[ADD] custom rendering system

This commit is contained in:
Menno
2021-05-18 11:20:57 +02:00
parent e46e26c729
commit 0bb4cc5e1d
29 changed files with 8840 additions and 805 deletions

118
src/renderEngine/Loader.cpp Normal file
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#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "../stb_image.h"
#include "Loader.h"
namespace renderEngine
{
namespace loader
{
static GLuint createVAO();
static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data);
static void bindIndicesBuffer(std::vector<unsigned int>& indices);
static std::vector<GLuint> vaos;
static std::vector<GLuint> vbos;
static std::vector<GLuint> textures;
/*
This function will generate a Model from vertex positions, textureCoordinates and indices.
*/
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices)
{
GLuint vaoID = createVAO();
bindIndicesBuffer(indices);
storeDataInAttributeList(0, 3, positions);
storeDataInAttributeList(1, 2, textureCoords);
glBindVertexArray(0);
return { vaoID, static_cast<int>(indices.size()) };
}
/*
Loads an image as texture into openGL
*/
GLuint LoadTexture(std::string fileName)
{
int width, height, bpp;
unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
GLuint textureID;
glGenTextures(1, &textureID);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(imgData);
textures.push_back(textureID);
return textureID;
}
/*
This function will delete all the vectors declared at the top of this file from openGL.
*/
void CleanUp()
{
glDeleteVertexArrays(static_cast<GLsizei>(vaos.size()), &vaos[0]);
glDeleteBuffers(static_cast<GLsizei>(vbos.size()), &vbos[0]);
glDeleteTextures(static_cast<GLsizei>(textures.size()), &textures[0]);
}
/*
This function will create a new VAO for a new mesh.
*/
static GLuint createVAO()
{
GLuint vaoID;
glGenVertexArrays(1, &vaoID);
vaos.push_back(vaoID);
glBindVertexArray(vaoID);
return vaoID;
}
/*
This function can store data (vbo) in a vao.
*/
static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data)
{
GLuint vboID;
glGenBuffers(1, &vboID);
vbos.push_back(vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * data.size(), &data[0], GL_STATIC_DRAW);
glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
/*
This functions loads a indices buffer and binds it to a vao.
(Using this method of rendering is way more effici<63>nt with large/complex meshes.
This way you won't have to specify double or more occuring vertices. You just use sort of a lookup table
to choose which vertex to get)
Example:
std::vector<float> vertices =
{
-0.5f, 0.5f, 0,
-0.5f, -0.5f, 0,
0.5f, -0.5f, 0,
0.5f, 0.5f, 0
};
std::vector<int> indices =
{
0,1,3,
3,1,2
};
*/
static void bindIndicesBuffer(std::vector<unsigned int>& indices)
{
GLuint vboID;
glGenBuffers(1, &vboID);
vbos.push_back(vboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
}
}
}

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src/renderEngine/Loader.h Normal file
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#pragma once
#include <string>
#include <vector>
#include "../models/Model.h"
namespace renderEngine
{
namespace loader
{
/*
This function generates a model from model data.
*/
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& textureCoords, std::vector<unsigned int>& indices);
/*
Loads a texture from a file into openGL using stb_image.h
*/
GLuint LoadTexture(std::string fileName);
/*
Call this function when cleaning up all the meshes (when exiting the program).
*/
void CleanUp();
}
}

