move code left from different project
This commit is contained in:
parent
c89dda21e2
commit
b2e43b2ea7
3
.gitignore
vendored
3
.gitignore
vendored
@ -11,4 +11,5 @@ packages
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bin
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obj
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build
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makeP.bat
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old
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*user.bat
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@ -133,5 +133,4 @@ file(COPY src/SSBO.h DESTINATION ${CMAKE_BINARY_DIR}/include)
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file(COPY src/Shader.h DESTINATION ${CMAKE_BINARY_DIR}/include)
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file(COPY src/Program.h DESTINATION ${CMAKE_BINARY_DIR}/include)
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file(COPY src/GLUtils.h DESTINATION ${CMAKE_BINARY_DIR}/include)
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#file(COPY src/Scene.h DESTINATION ${CMAKE_BINARY_DIR}/include)
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@ -6,8 +6,6 @@ ComputeEngine.cpp
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ComputeEngine.h
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Program.cpp
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Program.h
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#Scene.cpp
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#Scene.h
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Shader.cpp
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Shader.h
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SSBO.cpp
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@ -6,7 +6,6 @@
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#include "SSBO.h"
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#include "Texture.h"
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#include "Program.h"
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#include "Scene.h"
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#include "Shader.h"
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#include "Timer.h"
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311
src/Scene.cpp
311
src/Scene.cpp
@ -1,311 +0,0 @@
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#include "Scene.h"
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#include <vector>
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#include <string>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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void IndexArray::AddVertex(int x, int y, int z) {
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m_array.push_back(x - 1);
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m_array.push_back(y - 1);
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m_array.push_back(z - 1);
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m_array.push_back(0);
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m_array.push_back(0);
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m_array.push_back(0);
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}
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void IndexArray::AddVertex(int x, int y, int z, int tx, int ty, int tz) {
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m_array.push_back(x - 1);
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m_array.push_back(y - 1);
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m_array.push_back(z - 1);
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m_array.push_back(tx - 1);
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m_array.push_back(ty - 1);
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m_array.push_back(tz - 1);
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}
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int IndexArray::GetSize() {
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return (int)m_array.size();
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}
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int IndexArray::GetByteSize() {
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return (int)m_array.size() * (int)sizeof(int);
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}
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std::vector<int>* IndexArray::GetPointer() {
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return &m_array;
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}
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std::vector<int> IndexArray::GetVector() {
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return m_array;
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}
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void IndexArray::MoveIndices(int offset) {
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int size = (int)m_array.size();
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const int block_size = 6;
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for (int i = 0; i < size / block_size; i++) {
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m_array[block_size *i] += offset;
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m_array[block_size *i + 1] += offset;
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m_array[block_size *i + 2] += offset;
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}
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}
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void IndexArray::MoveTextureIndices(int offset){
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int size = (int)m_array.size();
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const int block_size = 6;
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for (int i = 0; i < size / block_size; i++) {
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m_array[block_size * i + 3] += offset;
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m_array[block_size * i + 4] += offset;
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m_array[block_size * i + 5] += offset;
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}
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}
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void VertexArray::AddVertex(float x, float y, float z) {
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m_array.push_back(x);
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m_array.push_back(y);
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m_array.push_back(z);
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}
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int VertexArray::GetSize() {
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return (int)m_array.size();
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}
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int VertexArray::GetByteSize() {
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return (int)m_array.size() * (int)sizeof(float);
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}
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std::vector<float>* VertexArray::GetPointer() {
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return &m_array;
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}
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std::vector<float> VertexArray::GetVector() {
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return m_array;
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}
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void TextureVertexArray::AddVertex(float u, float v) {
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m_array.push_back(u);
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m_array.push_back(v);
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}
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int TextureVertexArray::GetSize() {
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return (int)m_array.size();
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}
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int TextureVertexArray::GetByteSize() {
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return (int)m_array.size() * (int)sizeof(float);
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}
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std::vector<float>* TextureVertexArray::GetPointer() {
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return &m_array;
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}
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std::vector<float> TextureVertexArray::GetVector() {
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return m_array;
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}
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void SceneVertices::AddModel(Model3D* model) {
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int size = model->GetIndexArrayPtr()->GetSize() / 6;
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m_offsets.push_back(size + m_index_count);
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m_models.push_back(model);
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}
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void SceneVertices::FillBuffers() {
