[EDIT] code style guide - renderengine

This commit is contained in:
Menno
2021-05-18 12:03:15 +02:00
parent 41d0667390
commit 41e02b0c39
14 changed files with 207 additions and 214 deletions

View File

@@ -6,10 +6,10 @@
#include <ostream>
#include "models/Model.h"
#include "renderEngine/Loader.h"
#include "renderEngine/ObjLoader.h"
#include "renderEngine/loader.h"
#include "renderEngine/obj_loader.h"
#include "renderEngine/Renderer.h"
#include "shaders/StaticShader.h"
#include "shaders/static_shader.h"
#include "toolbox/math.h"
#pragma comment(lib, "glfw3.lib")
@@ -45,13 +45,13 @@ int main(void)
models::RawModel raw_model = LoadObjModel("res/Tree.obj");
models::ModelTexture texture = { renderEngine::loader::LoadTexture("res/TreeTexture.png") };
models::ModelTexture texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
models::TexturedModel model = { raw_model, texture };
entities::Entity entity(model, glm::vec3(0, -5, -20), glm::vec3(0, 0, 0), 1);
shaders::StaticShader shader;
shader.Init();
renderEngine::renderer::Init(shader);
render_engine::renderer::Init(shader);
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
@@ -64,11 +64,11 @@ int main(void)
camera.move(window);
// Render
renderEngine::renderer::Prepare();
render_engine::renderer::Prepare();
shader.Start();
shader.LoadViewMatrix(camera);
renderEngine::renderer::Render(entity, shader);
render_engine::renderer::Render(entity, shader);
// Finish up
shader.Stop();
@@ -78,7 +78,7 @@ int main(void)
// Clean up
shader.CleanUp();
renderEngine::loader::CleanUp();
render_engine::loader::CleanUp();
glfwTerminate();
return 0;
}

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@@ -1,14 +1,14 @@
#include <GL/glew.h>
#include "../stb_image.h"
#include "Loader.h"
#include "loader.h"
namespace renderEngine
namespace render_engine
{
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 GLuint create_vao();
static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data);
static void bind_indices_buffer(std::vector<unsigned int>& indices);
static std::vector<GLuint> vaos;
static std::vector<GLuint> vbos;
@@ -17,35 +17,35 @@ namespace renderEngine
/*
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)
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices)
{
GLuint vaoID = createVAO();
bindIndicesBuffer(indices);
storeDataInAttributeList(0, 3, positions);
storeDataInAttributeList(1, 2, textureCoords);
GLuint vao_id = create_vao();
bind_indices_buffer(indices);
store_data_in_attribute_list(0, 3, positions);
store_data_in_attribute_list(1, 2, texture_coords);
glBindVertexArray(0);
return { vaoID, static_cast<int>(indices.size()) };
return { vao_id, static_cast<int>(indices.size()) };
}
/*
Loads an image as texture into openGL
*/
GLuint LoadTexture(std::string fileName)
GLuint LoadTexture(std::string file_name)
{
int width, height, bpp;
unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
unsigned char* imgData = stbi_load(file_name.c_str(), &width, &height, &bpp, 4);
GLuint textureID;
glGenTextures(1, &textureID);
GLuint texture_id;
glGenTextures(1, &texture_id);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureID);
glBindTexture(GL_TEXTURE_2D, texture_id);
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;
textures.push_back(texture_id);
return texture_id;
}
/*
@@ -61,26 +61,26 @@ namespace renderEngine
/*
This function will create a new VAO for a new mesh.
*/
static GLuint createVAO()
static GLuint create_vao()
{
GLuint vaoID;
glGenVertexArrays(1, &vaoID);
vaos.push_back(vaoID);
glBindVertexArray(vaoID);
return vaoID;
GLuint vao_id;
glGenVertexArrays(1, &vao_id);
vaos.push_back(vao_id);
glBindVertexArray(vao_id);
return vao_id;
}
/*
This function can store data (vbo) in a vao.
*/
static void storeDataInAttributeList(int attributeNumber, int coordinateSize, std::vector<float>& data)
static void store_data_in_attribute_list(int attribute_number, int coordinate_size, std::vector<float>& data)
{
GLuint vboID;
glGenBuffers(1, &vboID);
vbos.push_back(vboID);
glBindBuffer(GL_ARRAY_BUFFER, vboID);
GLuint vbo_id;
glGenBuffers(1, &vbo_id);
vbos.push_back(vbo_id);
glBindBuffer(GL_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * data.size(), &data[0], GL_STATIC_DRAW);
glVertexAttribPointer(attributeNumber, coordinateSize, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(attribute_number, coordinate_size, GL_FLOAT, GL_FALSE, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@@ -105,12 +105,12 @@ namespace renderEngine
3,1,2
};
*/
static void bindIndicesBuffer(std::vector<unsigned int>& indices)
static void bind_indices_buffer(std::vector<unsigned int>& indices)
{
GLuint vboID;
glGenBuffers(1, &vboID);
vbos.push_back(vboID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID);
GLuint vbo_id;
glGenBuffers(1, &vbo_id);
vbos.push_back(vbo_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo_id);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * indices.size(), &indices[0], GL_STATIC_DRAW);
}
}

View File

@@ -4,19 +4,19 @@
#include <vector>
#include "../models/Model.h"
namespace renderEngine
namespace render_engine
{
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);
struct models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<unsigned int>& indices);
/*
Loads a texture from a file into openGL using stb_image.h
*/
GLuint LoadTexture(std::string fileName);
GLuint LoadTexture(std::string file_name);
/*
Call this function when cleaning up all the meshes (when exiting the program).

