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Split code into separate files

This commit is contained in:
Meoweg 2015-11-07 14:11:23 +00:00
parent 1b3c1c522b
commit e2630110b9
7 changed files with 239 additions and 223 deletions

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@ -3,16 +3,10 @@
#include "object.hpp"
#include <cstdlib>
#include <vector>
#include <fstream>
#include <sstream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <SDL_image.h>
#include <emscripten/emscripten.h>
#include <emscripten/html5.h>
@ -96,223 +90,6 @@ int main()
emscripten_set_main_loop(iterate, 0, 1);
}
Shader::Shader(const GLenum type, const char *const filename)
{
FILE *file = fopen(filename, "r");
fseek(file, 0, SEEK_END);
const long size = ftell(file);
fseek(file, 0, SEEK_SET);
char *source = (char*)malloc(size + 1);
fread(source, size, 1, file);
source[size] = 0;
fclose(file);
_id = glCreateShader(type);
glShaderSource(_id, 1, (const GLchar**)&source, nullptr);
glCompileShader(_id);
free(source);
}
Program::Program()
{
_id = glCreateProgram();
}
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() const
{
glUseProgram(_id);
}
GLuint Program::get_uniform_location(const GLchar *name) const
{
return glGetUniformLocation(_id, name);
}
Model::Model(const char *const filename)
{
std::ifstream file(filename, std::ios::in);
std::vector<glm::vec3> tmp_positions;
std::vector<glm::vec2> tmp_tex_coords;
std::vector<glm::vec3> tmp_normals;
size_t index = 0;
int attr_count = 0;
std::string line;
while (std::getline(file, line))
{
if (line.substr(0, 2) == "v ")
{
glm::vec3 v;
sscanf(line.data(), "v %f %f %f", &v.x, &v.y, &v.z);
tmp_positions.push_back(v);
}
else
if (line.substr(0, 3) == "vt ")
{
glm::vec2 vt;
sscanf(line.data(), "vt %f %f", &vt.x, &vt.y);
tmp_tex_coords.push_back(vt);
}
else
if (line.substr(0, 3) == "vn ")
{
glm::vec3 vn;
sscanf(line.data(), "vn %f %f %f", &vn.x, &vn.y, &vn.z);
tmp_normals.push_back(vn);
}
else
if (line.substr(0, 2) == "f ")
{
if (attr_count == 0)
{
if (line.find("//") == std::string::npos)
attr_count = 3;
else
attr_count = 2;
}
GLushort v[3];
GLushort vt[3];
GLushort vn[3];
if (attr_count == 2)
sscanf(line.data(), "f %hu//%hu %hu//%hu %hu//%hu", &v[0], &vn[0], &v[1], &vn[1], &v[2], &vn[2]);
else
sscanf(line.data(), "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &v[0], &vt[0], &vn[0],
&v[1], &vt[1], &vn[1],
&v[2], &vt[2], &vn[2]);
for (int i = 0; i < 3; ++i)
{
positions.push_back(tmp_positions[v[i] - 1]);
if (attr_count == 3)
tex_coords.push_back(tmp_tex_coords[vt[i] - 1]);
normals.push_back(tmp_normals[vn[i] - 1]);
elements.push_back(index++);
}
}
else
if (line.substr(0, 7) == "mtllib ")
{
_material = new Material(line.substr(7).c_str());
}
}
positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
if (attr_count == 3)
tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, 2 * tex_coords.size() * sizeof(GLfloat), tex_coords.data());
else
tex_coords_id = 0;
normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.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);
glBindBuffer(type, id);
glBufferData(type, size, data, GL_STATIC_DRAW);
return id;
}
void Model::draw() const
{
_material->use();
glBindBuffer(GL_ARRAY_BUFFER, positions_id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
if (tex_coords_id == 0)
glDisableVertexAttribArray(1);
else
{
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, tex_coords_id);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
}
glBindBuffer(GL_ARRAY_BUFFER, normals_id);
glVertexAttribPointer(2, 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_uniform, 1, GL_FALSE, glm::value_ptr(transform));
_model.draw();
}
Texture::Texture(const char *const filename)
{
SDL_Surface *surface = IMG_Load((std::string("/data/textures/") + filename).c_str());
glGenTextures(1, &_id);
glBindTexture(GL_TEXTURE_2D, _id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
SDL_FreeSurface(surface);
}
void Texture::use() const
{
glBindTexture(GL_TEXTURE_2D, _id);
}
Material::Material(const char *const filename)
{
std::ifstream file(std::string("/data/materials/") + filename, std::ios::in);
std::string line;
while (std::getline(file, line))
{
if (line.substr(0, 7) == "map_Kd ")
{
_texture = new Texture(line.substr(7).c_str());
}
}
}
void Material::use() const
{
_texture->use();
}
Program build_program()
{
const Shader vertex_shader = Shader(GL_VERTEX_SHADER, "/data/shaders/vertex.glsl");

23
src/material.cpp Normal file
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@ -0,0 +1,23 @@
#include "material.hpp"
#include <string>
#include <fstream>
Material::Material(const char *const filename)
{
std::ifstream file(std::string("/data/materials/") + filename, std::ios::in);
std::string line;
while (std::getline(file, line))
{
if (line.substr(0, 7) == "map_Kd ")
{
_texture = new Texture(line.substr(7).c_str());
}
}
}
void Material::use() const
{
_texture->use();
}