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int size = (int)m_models.size();
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for (int i = 0; i < size; i++) {
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m_models[i]->GetIndexArrayPtr()->MoveIndices(m_vertex_count);
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m_models[i]->GetIndexArrayPtr()->MoveTextureIndices(m_texture_vertex_count);
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m_models[i]->SetIndexOffset(m_index_count);
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m_vertex_buffer.insert(m_vertex_buffer.end(),
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m_models[i]->GetVertexArrayPtr()->GetPointer()->begin(),
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m_models[i]->GetVertexArrayPtr()->GetPointer()->end());
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m_texture_buffer.insert(m_texture_buffer.end(),
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m_models[i]->GetTextureArrayPtr()->GetPointer()->begin(),
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m_models[i]->GetTextureArrayPtr()->GetPointer()->end());
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m_index_buffer.insert(m_index_buffer.end(),
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m_models[i]->GetIndexArrayPtr()->GetPointer()->begin(),
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m_models[i]->GetIndexArrayPtr()->GetPointer()->end());
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m_vertex_count += m_models[i]->GetVertexArrayPtr()->GetSize() / 3;
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m_texture_vertex_count += m_models[i]->GetTextureArrayPtr()->GetSize() / 2;
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m_index_count += m_models[i]->GetIndexArrayPtr()->GetSize() / 6;
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}
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}
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std::vector<float>* SceneVertices::GetVertexBuffer() {
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return &m_vertex_buffer;
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}
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std::vector<float>* SceneVertices::GetTextureBuffer() {
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return &m_texture_buffer;
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}
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std::vector<int>* SceneVertices::GetIndexBuffer() {
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return &m_index_buffer;
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}
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int SceneVertices::GetFaceCount() {
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return m_index_count;
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}
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int SceneVertices::GetTextureVertsCount() {
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return m_texture_vertex_count;
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}
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int SceneVertices::GetVertexCount() {
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return m_vertex_count;
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}
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void Model3D::Load(std::string path) {
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std::fstream file(path);
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std::string line;
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std::stringstream str;
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std::string prefix;
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int vertex_id = 0;
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float x, y, z;
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while (std::getline(file, line)) {
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str.clear();
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str.str(line);
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str >> prefix;
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if (prefix == "v") {
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str >> x >> y >> z;
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if (m_vertex_arr.GetSize() == 0)
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m_lowest_point = y;
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else
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m_lowest_point = std::min(m_lowest_point, y);
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m_vertex_arr.AddVertex(x, y, z);
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}
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else if (prefix == "vt") {
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str >> x >> y;
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m_texture_arr.AddVertex(x, y);
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}
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else if (prefix == "f") {
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int f;
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int v1 = 0;
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int v2 = 0;
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int v3 = 0;
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int v4 = 0;
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int vt1 = 0;
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int vt2 = 0;
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int vt3 = 0;
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int vt4 = 0;
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int type_counter = 0;
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int id_counter = 0;
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while (str >> f) {
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if (type_counter == 0) {
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if (id_counter == 0) {
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v1 = f;
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}
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else if (id_counter == 1) {
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v2 = f;
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}
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else if (id_counter == 2) {
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v3 = f;
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}
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else if (id_counter == 3) {
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v4 = f;
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}
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}
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else if (type_counter == 1) {
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if (id_counter == 0) {
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vt1 = f;
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}
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else if (id_counter == 1) {
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vt2 = f;
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}
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else if (id_counter == 2) {
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vt3 = f;
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}
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else if (id_counter == 3) {
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vt4 = f;
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}
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}
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while (str.peek() == '/') {
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type_counter++;
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type_counter %= 3;
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str.ignore(1, '/');
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}
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while (str.peek() == ' ') {
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id_counter++;
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type_counter = 0;
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str.ignore(1, ' ');
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}
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}
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if (id_counter == 2)
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m_index_arr.AddVertex(v1, v2, v3, vt1, vt2, vt3);
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else {
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m_index_arr.AddVertex(v1, v2, v3, vt1, vt2, vt3);
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m_index_arr.AddVertex(v1, v3, v4, vt1, vt3, vt4);
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}
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}
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}
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// shift vertices to level the vertices to ground
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const int block_size = 3;
