improved model loading and added model component

This commit is contained in:
Erris
2026-03-09 16:37:30 +01:00
parent ac18bb6f00
commit a0c900166f
15 changed files with 486 additions and 146 deletions

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@@ -0,0 +1,38 @@
#ifndef GLTF_MODEL3D_HPP
#define GLTF_MODEL3D_HPP
#include "open_engine/renderer/model3d.hpp"
#include <fastgltf/types.hpp>
#include <vector>
#include <cstddef>
namespace OpenEngine {
class GLTFModel3D : public Model3D
{
public:
GLTFModel3D(const char* path);
void loadPrimitive(fastgltf::Asset& asset,
fastgltf::Primitive& primitive,
Mesh& out);
virtual const Mesh& GetMesh(int index) const override;
virtual const std::vector<Mesh>& GetMeshes() const override;
virtual size_t GetMeshCount() const override { return meshes.size(); };
virtual std::vector<Mesh>::iterator begin() override { return meshes.begin(); };
virtual std::vector<Mesh>::iterator end() override { return meshes.end(); };
virtual std::vector<Mesh>::const_iterator begin() const override { return meshes.cbegin(); };
virtual std::vector<Mesh>::const_iterator end() const override { return meshes.end(); };
private:
std::string name;
std::vector<Mesh> meshes;
};
}
#endif // GLTF_MODEL3D_HPP

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@@ -0,0 +1,69 @@
#ifndef MODEL3D_HPP
#define MODEL3D_HPP
#include "open_engine/core/uuid.hpp"
#include "open_engine/renderer/vertex_array.hpp"
#include <cstddef>
#include <cstdint>
#include <glm/glm.hpp>
#include <vector>
namespace OpenEngine {
struct Material
{
glm::vec4 albedo = { 1.0f, 0.0f, 0.8f, 1.0f };
float roughness = 1.0f;
float metallic = 1.0f;
float ambient_strength = 1.0f;
float specular_strength = 1.0f;
std::string name = "un-named material";
};
struct MeshVertex
{
glm::vec3 position;
glm::vec3 normal;
glm::vec2 text_coords;
};
struct Mesh
{
UUID uuid;
Material material;
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
Ref<IndexBuffer> index_buffer;
// TODO: Make them a ptr or something
std::vector<MeshVertex> vertices;
std::vector<uint32_t> indices;
};
// TODO: Model3D.Instanciate();
// Or Model3D.GetVertices() {return iterateaccessorwithindex bla bla bla}
// What data should Model3D hold in the end if it is not a renderable object?
class Model3D
{
public:
virtual ~Model3D() = default;
static Ref<Model3D> Create(const char* path);
virtual const Mesh& GetMesh(int index) const = 0;
virtual const std::vector<Mesh>& GetMeshes() const = 0;
virtual size_t GetMeshCount() const = 0;
virtual std::vector<Mesh>::iterator begin() = 0;
virtual std::vector<Mesh>::iterator end() = 0;
virtual std::vector<Mesh>::const_iterator begin() const = 0;
virtual std::vector<Mesh>::const_iterator end() const = 0;
};
}
#endif // MODEL3D_HPP

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@@ -2,9 +2,8 @@
#define RENDERER3D_HPP
#include "open_engine/renderer/editor_camera.hpp"
#include "open_engine/renderer/vertex_array.hpp"
#include "open_engine/renderer/buffer.hpp"
#include "open_engine/scene/scene_camera.hpp"
#include "open_engine/renderer/model3d.hpp"
#include <cstdint>
namespace OpenEngine {
@@ -18,40 +17,12 @@ namespace OpenEngine {
Cube
};
struct MeshVertex
{
glm::vec3 position;
glm::vec4 color;
glm::vec3 normal;
glm::vec2 text_coords;
uint32_t id = -1;
};
struct Material
{
glm::vec4 albedo = { 1.0f, 1.0f, 1.0f, 1.0f };
float roughness = 1.0f;
float metallic = 1.0f;
float ambient_strength = 1.0f;
float specular_strength = 1.0f;
};
struct Mesh
{
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
Ref<IndexBuffer> index_buffer;
// TODO: Make them a ptr or something
std::vector<MeshVertex> vertices;
std::vector<uint32_t> indices;
};
Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
const std::vector<uint32_t>& indices,
uint32_t id);
const std::vector<uint32_t>& indices);
void PopulateMesh(Mesh& mesh);
Ref<Mesh> CreateCube(uint32_t id = -1);
Ref<Mesh> CreateQuad(uint32_t id = -1, bool back_face = false);
// ==================================================
class Renderer3D
@@ -66,6 +37,12 @@ namespace OpenEngine {
static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
const glm::mat4& transform);
static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
const glm::mat4& transform,
uint32_t entity_id);
static void DrawModel(const Ref<Model3D>& model,
const glm::mat4& transform,
uint32_t entity_id);
};
}

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@@ -7,6 +7,8 @@
#include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/physics.hpp"
#include "open_engine/core/uuid.hpp"
#include "open_engine/ref_scope.hpp"
#include "open_engine/renderer/model3d.hpp"
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyInterface.h>
@@ -147,16 +149,36 @@ namespace OpenEngine {
struct BoxShapeComponent
{
glm::vec3 size = { 1.0f, 1.0f, 1.0f };
BoxShapeComponent() = default;
BoxShapeComponent(const BoxShapeComponent&) = default;
};
struct SphereShapeComponent
{
float radius = 1.0f;
SphereShapeComponent() = default;
SphereShapeComponent(const SphereShapeComponent&) = default;
};
struct PlaneShapeComponent
{
float extent = 1.0f;
PlaneShapeComponent() = default;
PlaneShapeComponent(const PlaneShapeComponent&) = default;
};
struct ModelComponent
{
Ref<Model3D> model;
ModelComponent() = default;
ModelComponent(const ModelComponent&) = default;
ModelComponent(Ref<Model3D>& model)
: model(model)
{}
};
}