122
src/model.cpp Normal file
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@ -0,0 +1,122 @@
#include "model.hpp"
#include <fstream>
#include <sstream>
Model::Model(const char *const filename)
{
std::ifstream file(filename, std::ios::in);
std::vector<glm::vec3> tmp_positions;
std::vector<glm::vec2> tmp_tex_coords;
std::vector<glm::vec3> tmp_normals;
size_t index = 0;
int attr_count = 0;
std::string line;
while (std::getline(file, line))
{
if (line.substr(0, 2) == "v ")
{
glm::vec3 v;
sscanf(line.data(), "v %f %f %f", &v.x, &v.y, &v.z);
tmp_positions.push_back(v);
}
else
if (line.substr(0, 3) == "vt ")
{
glm::vec2 vt;
sscanf(line.data(), "vt %f %f", &vt.x, &vt.y);
tmp_tex_coords.push_back(vt);
}
else
if (line.substr(0, 3) == "vn ")
{
glm::vec3 vn;
sscanf(line.data(), "vn %f %f %f", &vn.x, &vn.y, &vn.z);
tmp_normals.push_back(vn);
}
else
if (line.substr(0, 2) == "f ")
{
if (attr_count == 0)
{
if (line.find("//") == std::string::npos)
attr_count = 3;
else
attr_count = 2;
}
GLushort v[3];
GLushort vt[3];
GLushort vn[3];
if (attr_count == 2)
sscanf(line.data(), "f %hu//%hu %hu//%hu %hu//%hu", &v[0], &vn[0], &v[1], &vn[1], &v[2], &vn[2]);
else
sscanf(line.data(), "f %hu/%hu/%hu %hu/%hu/%hu %hu/%hu/%hu", &v[0], &vt[0], &vn[0],
&v[1], &vt[1], &vn[1],
&v[2], &vt[2], &vn[2]);
for (int i = 0; i < 3; ++i)
{
positions.push_back(tmp_positions[v[i] - 1]);
if (attr_count == 3)
tex_coords.push_back(tmp_tex_coords[vt[i] - 1]);
normals.push_back(tmp_normals[vn[i] - 1]);
elements.push_back(index++);
}
}
else
if (line.substr(0, 7) == "mtllib ")
{
_material = new Material(line.substr(7).c_str());
}
}
positions_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * positions.size() * sizeof(GLfloat), positions.data());
if (attr_count == 3)
tex_coords_id = create_array_buffer(GL_ARRAY_BUFFER, 2 * tex_coords.size() * sizeof(GLfloat), tex_coords.data());
else
tex_coords_id = 0;
normals_id = create_array_buffer(GL_ARRAY_BUFFER, 3 * normals.size() * sizeof(GLfloat), normals.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);
glBindBuffer(type, id);
glBufferData(type, size, data, GL_STATIC_DRAW);
return id;
}
void Model::draw() const
{
_material->use();
glBindBuffer(GL_ARRAY_BUFFER, positions_id);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
if (tex_coords_id == 0)
glDisableVertexAttribArray(1);
else
{
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, tex_coords_id);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, reinterpret_cast<const GLvoid*>(0));
}
glBindBuffer(GL_ARRAY_BUFFER, normals_id);
glVertexAttribPointer(2, 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);
}

16
src/object.cpp Normal file
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@ -0,0 +1,16 @@
#include "object.hpp"
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
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_uniform, 1, GL_FALSE, glm::value_ptr(transform));
_model.draw();
}

31
src/program.cpp Normal file
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@ -0,0 +1,31 @@
#include "program.hpp"
Program::Program()
{
_id = glCreateProgram();
}
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() const
{
glUseProgram(_id);
}
GLuint Program::get_uniform_location(const GLchar *name) const
{
return glGetUniformLocation(_id, name);
}

25
src/shader.cpp Normal file
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@ -0,0 +1,25 @@
#include "shader.hpp"
#include <cstdlib>
#include <cstdio>
Shader::Shader(const GLenum type, const char *const filename)
{
FILE *file = fopen(filename, "r");
fseek(file, 0, SEEK_END);
const long size = ftell(file);
fseek(file, 0, SEEK_SET);
char *source = (char*)malloc(size + 1);
fread(source, size, 1, file);
source[size] = 0;
fclose(file);
_id = glCreateShader(type);
glShaderSource(_id, 1, (const GLchar**)&source, nullptr);
glCompileShader(_id);
free(source);
}

22
src/texture.cpp Normal file
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@ -0,0 +1,22 @@
#include "texture.hpp"
#include <string>
#include <SDL_image.h>
Texture::Texture(const char *const filename)
{
SDL_Surface *surface = IMG_Load((std::string("/data/textures/") + filename).c_str());
glGenTextures(1, &_id);
glBindTexture(GL_TEXTURE_2D, _id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels);
SDL_FreeSurface(surface);
}
void Texture::use() const
{
glBindTexture(GL_TEXTURE_2D, _id);
}