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for (int i = 0; i < m_vertex_arr.GetSize()/ block_size; i++)
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(*m_vertex_arr.GetPointer())[block_size * i + 1] -= (m_lowest_point - 0.001f);
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}
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void Model3D::SetId(int id) {
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m_id = id;
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}
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void Model3D::SetIndexOffset(int offset) {
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m_index_offset = offset;
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}
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int Model3D::GetIndexOffset() {
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return m_index_offset;
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}
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int Model3D::GetFaceCount() {
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return m_index_arr.GetSize() / 6;
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}
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int Model3D::GetId() {
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return m_id;
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}
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float Model3D::GetLowestPoint() {
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return m_lowest_point;
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}
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VertexArray Model3D::GetVertexArray() {
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return m_vertex_arr;
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}
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IndexArray Model3D::GetIndexArray() {
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return m_index_arr;
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}
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TextureVertexArray Model3D::GetTextureArray() {
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return m_texture_arr;
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}
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VertexArray* Model3D::GetVertexArrayPtr() {
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return &m_vertex_arr;
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}
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IndexArray* Model3D::GetIndexArrayPtr() {
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return &m_index_arr;
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}
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TextureVertexArray* Model3D::GetTextureArrayPtr() {
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return &m_texture_arr;
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}
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93
src/Scene.h
93
src/Scene.h
@ -1,93 +0,0 @@
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#pragma once
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#include <iostream>
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#include <vector>
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#include <string>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include "Texture.h"
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class IndexArray {
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public:
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void AddVertex(int x, int y, int z, int tx, int ty, int tz);
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void AddVertex(int x, int y, int z);
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int GetSize();
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int GetByteSize();
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std::vector<int>* GetPointer();
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std::vector<int> GetVector();
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void MoveIndices(int offset);
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void MoveTextureIndices(int offset);
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private:
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std::vector<int> m_array;
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};
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class VertexArray {
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public:
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void AddVertex(float x, float y, float z);
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int GetSize();
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int GetByteSize();
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std::vector<float>* GetPointer();
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std::vector<float> GetVector();
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private:
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std::vector<float> m_array;
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};
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class TextureVertexArray {
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public:
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void AddVertex(float u, float v);
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int GetSize();
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int GetByteSize();
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std::vector<float>* GetPointer();
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std::vector<float> GetVector();
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private:
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std::vector<float> m_array;
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};
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class Model3D {
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public:
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void Load(std::string path);
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void SetId(int id);
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void SetIndexOffset(int offset);
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int GetIndexOffset();
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int GetFaceCount();
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float GetLowestPoint();
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int GetId();
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VertexArray GetVertexArray();
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IndexArray GetIndexArray();
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TextureVertexArray GetTextureArray();
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VertexArray* GetVertexArrayPtr();
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IndexArray* GetIndexArrayPtr();
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TextureVertexArray* GetTextureArrayPtr();
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private:
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VertexArray m_vertex_arr;
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IndexArray m_index_arr;
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TextureVertexArray m_texture_arr;
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int m_id = -1;
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int m_index_offset = 0;
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float m_lowest_point = 0;
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};
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class SceneVertices {
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public:
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void AddModel(Model3D* model);
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void FillBuffers();
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std::vector<float>* GetVertexBuffer();
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std::vector<float>* GetTextureBuffer();
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std::vector<int>* GetIndexBuffer();
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int GetFaceCount();
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int GetTextureVertsCount();
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int GetVertexCount();
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private:
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std::vector<Model3D*> m_models;
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int m_index_count = 0;
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int m_vertex_count = 0;
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int m_texture_vertex_count = 0;
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std::vector<int> m_offsets;
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std::vector<float> m_vertex_buffer;
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std::vector<float> m_texture_buffer;
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std::vector<int> m_index_buffer;
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};
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Block a user