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SDBA/src/renderEngine/Loader.cpp
2021-05-25 12:36:58 +02:00

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#include <GL/glew.h>
#include <glm/vec3.hpp>
#include "../stb_image.h"
#include "loader.h"
#include <iostream>
namespace render_engine
{
namespace loader
{
static GLuint CreateVao();
static void StoreDataInAttributeList(int attribute_number, int coordinate_size, std::vector<float>& data);
static void BindIndicesBuffer(std::vector<unsigned int>& indices);
static glm::vec3 GetSizeModel(std::vector<float>& positions);
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 normals and indices.
*/
models::RawModel LoadToVAO(std::vector<float>& positions, std::vector<float>& texture_coords, std::vector<float>& normals, std::vector<unsigned int>& indices)
{
const GLuint vao_id = CreateVao();
BindIndicesBuffer(indices);
StoreDataInAttributeList(0, 3, positions);
StoreDataInAttributeList(1, 2, texture_coords);
StoreDataInAttributeList(2, 3, normals);
glBindVertexArray(0);
const glm::vec3 model_size = GetSizeModel(positions);
return { vao_id, static_cast<int>(indices.size()), model_size };
}
/*
This function will generate a Model from vertex positions.
*/
models::RawModel LoadToVAO(std::vector<float>& positions)
{
const GLuint vao_id = CreateVao();
StoreDataInAttributeList(0, 2, positions);
glBindVertexArray(0);
return { vao_id, static_cast<int>(positions.size()) / 2 };
}
/*
Loads an image as texture into openGL
*/
GLuint LoadTexture(std::string file_name)
{
int width, height, bpp;
unsigned char* imgData = stbi_load(file_name.c_str(), &width, &height, &bpp, 4);
GLuint texture_id;
glGenTextures(1, &texture_id);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imgData);
// Set mipmapping with a constant LOD
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_LOD_BIAS, -0.4f);
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(texture_id);
return texture_id;
}
/*
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 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 attribute_number, int coordinate_size, std::vector<float>& data)
{
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(attribute_number, coordinate_size, 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 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);
}
/**
* @brief gets the width, height and depth of a model
* @param positions all the points of a model
* @returns vec3<float> the size values of a model (width, height and depth)
**/
static glm::vec3 GetSizeModel(std::vector<float>& positions)
{
float minX = 100;
float maxX = -100;
float minY = 100;
float maxY = -100;
float minZ = 100;
float maxZ = -100;
for (int i = 0; i < positions.size(); ++i)
{
const int index = i % 3;
const float value = positions[i];
switch (index)
{
case 0: // x
{
if (value < minX)
{
minX = value;
} else if (value > maxX)
{
maxX = value;
}
break;
}
case 1: // y
{
if (value < minY)
{
minY = value;
}
else if (value > maxY)
{
maxY = value;
}
break;
}
case 2: // z
{
if (value < minZ)
{
minZ = value;
}
else if (value > maxZ)
{
maxZ = value;
}
break;
}
}
}
const float sizeX = maxX - minX;
const float sizeY = maxY - minY;
const float sizeZ = maxZ - minZ;
return { sizeX, sizeY, sizeZ };
}
}
}