feat: refactor code + optimizations for obj file parsing

This commit is contained in:
2025-10-01 17:55:29 +02:00
parent 2b0494a23d
commit fc91f6662e
10 changed files with 510 additions and 235 deletions

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@ -25,9 +25,12 @@ endif()
# set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -ggdb")
add_executable(CodingGame
src/IO/parser.cpp
src/IO/file_manager.cpp
src/renderer/debug.cpp
src/renderer/basics.cpp
src/renderer/mesh.cpp
src/renderer/shader.cpp
src/renderer/texture.cpp
src/renderer/wavefront.cpp

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@ -27,3 +27,16 @@ The run command in that case would look following:
```console
__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia ./build/CodingGame
```
## TODO List
### Optimizations
🚀 Summary of Speedups
- Replace toElement / toMtlElement string comparisons with char-based switches.
- Replace std::stoi with a custom fast Parser::TakeIndex.
- Pre-reserve vectors for vertices, normals, texcoords, meshes.
- Load whole file into memory before parsing (fastest for large OBJs).
- Defer texture loading until after parsing.
- Store material pointers in meshes → no runtime lookups in render.
- Inline parsing functions.

20
include/IO/parser.h Normal file
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@ -0,0 +1,20 @@
#ifndef PARSER_H_
#define PARSER_H_
// Very fast OBJ/MTL line parser
class Parser {
private:
char* m_sv;
public:
Parser(char* sv) : m_sv(sv) {}
public:
void SkipSpaces();
char* TakeWord();
float TakeFloat();
int TakeInt();
bool TakeFaceIndices(int& vi, int& ti, int& ni);
char* TakeUntil(char d);
int TakeIndex(int baseCount);
};
#endif // PARSER_H_

27
include/renderer/mesh.h Normal file
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@ -0,0 +1,27 @@
#ifndef MESH_H_
#define MESH_H_
#include <vector>
#include <string>
#include <GL/glew.h>
#include "renderer/basics.h"
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
#endif // MESH_H_

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@ -11,27 +11,11 @@
#include "texture.h"
#include "renderer/material.h"
#include "renderer/basics.h"
#include "renderer/mesh.h"
enum ObjElement { OHASH, MTLLIB, USEMTL, O, V, VN, VT, F, OUNKNOWN };
enum MtlElement { MHASH, NEWMTL, NS, KA, KS, KD, NI, D, ILLUM, MAP_KD, MAP_KA, MUNKNOWN };
class Mesh {
public: // TODO: abstract away
unsigned int m_vao, m_vbo, m_ebo;
std::vector<Vertex> m_vertexBuffer;
std::vector<unsigned int> m_indexBuffer;
public: // TODO: abstract away
void Bind() { glBindVertexArray(m_vao); }
void Unbind() { glBindVertexArray(0); }
void Upload();
public:
std::string materialName;
public:
Mesh();
public:
void Render();
};
class Object {
private:
std::string m_name;
@ -43,7 +27,7 @@ private:
std::unordered_map<std::string, std::shared_ptr<Material>> m_materials;
private:
static inline int NormalizeIndex(const std::string &s, int baseCount);
static inline int NormalizeIndex(int idx, int baseCount);
private:
Object();

