From 0b8596a5ebec39f797fe8a14eed1bda3c2e3a93d Mon Sep 17 00:00:00 2001 From: mattkae Date: Sat, 7 May 2022 12:17:36 -0400 Subject: Working bunny render --- themes/Renderer3d.cpp | 168 ++++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 164 insertions(+), 4 deletions(-) (limited to 'themes/Renderer3d.cpp') diff --git a/themes/Renderer3d.cpp b/themes/Renderer3d.cpp index ded364d..771d778 100644 --- a/themes/Renderer3d.cpp +++ b/themes/Renderer3d.cpp @@ -1,8 +1,10 @@ #include "Renderer3d.h" #include "Shader.h" +#include "list.h" #include "mathlib.h" #include "WebglContext.h" #include "Logger.h" +#include // Note: In the 'transform' attribute, the transform.x is the scale, // transform.y is the rotation, and transform.zw is the translatiob. @@ -10,10 +12,11 @@ const char* vertexShader = "attribute vec4 position; \n" "attribute vec4 color; \n" "uniform mat4 projection; \n" +"uniform mat4 view; \n" "uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" "void main() { \n" -" vec4 fragmentPosition = projection * model * position; \n" +" vec4 fragmentPosition = projection * view * model * position; \n" " gl_Position = fragmentPosition; \n" " VertexColor = color; \n" "}"; @@ -45,8 +48,10 @@ void Renderer3D::load(WebglContext* inContext) { attributes.position = getShaderAttribute(shader, "position"); attributes.color = getShaderAttribute(shader, "color"); uniforms.projection = getShaderUniform(shader, "projection"); + uniforms.view = getShaderUniform(shader, "view"); uniforms.model = getShaderUniform(shader, "model"); - projection = Mat4x4().getPerspectiveProjection(0.1, 100.f, DEG_TO_RAD(60.f), static_cast(context->width) / static_cast(context->height)); + projection = Mat4x4().getPerspectiveProjection(0.1, 1000.f, 0.872f, static_cast(context->width) / static_cast(context->height)); + view = Mat4x4().getLookAt({ 0, 25, 25 }, { 0, 0, 0 }, { 0, 1, 0 }); logger_info("Renderer2d shader compiled.\n"); @@ -64,6 +69,7 @@ void Renderer3D::render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); useShader(shader); setShaderMat4(uniforms.projection, projection); + setShaderMat4(uniforms.view, view); } void Renderer3D::unload() { @@ -72,10 +78,164 @@ void Renderer3D::unload() { glDeleteProgram(shader); } -Mesh3d Mesh3d_fromObj(std::string content) { +enum LineType { + LineType_None, + LineType_Comment, + LineType_mtl, + LineType_v, + LineType_f, + LineType_Unsupported +}; + +struct LineItem { + LineType type = LineType_None; + + i32 idx = 0; + + union { + f32 vertices[3]; + i32 indices[3]; + } v; +}; + +inline i32 readPastSpaces(i32 i, const char* content) { + while (content[i] == ' ') i++; + return i; +} + +inline i32 readPastLine(i32 i, const char* content) { + while (content[i] != '\n' && content[i] != '\0') i++; + return i; +} + +inline i32 readToken(i32 i, const char* content, char* output) { + i32 tidx = 0; + i = readPastSpaces(i, content); + while (content[i] != ' ' && content[i] != '\n' && content[i] != '\0') { + output[tidx] = content[i]; + i++; + tidx++; + } + output[tidx] = '\0'; + return i; +} + +Mesh3d Mesh3d_fromObj(Renderer3D* renderer, const char* content, const i32 len) { Mesh3d result; + result.vertices.allocate(2048); + result.indices.allocate(2048); - + LineItem lt; + lt.type = LineType_None; + i32 lineNumber = 0; + i32 i = 0; + while (content[i] != '\0') { + i = readPastSpaces(i, content); + if (lt.type == LineType_None) { + lineNumber++; + char type[32]; + i = readToken(i, content, type); + + if (strncmp(type, "#", 1) == 0) { + lt.type = LineType_Comment; + } + else if (strncmp(type, "mtllib", 6) == 0) { + lt.type = LineType_mtl; + } + else if (strncmp(type, "v", 1) == 0) { + lt.type = LineType_v; + } + else if (strncmp(type, "f", 1) == 0) { + lt.type = LineType_f; + } + else { + i++; + //lt.type = LineType_Unsupported; + //logger_error("Unknown type %s, %d", type, lineNumber); + } + } + else { + char buffer[32]; + switch (lt.type) { + case LineType_mtl: + i = readToken(i, content, buffer); + break; + case LineType_v: + while (content[i] != '\n' && content[i] != '\0') { + i = readToken(i, content, buffer); + lt.v.vertices[lt.idx] = atof(buffer); + lt.idx++; + } + result.vertices.add({ + Vector4(lt.v.vertices[0], lt.v.vertices[1], lt.v.vertices[2], 1.f), + Vector4(randomFloatBetween(0, 1), randomFloatBetween(0, 1), randomFloatBetween(0, 1), 1) + }); + break; + case LineType_f: + while (content[i] != '\n' && content[i] != '\0') { + i = readToken(i, content, buffer); + lt.v.indices[lt.idx] = atoi(buffer); + lt.idx++; + } + result.indices.add(lt.v.indices[0] - 1); + result.indices.add(lt.v.indices[1] - 1); + result.indices.add(lt.v.indices[2] - 1); + break; + case LineType_Comment: + i = readPastLine(i, content); + break; + case LineType_Unsupported: + i = readPastLine(i, content); + break; + default: + break; + } + + lt = LineItem(); + } + } + printf("Completed Mesh3d loading.\n"); + result.load(renderer); return result; +} + +void Mesh3d::load(Renderer3D* renderer) { + glGenVertexArrays(1, &vao); + glGenBuffers(1, &vbo); + glGenBuffers(1, &ebo); + + glBindVertexArray(vao); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, vertices.numElements * sizeof(Vertex3d), &vertices.data[0], GL_STATIC_DRAW); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.numElements * sizeof(GLuint), &indices.data[0], GL_STATIC_DRAW); + + // Position + glEnableVertexAttribArray(renderer->attributes.position); + glVertexAttribPointer(renderer->attributes.position, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)0); + + // Normal + glEnableVertexAttribArray(renderer->attributes.color); + glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex3d), (GLvoid *)offsetof(Vertex3d, color)); + + glBindVertexArray(0); +} + +void Mesh3d::unload() { + if (vao) glDeleteVertexArrays(1, &vao); + if (vbo) glDeleteBuffers(1, &vbo); + if (ebo) glDeleteBuffers(1, &ebo); + vertices.deallocate(); + indices.deallocate(); +} + +void Mesh3d::render(Renderer3D* renderer) { + setShaderMat4(renderer->uniforms.model, model); + + glBindVertexArray(vao); + glDrawElements(GL_TRIANGLES, indices.numElements, GL_UNSIGNED_INT, 0); + glBindVertexArray(0); } \ No newline at end of file -- cgit v1.2.1