obj loader

This commit is contained in:
2025-11-25 13:02:02 +00:00
parent c17279960c
commit 47a10623a1
4 changed files with 139 additions and 27 deletions

36
inc/engine/obj_loader.hpp Normal file
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@@ -0,0 +1,36 @@
#ifndef OBJ_LOADER_HPP
#define OBJ_LOADER_HPP
// Includes
#include <string>
#include <vector>
#include <glm/glm.hpp>
// OBJLoader class definition
class OBJLoader {
public:
// Vertex structure
typedef struct {
glm::vec3 position;
glm::vec3 normal;
glm::vec2 texCoord;
} Vertex;
// Constructor
OBJLoader(std::string filepath);
// convert loaded data to arrays
float *getVertexData();
unsigned int *getIndexData();
size_t getVertexCount();
size_t getIndexCount();
bool isLoaded() const { return loaded; }
private:
std::string filepath;
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
bool loaded = false;
};
#endif

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@@ -1,7 +1,8 @@
#version 330 core #version 330 core
layout(location = 0) in vec3 position; // Vertex position layout(location = 0) in vec3 position; // Vertex position
layout(location = 1) in vec3 inColor; // Vertex color layout(location = 1) in vec3 normal; // Vertex normal
layout(location = 2) in vec2 texCoord; // Vertex texture coordinate
out vec3 color; // Output color to the fragment shader out vec3 color; // Output color to the fragment shader
uniform mat4 model; uniform mat4 model;
@@ -10,5 +11,5 @@ uniform mat4 projection;
void main() { void main() {
gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
color = inColor; // Set the color output color = vec3(1.0, 0.5, 0.2); // Set output color (orange)
} }

84
src/engine/obj_loader.cpp Normal file
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@@ -0,0 +1,84 @@
#include "engine/obj_loader.hpp"
#include <fstream>
#include <sstream>
OBJLoader::OBJLoader(std::string filepath) : filepath(filepath), loaded(true) {
std::ifstream file(filepath);
if (!file.is_open()) {
loaded = false;
return;
}
std::vector<glm::vec3> temp_positions;
std::vector<glm::vec3> temp_normals;
std::vector<glm::vec2> temp_texCoords;
std::string line;
while (std::getline(file, line)) {
std::istringstream ss(line);
std::string prefix;
ss >> prefix;
if (prefix == "v") {
glm::vec3 position;
ss >> position.x >> position.y >> position.z;
temp_positions.push_back(position);
} else if (prefix == "vn") {
glm::vec3 normal;
ss >> normal.x >> normal.y >> normal.z;
temp_normals.push_back(normal);
} else if (prefix == "vt") {
glm::vec2 texCoord;
ss >> texCoord.x >> texCoord.y;
temp_texCoords.push_back(texCoord);
} else if (prefix == "f") {
unsigned int posIdx[3], texIdx[3], normIdx[3];
char slash; // to consume the '/' characters
for (int i = 0; i < 3; ++i) {
ss >> posIdx[i] >> slash >> texIdx[i] >> slash >> normIdx[i];
Vertex vertex;
vertex.position = temp_positions[posIdx[i] - 1];
vertex.texCoord = temp_texCoords[texIdx[i] - 1];
vertex.normal = temp_normals[normIdx[i] - 1];
vertices.push_back(vertex);
indices.push_back(static_cast<unsigned int>(vertices.size() - 1));
}
}
}
}
// Convert loaded vertex data to a contiguous float array
float* OBJLoader::getVertexData() {
size_t vertexCount = vertices.size();
float* vertexData = new float[vertexCount * 8]; // 3 pos + 3 normal + 2 texCoord
for (size_t i = 0; i < vertexCount; ++i) {
vertexData[i * 8 + 0] = vertices[i].position.x;
vertexData[i * 8 + 1] = vertices[i].position.y;
vertexData[i * 8 + 2] = vertices[i].position.z;
vertexData[i * 8 + 3] = vertices[i].normal.x;
vertexData[i * 8 + 4] = vertices[i].normal.y;
vertexData[i * 8 + 5] = vertices[i].normal.z;
vertexData[i * 8 + 6] = vertices[i].texCoord.x;
vertexData[i * 8 + 7] = vertices[i].texCoord.y;
}
return vertexData;
}
// Convert loaded index data to a contiguous unsigned int array
unsigned int* OBJLoader::getIndexData() {
size_t indexCount = indices.size();
unsigned int* indexData = new unsigned int[indexCount];
for (size_t i = 0; i < indexCount; ++i) {
indexData[i] = indices[i];
}
return indexData;
}
size_t OBJLoader::getVertexCount() {
return vertices.size();
}
size_t OBJLoader::getIndexCount() {
return indices.size();
}

