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find_package(assimp CONFIG)
if (MSVC)
target_link_libraries(${PROJECT_NAME} PUBLIC assimp::assimp)
else ()
target_link_libraries(${PROJECT_NAME} PUBLIC assimp)
endif ()
target_sources(fggl
PRIVATE
module.cpp
image.cpp
)
\ No newline at end of file
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 22/10/22.
//
#define STB_IMAGE_IMPLEMENTATION
#include "../../stb/stb_image.h"
/*
* This file is part of FGGL.
*
* FGGL is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any
* later version.
*
* FGGL is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along with FGGL.
* If not, see <https://www.gnu.org/licenses/>.
*/
//
// Created by webpigeon on 18/10/22.
//
#include "fggl/data/assimp/module.hpp"
#include "fggl/debug/logging.hpp"
#include "fggl/assets/manager.hpp"
#include "fggl/mesh/mesh.hpp"
#include "../../stb/stb_image.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <filesystem>
namespace fggl::data::models {
constexpr auto convert(aiVector3D& vec) -> math::vec3 {
return {vec.x, vec.y, vec.z};
}
constexpr auto convert2(aiVector2D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert2(aiVector3D& vec) -> math::vec2 {
return {vec.x, vec.y};
}
constexpr auto convert(aiColor3D& col) -> math::vec3 {
return {col.r, col.g, col.b};
}
static void process_mesh(mesh::Mesh3D& mesh, aiMesh* assimpMesh, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
assert( assimpMesh != nullptr );
assert( scene != nullptr );
// process vertex data
for ( auto idx = 0U; idx < assimpMesh->mNumVertices; ++idx ) {
mesh::Vertex3D vertex{
.position = convert(assimpMesh->mVertices[idx]),
.normal = convert(assimpMesh->mNormals[idx])
};
if ( assimpMesh->mTextureCoords[0] != nullptr ) {
vertex.texPos = convert2( assimpMesh->mTextureCoords[0][idx] );
}
mesh.data.push_back(vertex);
}
// process faces (indexes)
for ( auto idx = 0U; idx < assimpMesh->mNumFaces; ++idx ) {
auto face = assimpMesh->mFaces[idx];
assert( face.mNumIndices == 3);
for ( auto vid = 0U; vid < face.mNumIndices; ++vid) {
mesh.indices.push_back( face.mIndices[vid] );
}
}
// process material
if ( assimpMesh->mMaterialIndex >= 0) {
mesh.material = assets[assimpMesh->mMaterialIndex];
}
}
static void process_node(mesh::MultiMesh3D& mesh, aiNode* node, const aiScene* scene, const std::vector<assets::AssetID>& assets) {
for ( auto idx = 0U; idx < node->mNumMeshes; ++idx ) {
auto *assimpMesh = scene->mMeshes[ node->mMeshes[idx] ];
// process assimp submesh
mesh::Mesh3D meshData;
process_mesh(meshData, assimpMesh, scene, assets);
mesh.meshes.push_back(meshData);
}
for ( auto idx = 0U; idx < node->mNumChildren; ++idx) {
process_node(mesh, node->mChildren[idx], scene, assets);
}
}
struct AssetStuff {
assets::Loader* loader;
assets::AssetManager* manager;
inline void checkLoaded(assets::AssetID asset) {
if (!manager->has(asset)) {
debug::info("triggered JIT upload for {}, use the chain loader", asset);
loader->load(asset);
}
}
inline auto isLoaded(assets::AssetID asset) const -> bool {
return manager->has(asset);
}
inline void set(assets::AssetID asset, auto* assetPtr) {
assert(assetPtr != nullptr);
manager->set(asset, assetPtr);
}
};
static auto process_texture( const aiTextureType type, const aiMaterial* assimpMat, AssetStuff& stuff, const assets::LoaderContext& config) -> std::vector<assets::AssetID> {
std::vector<assets::AssetID> matRefs;
matRefs.reserve( assimpMat->GetTextureCount(type) );
// iterate through things
for ( auto i = 0U ; i < assimpMat->GetTextureCount(type); ++i ) {
aiString texName;
assimpMat->GetTexture( type, i, &texName );
const auto texID = config.makeRef(texName.C_Str());
// trigger asset loading
stuff.checkLoaded( texID );
// assets
matRefs.push_back( texID );
}
return matRefs;
}
static auto process_mat_colour(const aiMaterial* mat, const char* name, int a1, int a2) -> math::vec3 {
aiColor3D col{0.0F, 0.0F, 0.0F};
mat->Get( name, a1, a2, col );
debug::info("read colour: {}, {}, {}, {}", name, col.r, col.g, col.b);
return convert(col);
}
static void process_material(const assets::AssetID& guid, aiMaterial* assimpMat, AssetStuff stuff, const assets::LoaderContext& config) {
auto* material = new mesh::Material();
debug::info("processing: {}", guid);
// for each material, calculate what it's name would be then request it
material->diffuseTextures = process_texture( aiTextureType_DIFFUSE, assimpMat, stuff, config );
material->normalTextures = process_texture( aiTextureType_NORMALS, assimpMat, stuff, config );
material->specularTextures = process_texture( aiTextureType_SPECULAR, assimpMat, stuff, config );
material->ambient = process_mat_colour( assimpMat, AI_MATKEY_COLOR_AMBIENT );
material->diffuse = process_mat_colour( assimpMat, AI_MATKEY_COLOR_DIFFUSE );
material->specular = process_mat_colour( assimpMat, AI_MATKEY_COLOR_SPECULAR );
stuff.set( guid, material );
}
auto load_assimp_model(assets::Loader* loader, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
// auto *filePath = std::get<assets::AssetPath *>(data);
auto filePath = data.assetPath;
AssetStuff stuff {
.loader = loader,
.manager = (assets::AssetManager*)userPtr
};
if ( stuff.isLoaded(guid) ) {
// asset in DB, what do you want me to do?