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#include <fstream>
#include <iostream>
#include <vector>
#include <sstream>
#include <glm/gtc/matrix_transform.hpp>
#include "Loader.h"
#include "ObjLoader.h"
/*
* Grotendeels van deze functies zijn gemaakt door:
* https://github.com/Hopson97/ThinMatrix-OpenGL-Engine/blob/master/Source/Render_Engine/OBJLoader.cpp
*/
static void split(const std::string& s, char delim, std::vector<std::string>& elems)
{
std::stringstream ss;
ss.str(s);
std::string item;
while (getline(ss, item, delim)) {
elems.push_back(item);
}
}
static std::vector<std::string> split(const std::string& s, char delim)
{
std::vector<std::string> elems;
split(s, delim, elems);
return elems;
}
static void processVertex(const std::vector<std::string>& vertexData,
const std::vector<glm::vec3>& normals,
const std::vector<glm::vec2>& textures,
std::vector<GLuint>& indices,
std::vector<GLfloat>& textureArray,
std::vector<GLfloat>& normalArray)
{
GLuint currentVertexPointer = std::stoi(vertexData.at(0)) - 1;
indices.push_back(currentVertexPointer);
glm::vec2 currentTexture = textures.at(std::stoi(vertexData.at(1)) - 1);
textureArray[(currentVertexPointer * 2) % textureArray.size()] = currentTexture.x;
textureArray[(currentVertexPointer * 2 + 1) % textureArray.size()] = 1 - currentTexture.y;
glm::vec3 currentNorm = normals.at(std::stoi(vertexData.at(2)) - 1);
normalArray[currentVertexPointer * 3] = currentNorm.x;
normalArray[currentVertexPointer * 3 + 1] = currentNorm.y;
normalArray[currentVertexPointer * 3 + 2] = currentNorm.z;
}
models::RawModel LoadObjModel(std::string fileName)
{
std::ifstream inFile (fileName);
if ( !inFile.is_open() )
{
throw std::runtime_error ( "Could not open model file " + fileName + ".obj!" );
}
std::vector<glm::vec3> vertices;
std::vector<glm::vec3> normals;
std::vector<glm::vec2> textures;
std::vector<GLuint> indices;
std::vector<GLfloat> vertexArray;
std::vector<GLfloat> normalArray;
std::vector<GLfloat> textureArray;
std::string line;
try
{
while (std::getline(inFile, line))
{
std::vector<std::string> splitline = split(line, ' ');
if (splitline.at(0) == "v")
{
glm::vec3 vertex;
vertex.x = std::stof(splitline.at(1));
vertex.y = std::stof(splitline.at(2));
vertex.z = std::stof(splitline.at(3));
vertices.push_back(vertex);
}
else if (splitline.at(0) == "vt")
{
glm::vec2 texture;
texture.x = std::stof(splitline.at(1));
texture.y = std::stof(splitline.at(2));
textures.push_back(texture);
}
else if (splitline.at(0) == "vn")
{
glm::vec3 normal;
normal.x = std::stof(splitline.at(1));
normal.y = std::stof(splitline.at(2));
normal.z = std::stof(splitline.at(3));
normals.push_back(normal);
}
else if (splitline.at(0) == "f")
{
normalArray = std::vector<GLfloat>(vertices.size() * 3);
textureArray = std::vector<GLfloat>(textures.size() * 2);
break;
}
}
while (true)
{
std::vector<std::string> splitline = split(line, ' ');
std::vector<std::string> vertex1 = split(splitline.at(1), '/');
std::vector<std::string> vertex2 = split(splitline.at(2), '/');
std::vector<std::string> vertex3 = split(splitline.at(3), '/');
processVertex(vertex1, normals, textures, indices, textureArray, normalArray);
processVertex(vertex2, normals, textures, indices, textureArray, normalArray);
processVertex(vertex3, normals, textures, indices, textureArray, normalArray);
if (!std::getline(inFile, line))
{
break;
}
}
} catch (const std::exception& e)
{
// Always go in here
}
inFile.close();
vertexArray = std::vector<GLfloat>( vertices.size() * 3 );
int p = 0;
for ( auto& vertex : vertices )
{
vertexArray[p++] = vertex.x;
vertexArray[p++] = vertex.y;
vertexArray[p++] = vertex.z;
}
return renderEngine::loader::LoadToVAO( vertexArray, textureArray, indices);
}

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#pragma once
#include <string>
#include "../models/Model.h"
models::RawModel LoadObjModel(std::string fileName);

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#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include "../models/Model.h"
#include "Renderer.h"
#include "../toolbox/Toolbox.h"
namespace renderEngine
{
namespace renderer
{
static const float FOV = 70.0f;
static const float NEAR_PLANE = 0.01f;
static const float FAR_PLANE = 1000.0f;
/*
This function will load the projectionMatrix into the shader
*/
void Init(shaders::StaticShader& shader)
{
const glm::mat4 projectionMatrix =
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
shader.start();
shader.loadProjectionMatrix(projectionMatrix);
shader.stop();
}
/*
This function will clear the screen.
*/
void Prepare()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.3f, 0.4f, 0.6f, 1.0f);
}
/*
This function will Render a Model on the screen.
*/
void Render(entities::Entity& entity, shaders::StaticShader& shader)
{
const models::TexturedModel model = entity.getModel();
const models::RawModel rawModel = model.rawModel;
// Enable the model
glBindVertexArray(rawModel.vaoID);
// Enable the inputs for the vertexShader
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// Load the transformation of the model into the shader
const glm::mat4 modelMatrix = toolbox::createModelMatrix(entity.getPosition(), entity.getRotation(), entity.getScale());
shader.loadModelMatrix(modelMatrix);
// Draw the model
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, model.texture.textureID);
glDrawElements(GL_TRIANGLES, rawModel.vertexCount, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
}
}
}

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#pragma once
#include "../entities/Entity.h"
#include "../shaders/StaticShader.h"
namespace renderEngine
{
namespace renderer
{
/*
Call this function when starting the program
*/
void Init(shaders::StaticShader& shader);
/*
Call this function before rendering.
*/
void Prepare();
/*
Call this function when wanting to Render a mesh to the screen.
*/
void Render(entities::Entity& entity, shaders::StaticShader& shader);
}
}