feat: refactor code + optimizations for obj file parsing
This commit is contained in:
@ -25,9 +25,12 @@ endif()
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# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
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add_executable(CodingGame
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src/IO/parser.cpp
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src/IO/file_manager.cpp
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src/renderer/debug.cpp
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src/renderer/basics.cpp
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src/renderer/mesh.cpp
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src/renderer/shader.cpp
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src/renderer/texture.cpp
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src/renderer/wavefront.cpp
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13
README.md
13
README.md
@ -27,3 +27,16 @@ The run command in that case would look following:
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```console
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__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ./build/CodingGame
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```
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## TODO List
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### Optimizations
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🚀 Summary of Speedups
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- Replace toElement / toMtlElement string comparisons with char-based switches.
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- Replace std::stoi with a custom fast Parser::TakeIndex.
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- Pre-reserve vectors for vertices, normals, texcoords, meshes.
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- Load whole file into memory before parsing (fastest for large OBJs).
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- Defer texture loading until after parsing.
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- Store material pointers in meshes → no runtime lookups in render.
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- Inline parsing functions.
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20
include/IO/parser.h
Normal file
20
include/IO/parser.h
Normal file
@ -0,0 +1,20 @@
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#ifndef PARSER_H_
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#define PARSER_H_
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// Very fast OBJ/MTL line parser
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class Parser {
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private:
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char* m_sv;
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public:
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Parser(char* sv) : m_sv(sv) {}
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public:
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void SkipSpaces();
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char* TakeWord();
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float TakeFloat();
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int TakeInt();
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bool TakeFaceIndices(int& vi, int& ti, int& ni);
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char* TakeUntil(char d);
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int TakeIndex(int baseCount);
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};
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#endif // PARSER_H_
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27
include/renderer/mesh.h
Normal file
27
include/renderer/mesh.h
Normal file
@ -0,0 +1,27 @@
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#ifndef MESH_H_
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#define MESH_H_
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#include <vector>
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#include <string>
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#include <GL/glew.h>
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#include "renderer/basics.h"
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class Mesh {
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public: // TODO: abstract away
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unsigned int m_vao, m_vbo, m_ebo;
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std::vector<Vertex> m_vertexBuffer;
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std::vector<unsigned int> m_indexBuffer;
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public: // TODO: abstract away
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void Bind() { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload();
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public:
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std::string materialName;
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public:
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Mesh();
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public:
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void Render();
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};
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#endif // MESH_H_
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@ -11,27 +11,11 @@
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#include "texture.h"
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#include "renderer/material.h"
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#include "renderer/basics.h"
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#include "renderer/mesh.h"
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enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
