Files
LivePlotter/src/body.cpp

131 lines
3.6 KiB
C++

#include <cassert>
#include <glad/glad.h>
#include "util.hpp"
#include "body.hpp"
#include "shaders.hpp"
enum class ParserState {
PREFIX,
VERTEX,
FACE,
FACE_SKIP,
};
bool load_body(Body* out_body, const char* obj_filepath) {
Array<char> source;
if (!read_file(&source, obj_filepath)) {
return false;
}
size_t num_verts = 0;
size_t num_faces = 0;
for (int i = 1; i < source.len; i++) {
if (source[i] == ' ' && source[i - 1] == 'v') {
num_verts++;
} else if (source[i] == ' ' && source[i - 1] == 'f') {
num_faces++;
}
}
Array<float> verts = { (float*)malloc(sizeof(float) * num_verts * 3), num_verts * 3 };
Array<int> faces = { (int*)malloc(sizeof(int) * num_faces * 3), num_faces*3 };
// Get ready for the parsing loop
ParserState state = ParserState::PREFIX;
int vert_i = 0;
int face_i = 0;
int start = 0;
for (int i = 1; i < source.len; i++) {
switch (state) {
case ParserState::PREFIX:
if (source[i - 1] == 'v' && source[i] == ' ') {
state = ParserState::VERTEX;
start = i + 1;
} else if (i > 0 && source[i - 1] == 'f' && source[i] == ' ') {
state = ParserState::FACE;
start = i + 1;
}
break;
case ParserState::VERTEX:
if (iswspace(source[i])) {
verts[vert_i] = atof(&source[start]);
vert_i++;
start = i + 1;
}
break;
case ParserState::FACE:
if (source[i] == '/') {
state = ParserState::FACE_SKIP;
faces[face_i] = atoi(&source[start]) - 1;
face_i++;
}
break;
case ParserState::FACE_SKIP:
if (iswspace(source[i])) {
state = ParserState::FACE;
start = i + 1;
}
}
if (source[i] == '\n' || source[i] == '\r') {
state = ParserState::PREFIX;
continue;
}
}
// Need a good validation check here. This is a stand in.
if (verts.len == 0 || faces.len == 0) {
printf(
"Obj file appears incomplete or corrupted. Num verts %zu. Num Faces %zu.\n", verts.len, faces.len);
return false;
}
uint vao, vbo, ebo;
vao = 0;
vbo = 0;
ebo = 0;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, verts.len * sizeof(float), verts.data, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, faces.len * sizeof(int), faces.data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
*out_body = { .pose = glm::mat4(1),
.scale = 1.0f,
.ebo = ebo,
.vao = vao,
.vbo = vbo,
.shader = 0,
.verts = verts,
.faces = faces,
.color = glm::vec4(0.5, 0.5, 0.5, 1)
};
return true;
}
void draw_body(const Body& b) {
use_shader(b.shader);
set_uniform(b.shader, "global_t", b.scale*b.pose);
set_uniform(b.shader, "color", b.color);
glBindVertexArray(b.vao);
glDrawElements(GL_TRIANGLES, b.faces.len, GL_UNSIGNED_INT, 0);
//glDisableVertexAttribArray(0);
}
void create_new_sphere(Body* b, float scale) {
assert(load_body(b, "Icosphere.obj"));
b->shader = shader;
b->scale = scale;
b->pose = glm::translate(b->pose, glm::vec3(0, 0, 0));
}