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@@ -1,10 +1,6 @@
#define GL_GLEXT_PROTOTYPES
#include "engine/sdl.hpp" #include "engine/sdl.hpp"
#include "engine/opengl.hpp" #include "engine/opengl.hpp"
#include "engine/obj_loader.hpp"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <iostream>
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
SDLWindow window("My SDL Application", 800, 600); SDLWindow window("My SDL Application", 800, 600);
@@ -12,9 +8,8 @@ int main(int argc, char* argv[]) {
OpenGLContext glContext(window); OpenGLContext glContext(window);
if (!glContext.isInitialized()) { return -1; } if (!glContext.isInitialized()) { return -1; }
Camera camera( Camera camera(
glm::vec3(0.0f, 0.0f, 3.0f), // Position glm::vec3(2.0f, 1.0f, 3.0f), // Position
glm::vec3(0.0f, 0.0f, 0.0f), // Target glm::vec3(0.0f, 0.0f, 0.0f), // Target
glm::vec3(0.0f, 1.0f, 0.0f) // Up vector glm::vec3(0.0f, 1.0f, 0.0f) // Up vector
); );
@@ -28,29 +23,25 @@ int main(int argc, char* argv[]) {
Shader shader_program("shaders/triangle.vert", "shaders/triangle.frag"); Shader shader_program("shaders/triangle.vert", "shaders/triangle.frag");
// vertex, color OBJLoader objLoader("assets/models/suzanne.obj");
float vertexData[] = { if (!objLoader.isLoaded()) {
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, // top right SDL_Log("Failed to load OBJ model.");
0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, // bottom right return -1;
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, // top left }
-0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 0.0f // bottom left
};
unsigned int indexData[] = {
0, 1, 2, // first triangle
1, 3, 2 // second triangle
};
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
VertexArrayObject VAO; VertexArrayObject VAO;
VAO.bufferVertexData(vertexData, sizeof(vertexData)); VAO.bufferVertexData(objLoader.getVertexData(), objLoader.getVertexCount() * sizeof(float) * 8);
VAO.bufferElementData(indexData, sizeof(indexData)); VAO.bufferElementData(objLoader.getIndexData(), objLoader.getIndexCount() * sizeof(unsigned int));
VAO.setAttributePointer(0, 3, GL_FLOAT, false, 6 * sizeof(float), 0); // position VAO.setAttributePointer(0, 3, GL_FLOAT, false, 8 * sizeof(float), 0); // position
VAO.setAttributePointer(1, 3, GL_FLOAT, false, 6 * sizeof(float), 3 * sizeof(float)); // color VAO.setAttributePointer(1, 3, GL_FLOAT, false, 8 * sizeof(float), 3 * sizeof(float)); // normal
VAO.setAttributePointer(2, 2, GL_FLOAT, false, 8 * sizeof(float), 6 * sizeof(float)); // texCoord
// Wireframe mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
window.setPosition(SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); window.setPosition(SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
window.showWindow(); window.showWindow();
while (window.isRunning()) { while (window.isRunning()) {
window.pollEvents(); window.pollEvents();