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enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
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class Mesh {
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public: // TODO: abstract away
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unsigned int m_vao, m_vbo, m_ebo;
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std::vector<Vertex> m_vertexBuffer;
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std::vector<unsigned int> m_indexBuffer;
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public: // TODO: abstract away
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void Bind() { glBindVertexArray(m_vao); }
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void Unbind() { glBindVertexArray(0); }
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void Upload();
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public:
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std::string materialName;
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public:
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Mesh();
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public:
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void Render();
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};
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class Object {
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private:
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std::string m_name;
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@ -43,7 +27,7 @@ private:
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std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
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private:
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static inline int NormalizeIndex(const std::string &s, int baseCount);
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static inline int NormalizeIndex(int idx, int baseCount);
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private:
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Object();
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123
src/IO/parser.cpp
Normal file
123
src/IO/parser.cpp
Normal file
@ -0,0 +1,123 @@
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#include <charconv> // for std::from_chars (C++17+)
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#include <cstdlib> // for strtof (fallback)
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#include <cstring>
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#include "IO/parser.h"
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// Skip whitespace
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void Parser::SkipSpaces() {
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while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
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}
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int Parser::TakeIndex(int baseCount) {
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if (!m_sv || *m_sv == '\0') return -1;
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bool neg = (*m_sv == '-');
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if (neg) ++m_sv;
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int idx = 0;
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while (*m_sv >= '0' && *m_sv <= '9') {
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idx = idx * 10 + (*m_sv - '0');
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++m_sv;
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}
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if (neg) return baseCount + (-idx);
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return idx > 0 ? idx - 1 : -1;
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}
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// Get next whitespace-delimited word
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char* Parser::TakeWord() {
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SkipSpaces();
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if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') return nullptr;
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char* start = m_sv;
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while (*m_sv && *m_sv != ' ' && *m_sv != '\t' && *m_sv != '\n' && *m_sv != '\r')
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++m_sv;
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if (*m_sv) { *m_sv = '\0'; ++m_sv; }
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return start;
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}
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// Parse a float quickly
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float Parser::TakeFloat() {
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SkipSpaces();
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if (*m_sv == '\0') return 0.0f;
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#if __cpp_lib_to_chars >= 201611L
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float value = 0.0f;
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auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
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m_sv = const_cast<char*>(result.ptr);
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return value;
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#else
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char* end;
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float value = std::strtof(m_sv, &end);
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m_sv = end;
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return value;
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#endif
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}
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// Parse an integer quickly