return nullptr;
}
// assimp stuff
Assimp::Importer importer;
// import the scene from disk
const aiScene *scene = importer.ReadFile(filePath.c_str(), aiProcessPreset_TargetRealtime_Fast | aiProcess_FlipUVs);
if ( scene == nullptr || (scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE) != 0 || scene->mRootNode == nullptr ) {
debug::warning("unable to load required model asset");
return nullptr;
}
debug::debug("Processing assimp mesh, {} meshes, {} materials, {} textures", scene->mNumMeshes, scene->mNumMaterials, scene->mNumTextures);
// calculate the mapping from material => asset mappings
auto parentRel = std::filesystem::relative( filePath.parent_path(), filePath.parent_path().parent_path() );
std::vector<assets::AssetID> matAssets;
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
aiString matName = scene->mMaterials[idx]->GetName();
auto matRel = parentRel / matName.C_Str();
matAssets.push_back( assets::make_asset_id_rt( data.pack, matRel ) );
}
// now we can try importing the mesh data
auto* packedMesh = new mesh::MultiMesh3D();
process_node( *packedMesh, scene->mRootNode, scene, matAssets);
// now we try importing the materials
for (auto idx = 0U; idx < scene->mNumMaterials; ++idx ) {
process_material( matAssets[idx], scene->mMaterials[idx], stuff, data );
}
// FIXME asset loading system needs rework, this is bonkers.
stuff.set(guid, packedMesh);
return nullptr;
}
auto load_assimp_texture(assets::Loader* /*loader*/, const assets::AssetID& guid, const assets::LoaderContext& data, void* userPtr) -> assets::AssetRefRaw {
auto* manager = (assets::AssetManager*)userPtr;
if ( manager->has(guid) ) {
// already loaded.
return nullptr;
}
auto filePath = data.assetPath;
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
return nullptr;
} else {
debug::info("image reports it loaded correctly, adding {} to database", guid);
manager->set(guid, image );
}
return nullptr;
}
auto load_tex_stb(const std::filesystem::path& filePath, assets::MemoryBlock& block) -> bool {
stbi_set_flip_vertically_on_load(1);
//load the texture data into memory
auto* image = new data::Texture2D();
image->data = stbi_load(filePath.c_str(), &image->size.x, &image->size.y, &image->channels, 3);
if ( image->data == nullptr ) {
debug::warning("error reading texture: {}", stbi_failure_reason());
delete image;
return false;
} else {
// TODO pass metadata to loader in a sensible way
block.size = image->channels * image->size.x * image->size.y;
block.data = (std::byte*)image->data;
delete image;
return true;
}
}
auto is_tex_stb(const std::filesystem::path& filePath) -> assets::AssetTypeID {
// detect jpgs
if ( filePath.extension() == ".jpg" || filePath.extension() == ".jpeg" ) {
return TEXTURE_RGBA;
}
// detect png
if ( filePath.extension() == ".png" ) {
return TEXTURE_RGBA;
}
return assets::INVALID_ASSET_TYPE;
}
auto is_model_assimp(const std::filesystem::path& filePath) -> assets::AssetTypeID {
auto ext = filePath.extension().string();
std::transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
if ( ext == ".obj" || ext == ".fbx" ) {
return MODEL_MULTI3D;
}
return assets::INVALID_ASSET_TYPE;
}
auto extract_requirements(const std::string& packName, const std::filesystem::path& packRoot, assets::ResourceRecord& rr) -> bool {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile( rr.m_path, aiProcess_Triangulate | aiProcess_FlipUVs);
if ( !scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode ) {
debug::warning("unable to load required model asset");
return false;
}
// we want to find out about dependencies
auto baseDir = std::filesystem::relative( rr.m_path.parent_path(), packRoot );
for ( auto idx = 0U; idx < scene->mNumMaterials; ++idx) {
const auto *mat = scene->mMaterials[idx];
std::array matTypes { aiTextureType_DIFFUSE, aiTextureType_NORMALS, aiTextureType_SPECULAR };
for ( auto& matType : matTypes ) {
const auto diffCount = mat->GetTextureCount(matType);
for (auto idx2 = 0U; idx2 < diffCount; ++idx2) {
aiString texName;
mat->GetTexture(matType, idx2, &texName);
auto assetPath = baseDir / texName.C_Str();
auto assetRequired = assets::make_asset_id_rt(packName, assetPath);
rr.m_requires.push_back(assetRequired);
}
}
}
return true;
}
auto AssimpModule::factory(modules::ServiceName service, modules::Services &serviceManager) -> bool {
if ( service == MODEL_PROVIDER ) {
