptr size, const GLvoid *const data)
{
GLuint id;
glGenBuffers(1, &id);
@ -136,6 +237,49 @@ GLuint create_array_buffer(GLenum type, GLsizeiptr size, const GLvoid *data)
return id;
}
void Model::draw() const
{
glBindBuffer(GL_ARRAY_BUFFER, positions_id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ARRAY_BUFFER, colors_id);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
glDrawElements(GL_TRIANGLES, elements.size(), GL_UNSIGNED_SHORT, 0);
}
void Object::draw(const glm::mat4 &mvp) const
{
const glm::mat4 transform = glm::translate(mvp, -position)
* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(transform));
_model.draw();
}
Program build_program()
{
const Shader vertex_shader = Shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl");
const Shader fragment_shader = Shader(GL_FRAGMENT_SHADER, "/data/shaders/fragment.glsl");
Program program;
program.attach_shader(vertex_shader);
program.attach_shader(fragment_shader);
program.bind_attrib_location(0, "position");
program.bind_attrib_location(1, "color");
program.link();
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
return program;
}
void iterate()
{
if (keys['W'])
@ -174,33 +318,9 @@ void iterate()
glm::mat4 mvp = projection * view * model;
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
auto draw_model = [](Model &model) {
glBindBuffer(GL_ARRAY_BUFFER, model.positions_id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ARRAY_BUFFER, model.colors_id);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, model.id);
glDrawElements(GL_TRIANGLES, model.elements.size(), GL_UNSIGNED_SHORT, 0);
};
draw_model(suzanne);
mvp = glm::translate(mvp, glm::vec3(4.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(-45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
draw_model(teapot);
mvp = glm::translate(mvp, glm::vec3(-4.0f, 0.0f, 0.0f))
* glm::rotate(glm::mat4(1.0f), glm::radians(-45.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(mvp_id, 1, GL_FALSE, glm::value_ptr(mvp));
draw_model(bunny);
suzanne1->draw(mvp);
teapot1->draw(mvp);
bunny1->draw(mvp);
}
GLFWCALL void on_key(int key, int action)
@ -227,41 +347,3 @@ EM_BOOL on_em_mousemove(int event_type, const EmscriptenMouseEvent *mouse_event,
return true;
}
void load_obj(const char *filename, Model *model)
{
std::ifstream file(filename, std::ios::in);
std::string line;
while (std::getline(file, line))
{
if (line.substr(0,2) == "v ")
{
std::istringstream s(line.substr(2));
GLfloat x, y, z;
s >> x; s >> y, s >> z;
model->positions.push_back(x);
model->positions.push_back(y);
model->positions.push_back(z);
model->colors.push_back(1.0f);
model->colors.push_back(0.0f);
model->colors.push_back(0.0f);
}
else
if (line.substr(0,2) == "f ")
{
std::istringstream s(line.substr(2));
GLushort a, b, c;
s >> a;
s >> b;
s >> c;
model->elements.push_back(a - 1);
model->elements.push_back(b - 1);
model->elements.push_back(c - 1);
}
}
model->positions_id = create_array_buffer(GL_ARRAY_BUFFER, model->positions.size() * sizeof(GLfloat), model->positions.data());
model->colors_id = create_array_buffer(GL_ARRAY_BUFFER, model->positions.size() * sizeof(GLfloat), model->colors.data());
model->id = create_array_buffer(GL_ELEMENT_ARRAY_BUFFER, model->elements.size() * sizeof(GLushort), model->elements.data());
}