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int Parser::TakeInt() {
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SkipSpaces();
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if (*m_sv == '\0') return 0;
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#if __cpp_lib_to_chars >= 201611L
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int value = 0;
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auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
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m_sv = const_cast<char*>(result.ptr);
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return value;
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#else
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char* end;
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int value = static_cast<int>(std::strtol(m_sv, &end, 10));
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m_sv = end;
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return value;
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#endif
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}
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// Take everything until delimiter (mutates buffer)
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char* Parser::TakeUntil(char d) {
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SkipSpaces();
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if (*m_sv == '\0') return nullptr;
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char* start = m_sv;
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while (*m_sv && *m_sv != d && *m_sv != '\n' && *m_sv != '\r')
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++m_sv;
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if (*m_sv) { *m_sv = '\0'; ++m_sv; }
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return start;
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}
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// Parser.h (or Parser.cpp)
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// Parse one face element at current position.
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// Accepts formats: "v", "v/t", "v//n", "v/t/n"
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// Returns true if a token was parsed, false if no more tokens on the line.
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bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
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SkipSpaces();
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if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') {
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vi = ti = ni = 0; // sentinel raw value meaning "no token"
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return false;
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}
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// parse vertex index (may be negative)
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vi = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
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ti = ni = 0; // 0 = not present (raw)
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if (*m_sv == '/') {
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++m_sv; // skip '/'
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// texcoord index (optional)
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if (*m_sv != '/' && *m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
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ti = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
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}
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if (*m_sv == '/') {
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++m_sv; // skip second '/'
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// normal index (optional)
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if (*m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
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ni = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
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}
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}
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}
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// At this point m_sv is either at whitespace, end, or next token char.
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// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
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return true;
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}
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15
src/renderer/basics.cpp
Normal file
15
src/renderer/basics.cpp
Normal file
@ -0,0 +1,15 @@
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#include <GL/glew.h>
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#include "renderer/basics.h"
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void Vertex::DefineAttrib()
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{
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
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glEnableVertexAttribArray(2);
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}
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43
src/renderer/mesh.cpp
Normal file
43
src/renderer/mesh.cpp
Normal file
@ -0,0 +1,43 @@
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#include "renderer/mesh.h"
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Mesh::Mesh() {
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glGenVertexArrays(1, &m_vao);
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glGenBuffers(1, &m_vbo);
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glGenBuffers(1, &m_ebo);
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glBindVertexArray(m_vao);
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// VBO (vertex buffer)
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