123
src/IO/parser.cpp Normal file
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@ -0,0 +1,123 @@
#include <charconv> // for std::from_chars (C++17+)
#include <cstdlib> // for strtof (fallback)
#include <cstring>
#include "IO/parser.h"
// Skip whitespace
void Parser::SkipSpaces() {
while (*m_sv == ' ' || *m_sv == '\t') ++m_sv;
}
int Parser::TakeIndex(int baseCount) {
if (!m_sv || *m_sv == '\0') return -1;
bool neg = (*m_sv == '-');
if (neg) ++m_sv;
int idx = 0;
while (*m_sv >= '0' && *m_sv <= '9') {
idx = idx * 10 + (*m_sv - '0');
++m_sv;
}
if (neg) return baseCount + (-idx);
return idx > 0 ? idx - 1 : -1;
}
// Get next whitespace-delimited word
char* Parser::TakeWord() {
SkipSpaces();
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') return nullptr;
char* start = m_sv;
while (*m_sv && *m_sv != ' ' && *m_sv != '\t' && *m_sv != '\n' && *m_sv != '\r')
++m_sv;
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
return start;
}
// Parse a float quickly
float Parser::TakeFloat() {
SkipSpaces();
if (*m_sv == '\0') return 0.0f;
#if __cpp_lib_to_chars >= 201611L
float value = 0.0f;
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
m_sv = const_cast<char*>(result.ptr);
return value;
#else
char* end;
float value = std::strtof(m_sv, &end);
m_sv = end;
return value;
#endif
}
// Parse an integer quickly
int Parser::TakeInt() {
SkipSpaces();
if (*m_sv == '\0') return 0;
#if __cpp_lib_to_chars >= 201611L
int value = 0;
auto result = std::from_chars(m_sv, m_sv + std::strlen(m_sv), value);
m_sv = const_cast<char*>(result.ptr);
return value;
#else
char* end;
int value = static_cast<int>(std::strtol(m_sv, &end, 10));
m_sv = end;
return value;
#endif
}
// Take everything until delimiter (mutates buffer)
char* Parser::TakeUntil(char d) {
SkipSpaces();
if (*m_sv == '\0') return nullptr;
char* start = m_sv;
while (*m_sv && *m_sv != d && *m_sv != '\n' && *m_sv != '\r')
++m_sv;
if (*m_sv) { *m_sv = '\0'; ++m_sv; }
return start;
}
// Parser.h (or Parser.cpp)
// Parse one face element at current position.
// Accepts formats: "v", "v/t", "v//n", "v/t/n"
// Returns true if a token was parsed, false if no more tokens on the line.
bool Parser::TakeFaceIndices(int &vi, int &ti, int &ni) {
SkipSpaces();
if (*m_sv == '\0' || *m_sv == '\n' || *m_sv == '\r') {
vi = ti = ni = 0; // sentinel raw value meaning "no token"
return false;
}
// parse vertex index (may be negative)
vi = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
ti = ni = 0; // 0 = not present (raw)
if (*m_sv == '/') {
++m_sv; // skip '/'
// texcoord index (optional)
if (*m_sv != '/' && *m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
ti = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
}
if (*m_sv == '/') {
++m_sv; // skip second '/'
// normal index (optional)
if (*m_sv != ' ' && *m_sv != '\0' && *m_sv != '\n' && *m_sv != '\r') {
ni = static_cast<int>(std::strtol(m_sv, &m_sv, 10));
}
}
}
// At this point m_sv is either at whitespace, end, or next token char.
// Do NOT mutate indices (leave them raw). Let NormalizeIndex handle conversion.
return true;
}

15
src/renderer/basics.cpp Normal file
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@ -0,0 +1,15 @@
#include <GL/glew.h>
#include "renderer/basics.h"
void Vertex::DefineAttrib()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_texCoord)));
glEnableVertexAttribArray(2);
}

43
src/renderer/mesh.cpp Normal file
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@ -0,0 +1,43 @@
#include "renderer/mesh.h"
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);
}
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();
}

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@ -26,7 +26,6 @@ std::unique_ptr<Texture> Texture::LoadFile(const std::string& filename) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// TODO: automatically detect values for this function
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);