auto* assetLoader = serviceManager.get<assets::Loader>();
assetLoader->setFactory( MODEL_MULTI3D, load_assimp_model, assets::LoadType::PATH );
assetLoader->setFactory( TEXTURE_RGBA, load_assimp_texture, assets::LoadType::PATH );
// new loading system
auto* checkin = serviceManager.get<assets::CheckinAdapted>();
checkin->setLoader( MIME_JPG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_PNG, load_tex_stb, is_tex_stb );
checkin->setLoader( MIME_OBJ, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setLoader( MIME_FBX, assets::NEEDS_CHECKIN, is_model_assimp );
checkin->setProcessor( MIME_OBJ, extract_requirements);
checkin->setProcessor( MIME_FBX, extract_requirements );
return false;
}
return false;
}
} // namespace fggl::data
......@@ -23,103 +23,104 @@
namespace fggl::data {
void gridVertexNormals(data::Vertex *locations) {
const int sizeX = data::heightMaxX;
const int sizeY = data::heightMaxZ;
const int gridOffset = sizeX * sizeY;
// calculate normals for each triangle
math::vec3* triNormals = new math::vec3[sizeX * sizeY * 2];
for (int i = 0; i < sizeX - 1; i++) {
for (int j = 0; j < sizeY - 1; j++) {
// calculate vertex
const auto &a = locations[i * sizeY + j].posititon;
const auto &b = locations[(i + 1) * sizeY + j].posititon;
const auto &c = locations[i * sizeY + (j + 1)].posititon;
const auto &d = locations[(i + 1) * sizeY + (j + 1)].posititon;
const auto normalA = glm::cross(b - a, a - d);
const auto normalB = glm::cross(d - c, c - b);
// store the normals
int idx1 = idx(i, j, sizeY);
int idx2 = idx1 + gridOffset;
triNormals[idx1] = glm::normalize(normalA);
triNormals[idx2] = glm::normalize(normalB);
}
}
// calculate normals for each vertex
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
const auto firstRow = (i == 0);
const auto firstCol = (j == 0);
const auto lastRow = (i == sizeX - 1);
const auto lastCol = (i == sizeY - 1);
auto finalNormal = glm::vec3(0.0f, 0.0f, 0.0f);
if (!firstRow && !firstCol) {
finalNormal += triNormals[idx(i - 1, j - 1, sizeY)];
}
if (!lastRow && !lastCol) {
finalNormal += triNormals[idx(i, j, sizeY)];
}
if (!firstRow && lastCol) {
finalNormal += triNormals[idx(i - 1, j, sizeY)];
finalNormal += triNormals[idx(i - 1, j, sizeY) + gridOffset];
}
if (!lastRow && !firstCol) {
finalNormal += triNormals[idx(i, j - 1, sizeY)];
finalNormal += triNormals[idx(i, j - 1, sizeY) + gridOffset];
}
locations[idx(i, j, sizeY)].normal = glm::normalize(finalNormal) * -1.0f; //FIXME the normals seem wrong.
}
}
delete[] triNormals;
}
void generateHeightMesh(const data::HeightMap& heights, data::Mesh &mesh) {
// step 1: convert height data into vertex locations
const int numElms = data::heightMaxX * data::heightMaxZ;
void gridVertexNormals(data::Vertex *locations) {
const int sizeX = data::heightMaxX;
const int sizeY = data::heightMaxZ;
const int gridOffset = sizeX * sizeY;
// calculate normals for each triangle
auto *triNormals = new math::vec3[sizeX * sizeY * 2];
for (int i = 0; i < sizeX - 1; i++) {
for (int j = 0; j < sizeY - 1; j++) {
// calculate vertex
const auto &a = locations[i * sizeY + j].posititon;
const auto &b = locations[(i + 1) * sizeY + j].posititon;
const auto &c = locations[i * sizeY + (j + 1)].posititon;
const auto &d = locations[(i + 1) * sizeY + (j + 1)].posititon;
const auto normalA = glm::cross(b - a, a - d);
const auto normalB = glm::cross(d - c, c - b);
// store the normals
int idx1 = idx(i, j, sizeY);
int idx2 = idx1 + gridOffset;
triNormals[idx1] = glm::normalize(normalA);
triNormals[idx2] = glm::normalize(normalB);
}
}
// calculate normals for each vertex
for (int i = 0; i < sizeX; i++) {
for (int j = 0; j < sizeY; j++) {
const auto firstRow = (i == 0);
const auto firstCol = (j == 0);
const auto lastRow = (i == sizeX - 1);
const auto lastCol = (i == sizeY - 1);
auto finalNormal = glm::vec3(0.0F, 0.0F, 0.0F);
if (!firstRow && !firstCol) {
finalNormal += triNormals[idx(i - 1, j - 1, sizeY)];
}
if (!lastRow && !lastCol) {
finalNormal += triNormals[idx(i, j, sizeY)];
}
if (!firstRow && lastCol) {
finalNormal += triNormals[idx(i - 1, j, sizeY)];
finalNormal += triNormals[idx(i - 1, j, sizeY) + gridOffset];
}
if (!lastRow && !firstCol) {
finalNormal += triNormals[idx(i, j - 1, sizeY)];
finalNormal += triNormals[idx(i, j - 1, sizeY) + gridOffset];
}
locations[idx(i, j, sizeY)].normal =
glm::normalize(finalNormal) * -1.0F; //FIXME the normals seem wrong.