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// EBO (index buffer)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
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Vertex::DefineAttrib();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void Mesh::Upload()
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{
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glBindVertexArray(m_vao);
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glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
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glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
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// Upload indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
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glBindVertexArray(0);
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}
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void Mesh::Render()
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{
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Bind();
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glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
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Unbind();
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}
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@ -26,7 +26,6 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// TODO: automatically detect values for this function
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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@ -1,78 +1,98 @@
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <cstring>
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#include <memory>
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#include <filesystem>
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#include <GL/glew.h>
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#include "IO/parser.h"
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#include "renderer/mesh.h"
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#include "renderer/wavefront.h"
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ObjElement toElement(const std::string &s) {
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if (s == "#") return ObjElement::OHASH;
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if (s == "mtllib") return ObjElement::MTLLIB;
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if (s == "usemtl") return ObjElement::USEMTL;
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if (s == "o") return ObjElement::O;
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if (s == "v") return ObjElement::V;
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if (s == "vn") return ObjElement::VN;
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if (s == "vt") return ObjElement::VT;
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if (s == "f") return ObjElement::F;
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#define DEFAULT_MATERIAL_NAME "default"
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// ObjElement toElement(const std::string &s) {
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// if (s == "#") return ObjElement::OHASH;
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// if (s == "mtllib") return ObjElement::MTLLIB;
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// if (s == "usemtl") return ObjElement::USEMTL;
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// if (s == "o") return ObjElement::O;
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// if (s == "v") return ObjElement::V;
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// if (s == "vn") return ObjElement::VN;
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// if (s == "vt") return ObjElement::VT;
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// if (s == "f") return ObjElement::F;
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// return ObjElement::OUNKNOWN;
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// }
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inline ObjElement toElement(const char* s) {
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switch (s[0]) {
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case '#': return ObjElement::OHASH;
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case 'm': if (strcmp(s, "mtllib") == 0) return ObjElement::MTLLIB; break;
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case 'u': if (strcmp(s, "usemtl") == 0) return ObjElement::USEMTL; break;
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case 'o': if (s[1] == '\0') return ObjElement::O; break;
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case 'v':
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if (s[1] == '\0') return ObjElement::V;
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if (s[1] == 'n' && s[2] == '\0') return ObjElement::VN;
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if (s[1] == 't' && s[2] == '\0') return ObjElement::VT;
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break;
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case 'f': if (s[1] == '\0') return ObjElement::F; break;
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}
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return ObjElement::OUNKNOWN;
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}
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MtlElement toMtlElement(const std::string &s) {
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if (s == "#") return MtlElement::MHASH;
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if (s == "newmtl") return MtlElement::NEWMTL;
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if (s == "Ns") return MtlElement::NS;
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if (s == "Ka") return MtlElement::KA;
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if (s == "Ks") return MtlElement::KS;
