~ | Vertex normal obj handling

This commit is contained in:
TheRedShip
2025-02-24 20:19:06 +01:00
committed by tomoron
parent 30ca774491
commit 62d0863ff4
11 changed files with 108 additions and 50 deletions

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@ -26,20 +26,22 @@ class ObjParser
private:
glm::vec3 getVertex(std::stringstream &line);
glm::vec2 getUV(std::stringstream &line);
glm::vec3 getNormals(std::stringstream &line);
void addFace(std::stringstream &line);
long int checkVertexIndex(int index, size_t size);
void parseMtl(std::stringstream &line, Scene &scene);
bool addTriangleFromPolygon(std::vector<glm::vec3> &vertices, std::vector<glm::vec2> &textureVertices, int inv);
void addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, std::vector<glm::vec2> textureVertices);
bool addTriangleFromPolygon(std::vector<glm::vec3> &vertices, std::vector<glm::vec2> &textureVertices, std::vector<glm::vec3> &normalVertices, int inv);
void addTriangle(glm::vec3 v1, glm::vec3 v2, glm::vec3 v3, std::vector<glm::vec2> textureVertices, std::vector<glm::vec3> normalVertices);
std::string getFilePath(std::string &file);
int pointInTriangle(glm::vec3 pts[3], std::vector<glm::vec3> vertices, size_t cur);
std::vector<std::string> objSplit(std::string str, std::string delim);
void getFaceVertices(std::vector<glm::vec3> &faceVertices, std::vector<glm::vec2> &textureVertices, std::stringstream &line);
void getFaceVertices(std::vector<glm::vec3> &faceVertices, std::vector<glm::vec2> &textureVertices, std::vector<glm::vec3> &normalVertices, std::stringstream &line);
std::string _filename;
std::ifstream _file;
std::vector<glm::vec3> _vertices;
std::vector<glm::vec2> _textureVertices;
std::vector<glm::vec3> _normalVertices;
int _mat;
std::map<std::string, int> _matNames;

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@ -37,11 +37,14 @@ struct GPUTriangle
alignas(16) glm::vec3 position;
alignas(16) glm::vec3 vertex1;
alignas(16) glm::vec3 vertex2;
alignas(16) glm::vec3 normal;
alignas(16) glm::vec3 normal_vertex1;
alignas(16) glm::vec3 normal_vertex2;
alignas(16) glm::vec3 normal_vertex3;
alignas(8) glm::vec2 texture_vertex1;
alignas(8) glm::vec2 texture_vertex2;
alignas(8) glm::vec2 texture_vertex3;
alignas(8) glm::vec2 texture_vertex1;
alignas(8) glm::vec2 texture_vertex2;
alignas(8) glm::vec2 texture_vertex3;
int mat_index;
};

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@ -52,12 +52,20 @@ class Triangle : public Object
_mat_index = mat_index;
}
Triangle(const glm::vec3& position, const glm::vec3& vertex2, const glm::vec3& vertex3,
const glm::vec2& vt1, const glm::vec2& vt2, const glm::vec2& vt3, const int mat_index)
const glm::vec2& vt1, const glm::vec2& vt2, const glm::vec2& vt3,
const glm::vec3& vn1, const glm::vec3& vn2, const glm::vec3& vn3,
const int mat_index)
: Object(position, mat_index), _vertex2(vertex2), _vertex3(vertex3),
_texture_vertex1(vt1), _texture_vertex2(vt2), _texture_vertex3(vt3)
_texture_vertex1(vt1), _texture_vertex2(vt2), _texture_vertex3(vt3),
_normal_vertex1(vn1), _normal_vertex2(vn2), _normal_vertex3(vn3)
{
_normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position)); //optimization
if (vn1 == glm::vec3(0.0f) && vn2 == glm::vec3(0.0f) && vn3 == glm::vec3(0.0f))
{
glm::vec3 normal = glm::normalize(glm::cross(_vertex2 - _position, _vertex3 - _position));
_normal_vertex1 = normal;
_normal_vertex2 = normal;
_normal_vertex3 = normal;
}
_centroid = (_position + _vertex2 + _vertex3) / 3.0f;
// _vertex2 -= _position; //optimization
// _vertex3 -= _position; //optimization
@ -67,6 +75,10 @@ class Triangle : public Object
const glm::vec2 &getTextureVertex2() const {return (_texture_vertex2); }
const glm::vec2 &getTextureVertex3() const {return (_texture_vertex3); }
const glm::vec3 &getNormalVertex1() const {return (_normal_vertex1); }
const glm::vec3 &getNormalVertex2() const {return (_normal_vertex2); }
const glm::vec3 &getNormalVertex3() const {return (_normal_vertex3); }
const glm::vec3 &getVertex2() const { return (_vertex2); }
const glm::vec3 &getVertex3() const { return (_vertex3); }
const glm::vec3 &getNormal() const { return (_normal); }
@ -83,6 +95,10 @@ class Triangle : public Object
glm::vec2 _texture_vertex2;
glm::vec2 _texture_vertex3;
glm::vec3 _normal_vertex1;
glm::vec3 _normal_vertex2;
glm::vec3 _normal_vertex3;
glm::vec3 _normal;
glm::vec3 _centroid;