}
}
delete[] triNormals;
}
void generateHeightMesh(const data::HeightMap &heights, data::Mesh &mesh) {
// step 1: convert height data into vertex locations
const int numElms = data::heightMaxX * data::heightMaxZ;
std::array<data::Vertex, numElms> locations{};
// iterate the
for (std::size_t x = 0; x < data::heightMaxX; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
float level = heights.getValue(x, z);
auto xPos = float(x);
auto zPos = float(z);
std::size_t idx1 = idx(x, z, data::heightMaxZ);
locations[idx1].colour = fggl::math::vec3(1.0f, 1.0f, 1.0f);
locations[idx1].posititon = math::vec3(-0.5f + xPos, level, -0.5f - zPos);
}
}
gridVertexNormals(locations.data());
mesh.restartVertex = data::heightMaxZ * data::heightMaxX;
// populate mesh
for (auto i = 0; i < numElms; i++) {
mesh.pushVertex(locations[i]);
}
for (std::size_t x = 0; x < data::heightMaxX - 1; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
for (int k=0; k < 2; k++) {
auto idx = (x+k) * data::heightMaxZ + z;
mesh.pushIndex(idx);
}
}
mesh.pushIndex(mesh.restartVertex);
}
}
for (std::size_t x = 0; x < data::heightMaxX; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
float level = heights.getValue(x, z);
auto xPos = float(x);
auto zPos = float(z);
std::size_t idx1 = idx(x, z, data::heightMaxZ);
locations[idx1].colour = fggl::math::vec3(1.0F, 1.0F, 1.0F);
locations[idx1].posititon = math::vec3(-0.5F + xPos, level, -0.5F - zPos);
}
}
gridVertexNormals(locations.data());
mesh.restartVertex = data::heightMaxZ * data::heightMaxX;
// populate mesh
for (auto i = 0; i < numElms; i++) {
mesh.pushVertex(locations[i]);
}
for (std::size_t x = 0; x < data::heightMaxX - 1; x++) {
for (std::size_t z = 0; z < data::heightMaxZ; z++) {
for (int k = 0; k < 2; k++) {
auto idx = (x + k) * data::heightMaxZ + z;
mesh.pushIndex(idx);
}
}
mesh.pushIndex(mesh.restartVertex);
}
}
}
......@@ -24,19 +24,19 @@ Mesh::Mesh() : restartVertex(Mesh::INVALID_IDX), m_verts(0), m_index(0) {
}
void Mesh::pushIndex(unsigned int idx) {
assert( idx < m_verts.size() || idx == this->restartVertex );
assert(idx < m_verts.size() || idx == this->restartVertex);
m_index.push_back(idx);
}
Mesh::IndexType Mesh::pushVertex(Vertex vert) {
auto Mesh::pushVertex(Vertex vert) -> Mesh::IndexType {
auto idx = m_verts.size();
m_verts.push_back( vert );
m_verts.push_back(vert);
return idx;
}
Mesh::IndexType Mesh::indexOf(Vertex term) {
auto Mesh::indexOf(Vertex term) -> Mesh::IndexType {
auto itr = std::find(m_verts.begin(), m_verts.end(), term);
if ( itr == m_verts.end() ){
if (itr == m_verts.end()) {
return INVALID_IDX;
}
return itr - m_verts.begin();
......@@ -47,24 +47,24 @@ void Mesh::removeDups() {
std::map<Vertex, unsigned int> mapping;
// new data
std::vector< Vertex > newVerts;
std::vector< unsigned int > newIndexes;
newIndexes.reserve( m_index.size() ); // newIndex will be same size as oldIndex
std::vector<Vertex> newVerts;
std::vector<unsigned int> newIndexes;
newIndexes.reserve(m_index.size()); // newIndex will be same size as oldIndex
unsigned int nextID = 0;
for ( auto& idx : m_index ) {
auto& vertex = m_verts[idx];
for (auto &idx : m_index) {
auto &vertex = m_verts[idx];
auto newID = nextID;
// if the vertex is known, use the existing ID, else allocate a new ID
try {
newID = mapping.at( vertex );
} catch ( std::out_of_range& e ){
mapping[ vertex ] = newID;
newVerts.push_back( vertex );
newID = mapping.at(vertex);
} catch (std::out_of_range &e) {
mapping[vertex] = newID;
newVerts.push_back(vertex);
++nextID;
}
newIndexes.push_back( newID );
newIndexes.push_back(newID);
}
// assign the replacement lists
......