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if (s == "Kd") return MtlElement::KD;
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if (s == "Ni") return MtlElement::NI;
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if (s == "d") return MtlElement::D;
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if (s == "illum") return MtlElement::ILLUM;
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if (s == "map_Kd") return MtlElement::MAP_KD;
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if (s == "map_Ka") return MtlElement::MAP_KA;
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// if (s == "map_Ke") return MtlElement::MAP_KE;
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// MtlElement toMtlElement(const std::string &s) {
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// if (s == "#") return MtlElement::MHASH;
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// if (s == "newmtl") return MtlElement::NEWMTL;
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// if (s == "Ns") return MtlElement::NS;
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// if (s == "Ka") return MtlElement::KA;
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// if (s == "Ks") return MtlElement::KS;
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// if (s == "Kd") return MtlElement::KD;
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// if (s == "Ni") return MtlElement::NI;
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// if (s == "d") return MtlElement::D;
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// if (s == "illum") return MtlElement::ILLUM;
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// if (s == "map_Kd") return MtlElement::MAP_KD;
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// if (s == "map_Ka") return MtlElement::MAP_KA;
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// // if (s == "map_Ke") return MtlElement::MAP_KE;
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// return MtlElement::MUNKNOWN;
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// }
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inline MtlElement toMtlElement(const char* s) {
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switch (s[0]) {
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case '#': return MtlElement::MHASH;
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case 'n':
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if (strcmp(s, "newmtl") == 0) return MtlElement::NEWMTL;
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break;
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case 'N':
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if (s[1] == 's' && s[2] == '\0') return MtlElement::NS;
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if (s[1] == 'i' && s[2] == '\0') return MtlElement::NI;
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break;
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case 'K':
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if (s[1] == 'a' && s[2] == '\0') return MtlElement::KA;
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if (s[1] == 's' && s[2] == '\0') return MtlElement::KS;
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if (s[1] == 'd' && s[2] == '\0') return MtlElement::KD;
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break;
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case 'd':
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if (s[1] == '\0') return MtlElement::D;
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break;
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case 'i':
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if (strcmp(s, "illum") == 0) return MtlElement::ILLUM;
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break;
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case 'm':
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if (strcmp(s, "map_Kd") == 0) return MtlElement::MAP_KD;
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if (strcmp(s, "map_Ka") == 0) return MtlElement::MAP_KA;
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// if (strcmp(s, "map_Ke") == 0) return MtlElement::MAP_KE;
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break;
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}
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return MtlElement::MUNKNOWN;
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}
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void Vertex::DefineAttrib()
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{
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
|
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
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glEnableVertexAttribArray(1);
|
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|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
|
||||
glEnableVertexAttribArray(2);
|
||||
}
|
||||
|
||||
inline int Object::NormalizeIndex(const std::string &s, int baseCount) {
|
||||
if (s.empty()) return -1;
|
||||
int idx = std::stoi(s);
|
||||
if (idx > 0) return idx - 1;
|
||||
return baseCount + idx;
|
||||
}
|
||||
|
||||
Mesh::Mesh() {
|
||||
glGenVertexArrays(1, &m_vao);
|
||||
glGenBuffers(1, &m_vbo);
|
||||
glGenBuffers(1, &m_ebo);
|
||||
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
// VBO (vertex buffer)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
||||
|
||||
// EBO (index buffer)
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 0, nullptr, GL_STATIC_DRAW);
|
||||
|
||||
Vertex::DefineAttrib();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
inline int Object::NormalizeIndex(int idx, int baseCount) {
|
||||
// idx is the raw value returned by parser:
|
||||
// 0 -> means "not present" or invalid in our convention
|
||||
// >0 -> 1-based index -> convert to 0-based
|
||||
// <0 -> negative index -> relative to baseCount: baseCount + idx
|
||||
if (idx == 0) return -1; // absent / invalid
|
||||