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@ -1,78 +1,98 @@
#include <iostream>
#include <fstream>
#include <sstream>
#include <cstring>
#include <memory>
#include <filesystem>
#include <GL/glew.h>
#include "IO/parser.h"
#include "renderer/mesh.h"
#include "renderer/wavefront.h"
ObjElement toElement(const std::string &s) {
if (s == "#") return ObjElement::OHASH;
if (s == "mtllib") return ObjElement::MTLLIB;
if (s == "usemtl") return ObjElement::USEMTL;
if (s == "o") return ObjElement::O;
if (s == "v") return ObjElement::V;
if (s == "vn") return ObjElement::VN;
if (s == "vt") return ObjElement::VT;
if (s == "f") return ObjElement::F;
#define DEFAULT_MATERIAL_NAME "default"
// ObjElement toElement(const std::string &s) {
// if (s == "#") return ObjElement::OHASH;
// if (s == "mtllib") return ObjElement::MTLLIB;
// if (s == "usemtl") return ObjElement::USEMTL;
// if (s == "o") return ObjElement::O;
// if (s == "v") return ObjElement::V;
// if (s == "vn") return ObjElement::VN;
// if (s == "vt") return ObjElement::VT;
// if (s == "f") return ObjElement::F;
// return ObjElement::OUNKNOWN;
// }
inline ObjElement toElement(const char* s) {
switch (s[0]) {
case '#': return ObjElement::OHASH;
case 'm': if (strcmp(s, "mtllib") == 0) return ObjElement::MTLLIB; break;
case 'u': if (strcmp(s, "usemtl") == 0) return ObjElement::USEMTL; break;
case 'o': if (s[1] == '\0') return ObjElement::O; break;
case 'v':
if (s[1] == '\0') return ObjElement::V;
if (s[1] == 'n' && s[2] == '\0') return ObjElement::VN;
if (s[1] == 't' && s[2] == '\0') return ObjElement::VT;
break;
case 'f': if (s[1] == '\0') return ObjElement::F; break;
}
return ObjElement::OUNKNOWN;
}
MtlElement toMtlElement(const std::string &s) {
if (s == "#") return MtlElement::MHASH;
if (s == "newmtl") return MtlElement::NEWMTL;
if (s == "Ns") return MtlElement::NS;
if (s == "Ka") return MtlElement::KA;
if (s == "Ks") return MtlElement::KS;
if (s == "Kd") return MtlElement::KD;
if (s == "Ni") return MtlElement::NI;
if (s == "d") return MtlElement::D;
if (s == "illum") return MtlElement::ILLUM;
if (s == "map_Kd") return MtlElement::MAP_KD;
if (s == "map_Ka") return MtlElement::MAP_KA;
// if (s == "map_Ke") return MtlElement::MAP_KE;
// MtlElement toMtlElement(const std::string &s) {
// if (s == "#") return MtlElement::MHASH;
// if (s == "newmtl") return MtlElement::NEWMTL;
// if (s == "Ns") return MtlElement::NS;
// if (s == "Ka") return MtlElement::KA;
// if (s == "Ks") return MtlElement::KS;
// if (s == "Kd") return MtlElement::KD;
// if (s == "Ni") return MtlElement::NI;
// if (s == "d") return MtlElement::D;
// if (s == "illum") return MtlElement::ILLUM;
// if (s == "map_Kd") return MtlElement::MAP_KD;
// if (s == "map_Ka") return MtlElement::MAP_KA;
// // if (s == "map_Ke") return MtlElement::MAP_KE;
// return MtlElement::MUNKNOWN;
// }
inline MtlElement toMtlElement(const char* s) {
switch (s[0]) {
case '#': return MtlElement::MHASH;
case 'n':
if (strcmp(s, "newmtl") == 0) return MtlElement::NEWMTL;
break;
case 'N':
if (s[1] == 's' && s[2] == '\0') return MtlElement::NS;
if (s[1] == 'i' && s[2] == '\0') return MtlElement::NI;
break;
case 'K':
if (s[1] == 'a' && s[2] == '\0') return MtlElement::KA;
if (s[1] == 's' && s[2] == '\0') return MtlElement::KS;
if (s[1] == 'd' && s[2] == '\0') return MtlElement::KD;
break;
case 'd':
if (s[1] == '\0') return MtlElement::D;
break;
case 'i':
if (strcmp(s, "illum") == 0) return MtlElement::ILLUM;
break;
case 'm':
if (strcmp(s, "map_Kd") == 0) return MtlElement::MAP_KD;
if (strcmp(s, "map_Ka") == 0) return MtlElement::MAP_KA;
// if (strcmp(s, "map_Ke") == 0) return MtlElement::MAP_KE;
break;
}
return MtlElement::MUNKNOWN;
}
void Vertex::DefineAttrib()
{
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_position)));
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<const void*>(offsetof(Vertex, m_normal)));
glEnableVertexAttribArray(1);
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();
}