Implement optimised array rendering

This commit is contained in:
2016-05-25 12:44:24 +02:00
parent fe1aa7220e
commit 84fcc346a9
7 changed files with 101 additions and 45 deletions
+2
View File
@@ -163,6 +163,7 @@
<ClCompile Include="Model.cpp" />
<ClCompile Include="Player.cpp" />
<ClCompile Include="Vector.cpp" />
<ClCompile Include="Vertex.cpp" />
<ClCompile Include="World.cpp" />
</ItemGroup>
<ItemGroup>
@@ -178,6 +179,7 @@
<ClInclude Include="Singleton.h" />
<ClInclude Include="stb_image.h" />
<ClInclude Include="vector.h" />
<ClInclude Include="Vertex.h" />
<ClInclude Include="World.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+6
View File
@@ -51,6 +51,9 @@
<ClCompile Include="HeightMap.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Vertex.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="CrystalJohan.h">
@@ -92,5 +95,8 @@
<ClInclude Include="HeightMap.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Vertex.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
+2 -13
View File
@@ -1,4 +1,6 @@
#pragma once
#include "Vertex.h"
#include <string>
#include <vector>
#include <GL/freeglut.h>
@@ -19,19 +21,6 @@ public:
void GetHeigth(float x, float z);
void SetTexture(const std::string &file);
struct Vertex {
float x;
float y;
float z;
float normalX;
float normalY;
float normalZ;
float texX;
float texY;
};
std::vector<Vertex> vertices;
};
+47 -30
View File
@@ -76,7 +76,7 @@ Model::Model(std::string fileName)
for (size_t i = ii - 3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
{
Vertex vertex;
VertexIndex vertex;
std::vector<std::string> indices = split(params[i == (ii - 3) ? 1 : i], "/");
if (indices.size() >= 1) //er is een positie
vertex.position = atoi(indices[0].c_str()) - 1;
@@ -121,8 +121,42 @@ Model::Model(std::string fileName)
}
}
groups.push_back(currentGroup);
minVertex = vertices[0];
maxVertex = vertices[0];
for (auto v : vertices)
{
for (int i = 0; i < 3; i++)
{
minVertex[i] = fmin(minVertex[i], v[i]);
maxVertex[i] = fmax(maxVertex[i], v[i]);
}
}
center = (minVertex + maxVertex) / 2.0f;
radius = 0;
for (auto v : vertices)
radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
radius = sqrt(radius);
for each(ObjGroup *group in groups)
{
Optimise(group);
}
}
void Model::Optimise(ObjGroup *t)
{
for (Face &face : t->faces)
{
for each(auto &vertex in face.vertices)
{
t->VertexArray.push_back(Vertex(vertices[vertex.position].x, vertices[vertex.position].y, vertices[vertex.position].z,
normals[vertex.normal].x, normals[vertex.normal].y, normals[vertex.normal].z,
texcoords[vertex.texcoord].x, texcoords[vertex.texcoord].y));
}
}
}
Model::~Model(void)
{
@@ -160,36 +194,19 @@ void Model::draw()
}
}
glBegin(GL_TRIANGLES);
for (auto &f : g->faces)
{
for (auto &v : f.vertices)
{
glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
}
}
glEnd();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 0);
glNormalPointer(GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 3);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), ((float*)g->VertexArray.data()) + 6);
glDrawArrays(GL_TRIANGLES, 0, g->VertexArray.size());
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
minVertex = vertices[0];
maxVertex = vertices[0];
for (auto v : vertices)
{
for (int i = 0; i < 3; i++)
{
minVertex[i] = fmin(minVertex[i], v[i]);
maxVertex[i] = fmax(maxVertex[i], v[i]);
}
}
center = (minVertex + maxVertex) / 2.0f;
radius = 0;
for (auto v : vertices)
radius = fmax(radius, (center.x - v.x) * (center.x - v.x) + (center.z - v.z) * (center.z - v.z));
radius = sqrt(radius);
}
void Model::loadMaterialFile(std::string fileName, std::string dirName)
+6 -2
View File
@@ -5,11 +5,13 @@
#include <vector>
#include <map>
#include "Vector.h"
#include "Vertex.h"
class Model
{
private:
class Vertex
class VertexIndex
{
public:
int position;
@@ -20,7 +22,7 @@ private:
class Face
{
public:
std::list<Vertex> vertices;
std::list<VertexIndex> vertices;
};
class Texture
@@ -54,6 +56,7 @@ private:
std::string name;
int materialIndex;
std::list<Face> faces;
std::vector<Vertex> VertexArray;
};
std::vector<Vec3f> vertices;
@@ -74,6 +77,7 @@ public:
static void unload(Model* model);
void draw();
void Optimise(ObjGroup *t);
Vec3f minVertex;
Vec3f maxVertex;
+19
View File
@@ -0,0 +1,19 @@
#include "Vertex.h"
Vertex::Vertex(float x, float y, float z, float nx, float ny, float nz, float tx, float ty)
{
this->x = x;
this->y = y;
this->z = z;
this->normalX = nx;
this->normalY = ny;
this->normalZ = nz;
this->texX = tx;
this->texY = ty;
}
Vertex::~Vertex()
{
}
+19
View File
@@ -0,0 +1,19 @@
#pragma once
class Vertex
{
public:
Vertex(float x, float y, float z, float nx, float ny, float nz, float tx, float ty);
~Vertex();
float x;
float y;
float z;
float normalX;
float normalY;
float normalZ;
float texX;
float texY;
};