if (idx > 0) return idx - 1; // 1-based -> 0-based
|
||||
return baseCount + idx; // negative -> count from end
|
||||
}
|
||||
|
||||
Object::Object() {
|
||||
@ -83,91 +103,130 @@ Object::Object() {
|
||||
|
||||
void Object::LoadMaterials(const std::filesystem::path& filename) {
|
||||
std::ifstream file(filename);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open MTL file: " << filename << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::string currentMaterialName;
|
||||
std::shared_ptr<Material> currentMaterial;
|
||||
|
||||
std::string line;
|
||||
while (std::getline(file, line)) {
|
||||
std::istringstream iss(line);
|
||||
std::string prefix;
|
||||
iss >> prefix;
|
||||
switch(toMtlElement(prefix)) {
|
||||
case MtlElement::MHASH:
|
||||
{
|
||||
std::cout << "comment: " << line << std::endl;
|
||||
char line[1024]; // buffer per line
|
||||
|
||||
while (file.getline(line, sizeof(line))) {
|
||||
Parser p(line);
|
||||
char* prefix = p.TakeWord();
|
||||
if (!prefix) continue;
|
||||
|
||||
switch (toMtlElement(prefix)) {
|
||||
case MtlElement::MHASH: // comment
|
||||
continue;
|
||||
}
|
||||
|
||||
case MtlElement::NEWMTL:
|
||||
{
|
||||
// If a material was being built, commit it first
|
||||
if (currentMaterial) {
|
||||
m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
|
||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
||||
currentMaterial = nullptr;
|
||||
}
|
||||
std::string materialName;
|
||||
iss >> materialName;
|
||||
|
||||
char* materialName = p.TakeWord();
|
||||
if (materialName) {
|
||||
currentMaterialName = materialName;
|
||||
currentMaterial = std::make_shared<Material>();
|
||||
}
|
||||
break;
|
||||
}
|
||||
case MtlElement::NS:
|
||||
|
||||
case MtlElement::NS: // specular weight
|
||||
{
|
||||
float weight;
|
||||
iss >> weight;
|
||||
currentMaterial->SetSpecularWeight(weight);
|
||||
}
|
||||
case MtlElement::KA:
|
||||
{
|
||||
float r, g, b;
|
||||
iss >> r >> g >> b;
|
||||
currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
|
||||
float weight = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetSpecularWeight(weight);
|
||||
break;
|
||||
}
|
||||
case MtlElement::KS:
|
||||
|
||||
case MtlElement::KA: // ambient color
|
||||
{
|
||||
float r, g, b;
|
||||
iss >> r >> g >> b;
|
||||
currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetAmbientColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
case MtlElement::KD:
|
||||
|
||||
case MtlElement::KS: // specular color
|
||||
{
|
||||
float r, g, b;
|
||||
iss >> r >> g >> b;
|
||||
currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetSpecularColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
case MtlElement::D:
|
||||
|
||||
case MtlElement::KD: // diffuse color
|
||||
{
|
||||
float d;
|
||||
iss >> d;
|
||||
currentMaterial->SetOpacity(d);
|
||||
float r = p.TakeFloat();
|
||||
float g = p.TakeFloat();
|
||||
float b = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetDiffuseColor(glm::vec3(r, g, b));
|
||||
break;
|
||||
}
|
||||
case MtlElement::ILLUM:
|
||||
|
||||
case MtlElement::D: // opacity
|
||||
{
|
||||
int illum;
|
||||
iss >> illum;
|
||||
currentMaterial->SetIllumination(illum);
|
||||
float d = p.TakeFloat();
|
||||
if (currentMaterial) currentMaterial->SetOpacity(d);
|
||||
break;
|
||||
}
|
||||
case MtlElement::MAP_KD:
|
||||
|
||||
case MtlElement::ILLUM: // illumination model
|
||||
{
|
||||
std::string texturePath;
|
||||
std::string part;
|
||||
while (iss >> part) {
|
||||
texturePath += part + " ";
|
||||
int illum = p.TakeInt();
|
||||
if (currentMaterial) currentMaterial->SetIllumination(illum);
|
||||
break;
|
||||
}
|
||||
texturePath = texturePath.substr(0, texturePath.size() - 1);
|
||||
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texturePath));
|
||||
|
||||
case MtlElement::MAP_KD: // diffuse texture map
|
||||
{
|
||||
// take rest of line as texture path (can contain spaces)
|
||||
char* texPath = p.TakeUntil('\0');
|
||||
if (texPath && currentMaterial) {
|
||||
// trim trailing spaces
|
||||
size_t len = std::strlen(texPath);
|
||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||
texPath[--len] = '\0';
|
||||
|
||||
currentMaterial->SetDiffuseTexture(Texture::LoadFile(texPath));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case MtlElement::MAP_KA: // ambient texture map
|
||||
{
|
||||
char* texPath = p.TakeUntil('\0');
|
||||
if (texPath && currentMaterial) {
|
||||
size_t len = std::strlen(texPath);
|
||||
while (len > 0 && (texPath[len - 1] == ' ' || texPath[len - 1] == '\t'))
|
||||
texPath[--len] = '\0';
|
||||
|
||||
// optional: handle ambient texture
|
||||
// currentMaterial->SetAmbientTexture(Texture::LoadFile(texPath));
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
// ignore unknown tokens
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Commit last material if pending
|
||||
if (currentMaterial) {
|
||||
// m_materials.insert(std::make_pair(currentMaterialName, std::move(currentMaterial)));
|
||||
AddMaterial(currentMaterialName, std::move(currentMaterial));
|
||||
}
|
||||
|
||||
file.close();
|
||||
}
|
||||
|
||||
void Object::AddMaterial(std::string name, std::shared_ptr<Material> material)
|
||||
@ -194,116 +253,126 @@ Mesh& Object::GetLastMesh()
|
||||
if (m_meshes.empty()) {
|
||||
auto material = std::make_shared<Material>();
|
||||
material->SetAmbientColor(glm::vec3(0.52f, 0.52f, 0.52f));
|
||||
// TODO: come up with name for a default material
|
||||
AddMaterial("", std::move(material));
|
||||
CreateNewMesh("");
|
||||
AddMaterial(DEFAULT_MATERIAL_NAME, std::move(material));
|
||||
CreateNewMesh(DEFAULT_MATERIAL_NAME);
|
||||
}
|
||||
return m_meshes.back();
|
||||
}
|
||||
|
||||
Object Object::LoadFile(const std::string& filename) {
|
||||
std::ifstream file(filename);
|
||||
if (!file.is_open()) {
|
||||
std::cerr << "Failed to open OBJ file: " << filename << std::endl;
|
||||
return {};
|
||||
}
|
||||
|
||||
Object obj;
|
||||