......@@ -20,7 +20,7 @@
namespace fggl::data {
bool LocalStorage::factory(modules::ModuleService service, modules::Services& data) {
auto LocalStorage::factory(modules::ServiceName service, modules::Services &data) -> bool {
if (service == SERVICE_STORAGE) {
// FIXME: no easy way to set the application name
auto pathConfig = fggl::platform::calc_engine_paths("fggl-demo");
......
......@@ -17,64 +17,63 @@
#include <fggl/data/model.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <iostream>
#include <array>
#include <glm/geometric.hpp>
#include "fggl/mesh/mesh.hpp"
using namespace fggl::data;
// from https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
static glm::vec3 calcSurfaceNormal(glm::vec3 vert1, glm::vec3 vert2, glm::vec3 vert3) {
static auto calcSurfaceNormal(glm::vec3 vert1, glm::vec3 vert2, glm::vec3 vert3) -> glm::vec3 {
const glm::vec3 edge1 = vert2 - vert1;
const glm::vec3 edge2 = vert3 - vert1;
return glm::normalize( glm::cross( edge1, edge2 ) );
return glm::normalize(glm::cross(edge1, edge2));
}
static void computeNormalsDirect( fggl::data::Mesh& mesh, const fggl::data::Mesh::IndexType * colIdx, int nPoints) {
static void computeNormalsDirect(fggl::mesh::Mesh3D &mesh, const fggl::data::Mesh::IndexType *colIdx, int nPoints) {
// we're assuming all the normals are zero...
for ( int i=0; i<nPoints; i++ ) {
auto& vertex = mesh.vertex( colIdx[i] );
for (int i = 0; i < nPoints; i++) {
auto &vertex = mesh.data[colIdx[i]];
vertex.normal = glm::vec3(0.0F);
}
// We're assuming each vertex appears only once (because we're not indexed)
for (int i=0; i<nPoints; i += 3) {
auto& v1 = mesh.vertex( colIdx[ i ] );
auto& v2 = mesh.vertex( colIdx[ i + 1 ] );
auto& v3 = mesh.vertex( colIdx[ i + 2 ] );
for (int i = 0; i < nPoints; i += 3) {
auto &v1 = mesh.data[colIdx[i]];
auto &v2 = mesh.data[colIdx[i + 1]];
auto &v3 = mesh.data[colIdx[i + 2]];
const glm::vec3 normal = glm::normalize( calcSurfaceNormal( v1.posititon, v2.posititon, v3.posititon ) );
const glm::vec3 normal = glm::normalize(calcSurfaceNormal(v1.position, v2.position, v3.position));
v1.normal = normal;
v2.normal = normal;
v3.normal = normal;
}
}
static void compute_normals(fggl::data::Mesh& mesh,
const std::vector<Mesh::IndexType>& idxList, // source index
const std::vector<Mesh::IndexType>& idxMapping // source-to-mesh lookup
) {
static void compute_normals(fggl::mesh::Mesh3D &mesh,
const std::vector<Mesh::IndexType> &idxList, // source index
const std::vector<Mesh::IndexType> &idxMapping // source-to-mesh lookup
) {
// clear the normals, so the summation below works correctly
for (auto vertexIndex : idxMapping) {
auto& vertex = mesh.vertex( vertexIndex );
auto &vertex = mesh.data[vertexIndex];
vertex.normal = ILLEGAL_NORMAL;
}
// we need to calculate the contribution for each vertex
// this assumes IDXList describes a raw triangle list (ie, not quads and not a strip)
for ( std::size_t i=0; i < idxList.size(); i += 3) {
auto& v1 = mesh.vertex( idxMapping[idxList[i]] );
auto& v2 = mesh.vertex( idxMapping[idxList[i + 1]] );
auto& v3 = mesh.vertex( idxMapping[idxList[i + 2]] );
for (std::size_t i = 0; i < idxList.size(); i += 3) {
auto &v1 = mesh.data[ idxMapping[idxList[i]] ];
auto &v2 = mesh.data[ idxMapping[idxList[i + 1]] ];
auto &v3 = mesh.data[ idxMapping[idxList[i + 2]] ];
// calculate the normal and area (formula for area the math textbook)
float area = glm::length(glm::cross(v3.posititon - v2.posititon, v1.posititon - v3.posititon)) / 2;
auto faceNormal = calcSurfaceNormal(v1.posititon, v2.posititon, v3.posititon);
float area = glm::length(glm::cross(v3.position - v2.position, v1.position - v3.position)) / 2;
auto faceNormal = calcSurfaceNormal(v1.position, v2.position, v3.position);
// weight the normal according to the area of the surface (bigger area = more impact)
v1.normal += area * faceNormal;
