fixed much stuff with bad usage of constructor mixed with virtual functions in gl stuff. added model loading with assimp.
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17 changed files with 402 additions and 175 deletions
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game/renderer_polygon_3d/polygon_model.cpp
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game/renderer_polygon_3d/polygon_model.cpp
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116
game/renderer_polygon_3d/polygon_model.hpp
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game/renderer_polygon_3d/polygon_model.hpp
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#pragma once
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#include <string>
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#include <iostream>
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#include <assimp/Importer.hpp> // C++ importer interface
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#include <assimp/scene.h> // Output data structure
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#include <assimp/postprocess.h> // Post processing flags
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#include <epoxy/gl.h>
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#include <epoxy/glx.h>
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class PolygonModel {
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public:
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PolygonModel(const std::string &filename) : m_filename(filename)
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{
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if (!import()) {
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m_loaded = false;
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} else {
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m_loaded = true;
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}
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}
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bool import()
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{
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// Create an instance of the Importer class
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Assimp::Importer importer;
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// And have it read the given file with some example postprocessing
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// Usually - if speed is not the most important aspect for you - you'll
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// propably to request more postprocessing than we do in this example.
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const aiScene* scene = importer.ReadFile(m_filename,
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aiProcess_CalcTangentSpace |
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aiProcess_Triangulate |
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aiProcess_JoinIdenticalVertices |
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aiProcess_SortByPType);
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// If the import failed, report it
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if (!scene) {
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std::cout<<"[polygonmodel] loading file "
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<< m_filename << " failed with: "
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<< importer.GetErrorString() << std::endl;
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return false;
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}
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// Now we can access the file's contents.
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copyVertices(scene);
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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private:
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bool copyVertices(const aiScene *scene)
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{
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if (scene->mMeshes == 0) {
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std::cout << "[polygonmodel : no meshes loaded for " << m_filename << std::endl;
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return false;
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}
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aiNode *node = scene->mRootNode;
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const aiMesh* mesh = scene->mMeshes[node->mMeshes[0]];
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// 3 vertices per face, 3 floats per vertex
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m_numVertices = mesh->mNumFaces*3;
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m_data_position.reserve(m_numVertices);
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m_data_normal.reserve(m_numVertices);
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size_t t, i;
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for (t=0; t<mesh->mNumFaces; ++t) {
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const aiFace* face = &mesh->mFaces[t];
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if (face->mNumIndices != 3) {
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std::cout << "[polygonmodel] need triangles, got something different with: "
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<< face->mNumIndices << " vertices" << std::endl;
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return false;
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}
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for (i=0; i<face->mNumIndices; i++) {
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const size_t index = face->mIndices[i];
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m_data_position.push_back(mesh->mVertices[index].x);
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m_data_position.push_back(mesh->mVertices[index].y);
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m_data_position.push_back(mesh->mVertices[index].z);
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m_data_normal.push_back(mesh->mNormals[index].x);
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m_data_normal.push_back(mesh->mNormals[index].y);
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m_data_normal.push_back(mesh->mNormals[index].z);
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}
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}
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size_t totalBytes = 3*m_numVertices*sizeof(float);
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std::cout<<"[polygonmodel] loaded " << m_numVertices << " vertices ("
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<< totalBytes << " bytes)" << std::endl;
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return true;
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}
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const std::string &filename() const { return m_filename; }
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bool ready() const { return m_loaded; }
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private:
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std::string m_filename;
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bool m_loaded;
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size_t m_numVertices;
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// both will hold 3 * numVertices floats
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std::vector<float> m_data_position;
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std::vector<float> m_data_normal;
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GLuint m_vbo_id_position;
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GLuint m_vbo_id_normal;
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};
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@ -2,16 +2,21 @@
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#include <iostream>
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#include "polygon_model.hpp"
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namespace endofthejedi {
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void RendererPolygon3d::setup()
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{
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std::cout<<"setup 3d" << std::endl;
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PolygonModel atomicBomb("../data/mesh/small_atomic_bomb.stl");
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exit(-1);
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}
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void RendererPolygon3d::render(const game::State *state)
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{
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(void) state;
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//std::cout<<"render 3d" << std::endl;
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std::cout<<"render 3d" << std::endl;
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}
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}
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@ -12,14 +12,18 @@
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#include "state/ship.hpp"
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#include "state/explosion.hpp"
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class PolygonModel;
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namespace endofthejedi {
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class RendererPolygon3d : Renderer {
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class RendererPolygon3d : public Renderer {
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private:
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protected:
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public:
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void setup();
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void render(const game::State *state) override;
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};
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private:
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std::vector<PolygonModel*> m_models;
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};
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}
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