char line[1024]; // static buffer for each line (enough for OBJ lines)
|
||||
|
||||
std::string line;
|
||||
while (std::getline(file, line)) {
|
||||
std::istringstream iss(line);
|
||||
std::string prefix;
|
||||
iss >> prefix;
|
||||
switch(toElement(prefix)) {
|
||||
// comment
|
||||
case ObjElement::OHASH:
|
||||
{
|
||||
std::cout << "comment: " << line << std::endl;
|
||||
while (file.getline(line, sizeof(line))) {
|
||||
Parser p(line);
|
||||
char* prefix = p.TakeWord();
|
||||
if (!prefix) continue;
|
||||
|
||||
switch (toElement(prefix)) {
|
||||
case ObjElement::OHASH: // comment
|
||||
continue;
|
||||
}
|
||||
|
||||
case ObjElement::MTLLIB:
|
||||
{
|
||||
std::string mtlFile;
|
||||
iss >> mtlFile;
|
||||
char* mtlFile = p.TakeWord();
|
||||
if (mtlFile) {
|
||||
std::filesystem::path fullPath = filename;
|
||||
std::filesystem::path mtlPath = fullPath.replace_filename(mtlFile);
|
||||
obj.LoadMaterials(mtlPath);
|
||||
std::cout << "loaded mtl at '" << mtlPath << "' with "
|
||||
<< obj.m_materials.size() << " materials" << std::endl;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case ObjElement::USEMTL:
|
||||
{
|
||||
std::string materialName;
|
||||
iss >> materialName;
|
||||
char* materialName = p.TakeWord();
|
||||
if (materialName) {
|
||||
auto& mesh = obj.GetLastMesh();
|
||||
if (mesh.materialName != materialName) {
|
||||
Mesh mesh;
|
||||
mesh.materialName = materialName;
|
||||
obj.m_meshes.push_back(mesh);
|
||||
Mesh newMesh;
|
||||
newMesh.materialName = materialName;
|
||||
obj.m_meshes.push_back(newMesh);
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
// object name I suppose
|
||||
case ObjElement::O:
|
||||
|
||||
case ObjElement::O: // object name
|
||||
{
|
||||
obj.m_name = line.substr(2);
|
||||
char* name = p.TakeWord();
|
||||
if (name) obj.m_name = name;
|
||||
break;
|
||||
}
|
||||
// vertex with its position
|
||||
case ObjElement::V:
|
||||
|
||||
case ObjElement::V: // vertex
|
||||
{
|
||||
float x, y, z, w;
|
||||
w = 1.0f;
|
||||
iss >> x >> y >> z;
|
||||
if (iss >> w) {
|
||||
x /= w;
|
||||
y /= w;
|
||||
z /= w;
|
||||
float x = p.TakeFloat();
|
||||
float y = p.TakeFloat();
|
||||
float z = p.TakeFloat();
|
||||
float w = p.TakeFloat();
|
||||
|
||||
if (w != 0.0f && w != 1.0f) {
|
||||
x /= w; y /= w; z /= w;
|
||||
}
|
||||
obj.m_vertices.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
case ObjElement::VN:
|
||||
|
||||
case ObjElement::VN: // normal
|
||||
{
|
||||
float x, y, z;
|
||||
iss >> x >> y >> z;
|
||||
float x = p.TakeFloat();
|
||||
float y = p.TakeFloat();
|
||||
float z = p.TakeFloat();
|
||||
obj.m_normals.emplace_back(x, y, z);
|
||||
break;
|
||||
}
|
||||
case ObjElement::VT:
|
||||
|
||||
case ObjElement::VT: // texcoord
|
||||
{
|
||||
float u, v;
|
||||
iss >> u >> v;
|
||||
float u = p.TakeFloat();
|
||||
float v = p.TakeFloat();
|
||||
obj.m_texCoords.emplace_back(u, 1.0f - v);
|
||||
break;
|
||||
}
|
||||
case ObjElement::F:
|
||||
|
||||
case ObjElement::F: // face
|
||||
{
|
||||
auto& mesh = obj.GetLastMesh();
|
||||
std::string token;
|
||||
int raw_vi, raw_ti, raw_ni;
|
||||
|
||||
while (iss >> token) {
|
||||
std::string a, b, c;
|
||||
std::istringstream ref(token);
|
||||
while (p.TakeFaceIndices(raw_vi, raw_ti, raw_ni)) {
|
||||
// Convert raw OBJ indices to 0-based / -1 sentinel
|
||||
int vi = Object::NormalizeIndex(raw_vi, (int)obj.m_vertices.size());
|
||||
int ti = Object::NormalizeIndex(raw_ti, (int)obj.m_texCoords.size());
|
||||
int ni = Object::NormalizeIndex(raw_ni, (int)obj.m_normals.size());
|
||||
|
||||
std::getline(ref, a, '/');
|
||||
std::getline(ref, b, '/');
|
||||
std::getline(ref, c, '/');
|
||||
if (vi < 0) {
|
||||
// malformed token (no vertex) — skip
|
||||
continue;
|
||||
}
|
||||
|
||||
int vi = Object::NormalizeIndex(a, (int)obj.m_vertices.size());
|
||||
int ti = Object::NormalizeIndex(b, (int)obj.m_texCoords.size());
|
||||
int ni = Object::NormalizeIndex(c, (int)obj.m_normals.size());
|
||||
glm::vec3 vert = obj.m_vertices[vi];
|
||||
glm::vec3 norm(0.0f);
|
||||
glm::vec2 texCoord(0.0f);
|
||||
|
||||
glm::vec3 vert, norm;
|
||||
glm::vec2 texCoord;
|
||||
vert = obj.m_vertices[vi];
|
||||
if (ni >= 0) norm = obj.m_normals[ni];
|
||||
if (ti >= 0) texCoord = obj.m_texCoords[ti];
|
||||
|
||||
mesh.m_vertexBuffer.emplace_back(vert, norm, texCoord);
|
||||
mesh.m_indexBuffer.push_back(mesh.m_vertexBuffer.size() - 1);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
// ignore unknown tokens
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -314,9 +383,6 @@ Object Object::LoadFile(const std::string& filename) {
|
||||
std::cout << "Meshes count: " << obj.m_meshes.size() << std::endl;
|
||||
std::cout << "Materials count: " << obj.m_materials.size() << std::endl;
|
||||
|
||||
// std::cout << "Vertex Buffer size: " << obj.m_vertexBuffer.size() << std::endl;
|
||||
// std::cout << "Index Buffer size: " << obj.m_indexBuffer.size() << std::endl;
|
||||
|
||||
file.close();
|
||||
|
||||
for (auto &mesh : obj.m_meshes) {
|
||||
@ -326,6 +392,7 @@ Object Object::LoadFile(const std::string& filename) {
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
||||
void Object::Render(Shader& shader)
|
||||
{
|
||||
for (auto &mesh : m_meshes) {
|
||||
@ -353,23 +420,4 @@ void Object::Render(Shader& shader)
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::Upload()
|
||||
{
|
||||
glBindVertexArray(m_vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, m_vertexBuffer.size() * sizeof(Vertex), m_vertexBuffer.data(), GL_STATIC_DRAW);
|
||||
|
||||
// Upload indices
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer.size() * sizeof(unsigned int), m_indexBuffer.data(), GL_STATIC_DRAW);
|
||||
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Mesh::Render()
|
||||
{
|
||||
Bind();
|
||||
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(m_indexBuffer.size()), GL_UNSIGNED_INT, 0);
|
||||
Unbind();
|
||||
}
|
||||
|
Reference in New Issue
Block a user