......@@ -84,32 +83,32 @@ static void compute_normals(fggl::data::Mesh& mesh,
// re-normalise the normals
for (unsigned int vertexIndex : idxMapping) {
auto& vertex = mesh.vertex( vertexIndex );
auto &vertex = mesh.data[vertexIndex];
vertex.normal = glm::normalize(vertex.normal);
}
}
static void populateMesh(fggl::data::Mesh& mesh, const fggl::math::mat4 transform,
const int nIdx, const fggl::math::vec3* pos, const Mesh::IndexType* idx ) {
static void populateMesh(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 transform,
const int nIdx, const fggl::math::vec3 *pos, const Mesh::IndexType *idx) {
auto* colIdx = new fggl::data::Mesh::IndexType[nIdx];
auto *colIdx = new fggl::data::Mesh::IndexType[nIdx];
// generate mesh
for (int i=0; i<nIdx; i++) {
glm::vec3 rawPos = transform * glm::vec4( pos[ idx[i] ], 1.0 );
colIdx[ i ] = mesh.pushVertex( Vertex::from_pos(rawPos) );
mesh.pushIndex( colIdx[i] );
for (int i = 0; i < nIdx; i++) {
glm::vec3 rawPos = transform * glm::vec4(pos[idx[i]], 1.0);
colIdx[i] = mesh.append(fggl::mesh::Vertex3D::from_pos(rawPos));
mesh.indices.push_back(colIdx[i]);
}
computeNormalsDirect( mesh, colIdx, nIdx );
computeNormalsDirect(mesh, colIdx, nIdx);
delete[] colIdx;
}
static void populateMesh(fggl::data::Mesh& mesh,
static void populateMesh(fggl::mesh::Mesh3D &mesh,
const fggl::math::mat4 transform,
const std::vector<fggl::math::vec3>& posList,
const std::vector<fggl::data::Mesh::IndexType>& idxList) {
const std::vector<fggl::math::vec3> &posList,
const std::vector<fggl::data::Mesh::IndexType> &idxList) {
// tmp store the resulting mesh indexes (incase the mesh has multiple primatives)
std::vector<unsigned int> colIdx;
......@@ -118,12 +117,13 @@ static void populateMesh(fggl::data::Mesh& mesh,
// clion this thinks this loop is infinite, my assumption is it's gone bananas
for (std::size_t i = 0; i < posList.size(); ++i) {
glm::vec3 position = transform * fggl::math::vec4(posList[i], 1.0F);
colIdx[i] = mesh.pushVertex( Vertex::from_pos(position) );
auto vert = fggl::mesh::Vertex3D::from_pos(position);
colIdx[i] = mesh.append(vert);
}
// use the remapped indexes for the mesh
for (auto idx : idxList) {
mesh.pushIndex( colIdx[idx] );
mesh.indices.push_back(colIdx[idx]);
}
compute_normals(mesh, idxList, colIdx);
......@@ -131,7 +131,7 @@ static void populateMesh(fggl::data::Mesh& mesh,
namespace fggl::data {
static void quads2Tris(std::vector<Mesh::IndexType>& indexList, uint32_t stacks, uint32_t slices) {
static void quads2Tris(std::vector<Mesh::IndexType> &indexList, uint32_t stacks, uint32_t slices) {
const auto HORZ_SIZE = slices + 1;
for (uint32_t vertical = 0; vertical < stacks; vertical++) {
......@@ -152,19 +152,19 @@ namespace fggl::data {
}
}
void make_sphere(Mesh &mesh, const math::mat4& offset, uint32_t slices, uint32_t stacks) {
void make_sphere(fggl::mesh::Mesh3D &mesh, const math::mat4 &offset, uint32_t slices, uint32_t stacks) {
std::vector<math::vec3> positions;
float verticalAngularStride = math::PI / (float)stacks;
float horizontalAngularStride = math::TAU / (float)slices;
float verticalAngularStride = math::PI / (float) stacks;
float horizontalAngularStride = math::TAU / (float) slices;
// calculate vertex positions
for (uint32_t vertical = 0; vertical < (stacks + 1); vertical++) {
float theta = (math::HALF_PI) - verticalAngularStride * (float)vertical;
for ( uint32_t horz = 0; horz < (slices + 1); horz++ ) {
float phi = horizontalAngularStride * (float)horz;
math::vec3 position {
float theta = (math::HALF_PI) - verticalAngularStride * (float) vertical;
for (uint32_t horz = 0; horz < (slices + 1); horz++) {
float phi = horizontalAngularStride * (float) horz;
math::vec3 position{
cosf(theta) * cosf(phi),
cosf(theta) * sinf(phi),
sinf(theta)
......@@ -180,131 +180,127 @@ namespace fggl::data {
populateMesh(mesh, offset, positions, indexList);
}
} // namespace fggl::data
fggl::data::Mesh fggl::data::make_triangle() {
constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F},
{0.0F, 0.5F, 0.0F}
};
auto fggl::data::make_triangle() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F},
{0.5F, -0.5F, 0.0F},
{0.0F, 0.5F, 0.0F}
};
// add points
fggl::data::Mesh mesh;
for (auto po : pos) {
mesh.push( Vertex::from_pos(po) );
}
// add points
fggl::data::Mesh mesh;
for (auto po : pos) {
mesh.push(Vertex::from_pos(po));
}
// mesh
for (int i = 0; i < 3; ++i) {
mesh.pushIndex(i);
}
// mesh
for (int i = 0; i < 3; ++i) {
mesh.pushIndex(i);
}
return mesh;
return mesh;
}
fggl::data::Mesh fggl::data::make_quad_xy() {
constexpr fggl::math::vec3 pos[] {
auto fggl::data::make_quad_xy() -> fggl::data::Mesh {
constexpr fggl::math::vec3 pos[]{
{-0.5F, -0.5F, 0.0F},
{ 0.5F, -0.5F, 0.0F},
{ 0.5F, 0.5F, 0.0F},
{-0.5F, 0.5F, 0.0F}
{0.5F, -0.5F, 0.0F},
{0.5F, 0.5F, 0.0F},
{-0.5F, 0.5F, 0.0F}
};
constexpr int idx[] {
constexpr int idx[]{
0, 1, 3,
3, 1, 2
};
fggl::data::Mesh mesh;
std::array<int,4> colIdx{};
for (int i = 0; i < 4; ++i){
colIdx[ i ] = mesh.pushVertex( Vertex::from_pos(pos[i]));
std::array<int, 4> colIdx{};
for (int i = 0; i < 4; ++i) {
colIdx[i] = mesh.pushVertex(Vertex::from_pos(pos[i]));
}
for( auto i : idx ) {
mesh.pushIndex( colIdx[ i ] );
for (auto i : idx) {
mesh.pushIndex(colIdx[i]);
}
return mesh;
}
fggl::data::Mesh fggl::data::make_quad_xz() {
constexpr std::array<fggl::math::vec3, 4> pos {{
{-0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, 0.5F},
{-0.5F, 0.0F, 0.5F}
}};
constexpr std::array<int, 6> idx {{
0, 1, 3,
3, 1, 2
}};
auto fggl::data::make_quad_xz() -> fggl::data::Mesh {
constexpr std::array<fggl::math::vec3, 4> pos{{
{-0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, -0.5F},
{0.5F, 0.0F, 0.5F},
{-0.5F, 0.0F, 0.5F}
}};
constexpr std::array<int, 6> idx{{
0, 1, 3,
3, 1, 2
}};
fggl::data::Mesh mesh;
std::array<int, 4> colIdx{};
for (int i = 0; i < 4; ++i){
colIdx[ i ] = mesh.pushVertex( Vertex::from_pos(pos[i]) );
for (int i = 0; i < 4; ++i) {
colIdx[i] = mesh.pushVertex(Vertex::from_pos(pos[i]));
}
for( auto i : idx ) {
mesh.pushIndex(colIdx.at( i ));
for (auto i : idx) {
mesh.pushIndex(colIdx.at(i));
}
return mesh;
}
fggl::data::Mesh fggl::data::make_cube(fggl::data::Mesh& mesh, const fggl::math::mat4& transform) {
auto fggl::data::make_cube(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr std::array<fggl::math::vec3, 8> pos {{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
}};
constexpr std::array<Mesh::IndexType, 36> idx {{
0, 3, 1, // top
3, 2, 1,
0, 1, 4, // side 0 - 1
5, 4, 1,
1, 2, 5, // side 1 - 2
2, 6, 5,
3, 7, 2, // side 2 - 3
2, 7, 6,
0, 4, 3, // side 3 - 0
4, 7, 3,
4, 5, 7, // bottom
7, 5, 6,
}};
constexpr std::array<fggl::math::vec3, 8> pos{{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
}};
constexpr std::array<Mesh::IndexType, 36> idx{{
0, 3, 1, // top
3, 2, 1,
0, 1, 4, // side 0 - 1
5, 4, 1,
1, 2, 5, // side 1 - 2
2, 6, 5,
3, 7, 2, // side 2 - 3
2, 7, 6,
0, 4, 3, // side 3 - 0
4, 7, 3,
4, 5, 7, // bottom
7, 5, 6,
}};
populateMesh(mesh, transform, idx.size(), pos.data(), idx.data());
return mesh;
}
fggl::data::Mesh fggl::data::make_slope(fggl::data::Mesh& mesh, const fggl::math::mat4& transform) {
auto fggl::data::make_slope(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and 3 and renumber the index list accordingly
constexpr fggl::math::vec3 pos[] {
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{ 0.5, 0.5, -0.5}, // 1
{ 0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{ 0.5, -0.5, -0.5}, // 5
{ 0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[] {
constexpr Mesh::IndexType idx[]{
0, 7, 1, // ramp
7, 6, 1,
0, 1, 4, // side 0 - 1
......@@ -320,23 +316,22 @@ fggl::data::Mesh fggl::data::make_slope(fggl::data::Mesh& mesh, const fggl::math
return mesh;
}
fggl::data::Mesh fggl::data::make_ditch(fggl::data::Mesh& mesh, const fggl::math::mat4& transform) {
