feat: load obj

This commit is contained in:
2025-10-13 19:47:21 +02:00
parent 95275f9183
commit d084ce8799
4 changed files with 229 additions and 84 deletions

View File

@@ -111,7 +111,7 @@ void Engine::run()
const double now = glfwGetTime(); const double now = glfwGetTime();
const double delta_time = now - last_update_time_; const double delta_time = now - last_update_time_;
process_input(); process_input(delta_time);
update(delta_time); update(delta_time);
if (now - last_frame_time_ >= fps_limit) { if (now - last_frame_time_ >= fps_limit) {
@@ -156,78 +156,27 @@ void Engine::setup()
world_->add_entity(camera_); world_->add_entity(camera_);
Logger::info("Camera created and added to world"); Logger::info("Camera created and added to world");
// Load textures // Load the box_stack model
auto top_texture = Texture::load("data/textures/top.png"); auto box_stack_mesh = Mesh::load("data/models/box_stack.obj");
auto front_texture = Texture::load("data/textures/front.png"); if (box_stack_mesh) {
auto box_stack_model = std::make_shared<Model>(box_stack_mesh);
box_stack_model->set_position(glm::vec3(-2.0f, 0.0f, 0.0f));
models_.push_back(box_stack_model);
world_->add_entity(box_stack_model);
Logger::info("Box stack model loaded and added to world");
}
// Create cube mesh with two buffers // Load the gunslinger model
mesh_ = std::make_shared<Mesh>(); auto gunslinger_mesh = Mesh::load("data/models/gunslinger.obj");
if (gunslinger_mesh) {
// Buffer 1: Top and bottom faces auto gunslinger_model =
std::vector<Vertex> top_bottom_vertices = { std::make_shared<Model>(gunslinger_mesh);
// Top face (y = 0.5) gunslinger_model->set_position(glm::vec3(2.0f, 0.0f, 0.0f));
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}, gunslinger_model->set_scale(glm::vec3(0.5f, 0.5f, 0.5f));
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}}, models_.push_back(gunslinger_model);
{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, world_->add_entity(gunslinger_model);
{{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}, Logger::info("Gunslinger model loaded and added to world");
// Bottom face (y = -0.5) }
{{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}}};
std::vector<uint16_t> top_bottom_indices = {// Top face
0, 1, 2, 0, 2, 3,
// Bottom face
4, 6, 5, 4, 7, 6};
auto top_bottom_buffer =
std::make_shared<Buffer>(top_bottom_vertices, top_bottom_indices);
Material top_material(top_texture);
mesh_->add_buffer(top_bottom_buffer, top_material);
// Buffer 2: Front, back, left, right faces
std::vector<Vertex> side_vertices = {
// Front face (z = 0.5)
{{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
// Back face (z = -0.5)
{{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}},
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
{{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
// Left face (x = -0.5)
{{-0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}},
{{-0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}},
{{-0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
// Right face (x = 0.5)
{{0.5f, -0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 0.0f}},
{{0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 1.0f}},
{{0.5f, -0.5f, 0.5f}, {1.0f, 1.0f, 1.0f}, {0.0f, 0.0f}}};
std::vector<uint16_t> side_indices = {// Front face
0, 1, 2, 0, 2, 3,
// Back face
4, 5, 6, 4, 6, 7,
// Left face
8, 9, 10, 8, 10, 11,
// Right face
12, 13, 14, 12, 14, 15};
auto side_buffer =
std::make_shared<Buffer>(side_vertices, side_indices);
Material side_material(front_texture);
mesh_->add_buffer(side_buffer, side_material);
Logger::info("Cube mesh created with two buffers");
// Create model at origin
auto model = std::make_shared<Model>(mesh_);
model->set_position(glm::vec3(0.0f, 0.0f, 0.0f));
models_.push_back(model);
world_->add_entity(model);
Logger::info("Scene setup complete"); Logger::info("Scene setup complete");
} }
@@ -238,22 +187,44 @@ void Engine::start()
// Can be used for initialization that needs the scene to be ready // Can be used for initialization that needs the scene to be ready
} }
void Engine::process_input() void Engine::process_input(const double delta_time)
{ {
glfwPollEvents(); glfwPollEvents();
if (!camera_) {
return;
}
constexpr float camera_speed = 7.5f;
glm::vec3 forward = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 right = glm::vec3(1.0f, 0.0f, 0.0f);
glm::mat4 rotation = glm::mat4(1.0f);
rotation = glm::rotate(rotation, camera_->rotation().y,
glm::vec3(0.0f, 1.0f, 0.0f));
rotation = glm::rotate(rotation, camera_->rotation().x,
glm::vec3(1.0f, 0.0f, 0.0f));
forward = glm::vec3(rotation * glm::vec4(forward, 0.0f));
right = glm::vec3(rotation * glm::vec4(right, 0.0f));
const float movement = camera_speed * static_cast<float>(delta_time);
if (glfwGetKey(window_, GLFW_KEY_UP) == GLFW_PRESS) {
camera_->set_position(camera_->position() + forward * movement);
}
if (glfwGetKey(window_, GLFW_KEY_DOWN) == GLFW_PRESS) {
camera_->set_position(camera_->position() - forward * movement);
}
if (glfwGetKey(window_, GLFW_KEY_LEFT) == GLFW_PRESS) {
camera_->set_position(camera_->position() - right * movement);
}
if (glfwGetKey(window_, GLFW_KEY_RIGHT) == GLFW_PRESS) {
camera_->set_position(camera_->position() + right * movement);
}
} }
void Engine::update(const double delta_time) void Engine::update(const double delta_time)
{ {
// Update angle for rotation
angle_ += 32.0 * delta_time;
// Update rotation for all models
for (auto& model : models_) {
model->set_rotation(glm::vec3(
0.0f, glm::radians(static_cast<float>(angle_)), 0.0f));
}
// Update world // Update world
world_->update(static_cast<float>(delta_time)); world_->update(static_cast<float>(delta_time));
} }