View File

@@ -1,134 +0,0 @@
#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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@@ -2,10 +2,10 @@
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
#include "../models/Model.h"
#include "Renderer.h"
#include "renderer.h"
#include "../toolbox/math.h"
namespace renderEngine
namespace render_engine
{
namespace renderer
{

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@@ -1,9 +1,9 @@
#pragma once
#include "../entities/Entity.h"
#include "../shaders/StaticShader.h"
#include "../shaders/static_shader.h"
namespace renderEngine
namespace render_engine
{
namespace renderer
{

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@@ -0,0 +1,129 @@
#include <fstream>
#include <iostream>
#include <vector>
#include <sstream>
#include <glm/gtc/matrix_transform.hpp>
#include "loader.h"
#include "obj_loader.h"
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>& vertex_data,
const std::vector<glm::vec3>& normals,
const std::vector<glm::vec2>& textures,
std::vector<GLuint>& indices,
std::vector<GLfloat>& texture_array,
std::vector<GLfloat>& normal_array)
{
GLuint current_vertex_pointer = std::stoi(vertex_data.at(0)) - 1;
indices.push_back(current_vertex_pointer);
glm::vec2 current_texture = textures.at(std::stoi(vertex_data.at(1)) - 1);
texture_array[(current_vertex_pointer * 2) % texture_array.size()] = current_texture.x;
texture_array[(current_vertex_pointer * 2 + 1) % texture_array.size()] = 1 - current_texture.y;
glm::vec3 current_norm = normals.at(std::stoi(vertex_data.at(2)) - 1);
normal_array[current_vertex_pointer * 3] = current_norm.x;
normal_array[current_vertex_pointer * 3 + 1] = current_norm.y;
normal_array[current_vertex_pointer * 3 + 2] = current_norm.z;
}
models::RawModel LoadObjModel(std::string file_name)
{
std::ifstream inFile (file_name);
if ( !inFile.is_open() )
{
throw std::runtime_error ( "Could not open model file " + file_name + ".obj!" );
}
std::vector<glm::vec3> vertices;
std::vector<glm::vec3> normals;
std::vector<glm::vec2> textures;
std::vector<GLuint> indices;
std::vector<GLfloat> vertex_array;
std::vector<GLfloat> normal_array;
std::vector<GLfloat> texture_array;
std::string line;
try
{
while (std::getline(inFile, line))
{
std::vector<std::string> split_line = Split(line, ' ');
if (split_line.at(0) == "v")
{
glm::vec3 vertex;
vertex.x = std::stof(split_line.at(1));
vertex.y = std::stof(split_line.at(2));
vertex.z = std::stof(split_line.at(3));
vertices.push_back(vertex);
}
else if (split_line.at(0) == "vt")
{
glm::vec2 texture;
texture.x = std::stof(split_line.at(1));
texture.y = std::stof(split_line.at(2));
textures.push_back(texture);
}
else if (split_line.at(0) == "vn")
{
glm::vec3 normal;
normal.x = std::stof(split_line.at(1));
normal.y = std::stof(split_line.at(2));
normal.z = std::stof(split_line.at(3));
normals.push_back(normal);
}
else if (split_line.at(0) == "f")
{
normal_array = std::vector<GLfloat>(vertices.size() * 3);
texture_array = std::vector<GLfloat>(textures.size() * 2);
break;
}
}
while (true)
{
std::vector<std::string> split = Split(line, ' ');
std::vector<std::string> vertex1 = Split(split.at(1), '/');
std::vector<std::string> vertex2 = Split(split.at(2), '/');
std::vector<std::string> vertex3 = Split(split.at(3), '/');
ProcessVertex(vertex1, normals, textures, indices, texture_array, normal_array);
ProcessVertex(vertex2, normals, textures, indices, texture_array, normal_array);
ProcessVertex(vertex3, normals, textures, indices, texture_array, normal_array);
if (!std::getline(inFile, line))
{
break;
}
}
} catch (const std::exception& e)
{
// Always go in here
}
inFile.close();
vertex_array = std::vector<GLfloat>( vertices.size() * 3 );
int p = 0;
for ( auto& vertex : vertices )
{
vertex_array[p++] = vertex.x;
vertex_array[p++] = vertex.y;
vertex_array[p++] = vertex.z;
}
return render_engine::loader::LoadToVAO( vertex_array, texture_array, indices);
}

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@@ -3,4 +3,4 @@
#include <string>
#include "../models/Model.h"
models::RawModel LoadObjModel(std::string fileName);
models::RawModel LoadObjModel(std::string file_name);

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@@ -1,11 +1,10 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <fstream>
#include <vector>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "ShaderProgram.h"
#include "shader_program.h"
namespace shaders
{

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@@ -1,4 +1,4 @@
#include "StaticShader.h"
#include "static_shader.h"
#include "../toolbox/math.h"
namespace shaders

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@@ -1,8 +1,7 @@
#pragma once
#include <string>
#include <glm/gtc/matrix_transform.hpp>
#include "ShaderProgram.h"
#include "shader_program.h"
#include "../entities/Camera.h"
/*