auto fggl::data::make_ditch(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
// FIXME remove 2 and renumber the index list accordingly
constexpr fggl::math::vec3 pos[] {
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{ 0.5, 0.5, -0.5}, // 1
{ 0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{ 0.5, -0.5, -0.5}, // 5
{ 0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[] {
constexpr Mesh::IndexType idx[]{
0, 3, 1, // top
3, 6, 1,
0, 1, 4, // side 0 - 1
......@@ -354,21 +349,21 @@ fggl::data::Mesh fggl::data::make_ditch(fggl::data::Mesh& mesh, const fggl::math
return mesh;
}
fggl::data::Mesh fggl::data::make_point(fggl::data::Mesh& mesh, const fggl::math::mat4& transform) {
auto fggl::data::make_point(fggl::mesh::Mesh3D &mesh, const fggl::math::mat4 &transform) -> fggl::mesh::Mesh3D {
// done as two loops, top loop is 0,1,2,3, bottom loop is 4,5,6,7
constexpr fggl::math::vec3 pos[] {
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{ 0.5, 0.5, -0.5}, // 1
{ 0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
constexpr fggl::math::vec3 pos[]{
{-0.5, 0.5, -0.5}, // 0 TOP LOOP
{0.5, 0.5, -0.5}, // 1
{0.5, 0.5, 0.5}, // 2
{-0.5, 0.5, 0.5}, // 3
{-0.5, -0.5, -0.5}, // 4 BOTTOM LOOP
{ 0.5, -0.5, -0.5}, // 5
{ 0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
{0.5, -0.5, -0.5}, // 5
{0.5, -0.5, 0.5}, // 6
{-0.5, -0.5, 0.5} // 7
};
constexpr Mesh::IndexType idx[] {
constexpr Mesh::IndexType idx[]{
0, 7, 5, // top
7, 6, 5,
0, 5, 4, // side 0 - 1
......
target_sources(fggl
PRIVATE
debug.cpp
debug_draw.cpp
)
PRIVATE
debug.cpp
debug_draw.cpp
logging.cpp
)
# spdlog for cleaner logging
find_package(spdlog)
......
......@@ -20,11 +20,11 @@
using fggl::debug::DebugUI;
DebugUI::DebugUI(std::shared_ptr<fggl::display::glfw::Window>& win) : m_visible(false) {
DebugUI::DebugUI(std::shared_ptr<fggl::display::glfw::Window> &win) : m_visible(false) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
ImGuiIO &io = ImGui::GetIO();
io.IniFilename = nullptr;
ImGui_ImplGlfw_InitForOpenGL(win->handle(), true);
......@@ -45,14 +45,14 @@ void DebugUI::frameStart() {
}
void DebugUI::draw() {
for ( auto& [name, data] : m_windows) {
if ( data.m_visible ) {
data.m_callback( &data.m_visible );
for (auto &[name, data] : m_windows) {
if (data.m_visible) {
data.m_callback(&data.m_visible);
}
}
ImGui::Render();
if ( m_visible ) {
if (m_visible) {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
}
target_link_libraries(fggl PRIVATE imgui)
target_sources( fggl
PRIVATE
target_sources(fggl
PRIVATE
imgui_impl_glfw.cpp
imgui_impl_opengl3.cpp
)
)
target_include_directories( fggl
PRIVATE
target_include_directories(fggl
PRIVATE
include/
)
\ No newline at end of file
)
\ No newline at end of file
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......@@ -21,16 +21,16 @@
struct GLFWwindow;
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOpenGL(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForVulkan(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API auto ImGui_ImplGlfw_InitForOther(GLFWwindow *window, bool installCallbacks) -> bool;
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow *window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow *window, unsigned int c);
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target_sources(fggl
PRIVATE
PRIVATE
loader/loader.cpp
module.cpp
)
)
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# Sources
find_package( glfw3 REQUIRED )
find_package(glfw3 REQUIRED)
include(CMakePrintHelpers)
cmake_print_variables(GLFW_TARGETS)
......@@ -8,11 +8,11 @@ cmake_print_variables(GLFW_TARGETS)
target_link_libraries(fggl PUBLIC glfw fggl-glad)
target_sources(fggl
PRIVATE
window.cpp
input.cpp
PRIVATE
window.cpp
input.cpp
atlas.cpp
)
)
# OpenGL backend
add_subdirectory(ogl)
......
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