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@@ -25,7 +25,7 @@ private:
// Lifecycle methods // Lifecycle methods
void setup(); void setup();
void start(); void start();
void process_input(); void process_input(const double delta_time);
void update(const double delta_time); void update(const double delta_time);
void render(); void render();

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@@ -1,7 +1,18 @@
#include "mesh.h" #include "mesh.h"
#include <filesystem>
#include <string>
#include <unordered_map>
#include "../lib/tiny_obj_loader.h"
#include "buffer.h" #include "buffer.h"
#include "logger.h"
#include "material.h" #include "material.h"
#include "shader.h"
#include "state.h"
#include "texture.h"
#include "vertex.h"
void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer, void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer,
const Material& material) const Material& material)
@@ -10,6 +21,164 @@ void Mesh::add_buffer(const std::shared_ptr<Buffer>& buffer,
materials_.push_back(material); materials_.push_back(material);
} }
std::shared_ptr<Mesh> Mesh::load(const char* filename,
const std::shared_ptr<Shader>& shader)
{
Logger::info(sstr("Loading mesh from: ", filename));
// Load the OBJ file
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn_err;
// Get the directory of the OBJ file for loading materials
std::filesystem::path obj_path(filename);
std::string base_dir = obj_path.parent_path().string();
if (!base_dir.empty()) {
base_dir += "/";
}
if (!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn_err,
filename, base_dir.c_str())) {
Logger::error(
sstr("Failed to load OBJ file: ", filename, " - ",
warn_err));
return nullptr;
}
if (!warn_err.empty()) {
Logger::warn(sstr("TinyObjLoader warning: ", warn_err));
}
// Create the mesh
auto mesh = std::make_shared<Mesh>();
// Cache loaded textures to avoid loading the same texture multiple
// times
std::unordered_map<std::string, std::shared_ptr<Texture>> texture_cache;
// Process each shape
for (const auto& shape : shapes) {
Logger::info(sstr("Processing shape: ", shape.name));
// Group faces by material
std::unordered_map<int, std::vector<Vertex>> material_vertices;
std::unordered_map<int, std::vector<uint16_t>> material_indices;
// Process all faces in this shape
size_t index_offset = 0;
for (size_t f = 0; f < shape.mesh.num_face_vertices.size();
f++) {
int fv = shape.mesh.num_face_vertices[f];
int material_id = shape.mesh.material_ids[f];
// Process each vertex in the face
for (size_t v = 0; v < static_cast<size_t>(fv); v++) {
tinyobj::index_t idx =
shape.mesh.indices[index_offset + v];
Vertex vertex;
// Position
vertex.position.x =
attrib.vertices[3 * idx.vertex_index + 0];
vertex.position.y =
attrib.vertices[3 * idx.vertex_index + 1];
vertex.position.z =
attrib.vertices[3 * idx.vertex_index + 2];
// Color (default to white)
vertex.color = glm::vec3(1.0f, 1.0f, 1.0f);
// Texture coordinates
if (idx.texcoord_index >= 0) {
vertex.tex_coord.x =
attrib.texcoords
[2 * idx.texcoord_index + 0];
vertex.tex_coord.y = 1.0f
- attrib.texcoords
[2 * idx.texcoord_index
+ 1]; // Flip Y
}
material_vertices[material_id].push_back(
vertex);
material_indices[material_id].push_back(
static_cast<uint16_t>(
material_vertices[material_id].size()
- 1));
}
index_offset += fv;
}
// Create buffers for each material
for (const auto& [material_id, vertices] : material_vertices) {
const auto& indices = material_indices[material_id];
// Create buffer
auto buffer =
std::make_shared<Buffer>(vertices, indices);
// Create material
std::shared_ptr<Texture> texture = nullptr;
// Load texture if material has one
if (material_id >= 0
&& material_id
< static_cast<int>(materials.size())) {
const auto& mat = materials[material_id];
std::string texture_name = mat.diffuse_texname;
// Try ambient texture if diffuse is not
// available
if (texture_name.empty()) {
texture_name = mat.ambient_texname;
}
if (!texture_name.empty()) {
// Check cache first
auto it =
texture_cache.find(texture_name);
if (it != texture_cache.end()) {
texture = it->second;
} else {
// Load texture
std::string texture_path =
base_dir + texture_name;
texture = Texture::load(
texture_path.c_str());
if (texture) {
texture_cache
[texture_name] =
texture;
Logger::info(sstr(
"Loaded texture: ",
texture_path));
} else {
Logger::warn(sstr(
"Failed to load texture: ",
texture_path));
}
}
}
}
// Use provided shader or default shader
auto material_shader =
shader ? shader : state::default_shader;
Material mat(texture, material_shader);
mesh->add_buffer(buffer, mat);
}
}
Logger::info(sstr("Mesh loaded successfully with ", mesh->num_buffers(),
" buffers"));
return mesh;
}
void Mesh::draw() void Mesh::draw()
{ {
// Draw each buffer with its material // Draw each buffer with its material

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@@ -7,12 +7,17 @@
#include "material.h" #include "material.h"
class Buffer; class Buffer;
class Shader;
class Mesh { class Mesh {
public: public:
Mesh() = default; Mesh() = default;
~Mesh() = default; ~Mesh() = default;
static std::shared_ptr<Mesh> load(
const char* filename,
const std::shared_ptr<Shader>& shader = nullptr);
void add_buffer(const std::shared_ptr<Buffer>& buffer, void add_buffer(const std::shared_ptr<Buffer>& buffer,
const Material& material); const Material& material);