mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
feat(render): add model loading and rendering pipeline
This commit is contained in:
@@ -3,6 +3,7 @@
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#include "Cubed/audio/audio_engine.hpp"
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#include "Cubed/config.hpp"
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#include "Cubed/dev_panel.hpp"
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#include "Cubed/render/model_manager.hpp"
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#include "Cubed/render/renderer.hpp"
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#include "Cubed/scene/scene_manager.hpp"
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#include "Cubed/texture_manager.hpp"
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@@ -49,7 +50,7 @@ private:
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Window m_window;
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TextureManager m_texture_manager;
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ModelManager m_model_manager;
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AudioEngine m_audio;
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Renderer m_renderer;
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21
include/Cubed/render/model_manager.hpp
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21
include/Cubed/render/model_manager.hpp
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@@ -0,0 +1,21 @@
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#pragma once
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#include "Cubed/render/model_node.hpp"
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#include "Cubed/tools/model_loader.hpp"
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namespace Cubed {
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class ModelManager {
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public:
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ModelManager();
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ModelManager(const ModelManager&) = delete;
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ModelManager(ModelManager&&) = delete;
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ModelManager& operator=(const ModelManager&) = delete;
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ModelManager& operator=(ModelManager&&) = delete;
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~ModelManager();
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const ModelNode& get_model(const std::string& model_name);
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void init();
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private:
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ModelLoader m_loader;
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std::unordered_map<std::string, ModelNode> m_models;
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const ModelNode& load_model(const std::string& model_name);
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};
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} // namespace Cubed
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42
include/Cubed/render/model_node.hpp
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42
include/Cubed/render/model_node.hpp
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@@ -0,0 +1,42 @@
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#pragma once
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/texture.hpp"
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#include "Cubed/render/vertex_array.hpp"
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#include "Cubed/render/vertex_buffer.hpp"
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <memory>
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#include <string>
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namespace Cubed {
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struct Mesh {
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std::vector<Vertex3D> vertices;
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std::vector<uint32_t> indices;
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std::unique_ptr<VertexBuffer> vbo;
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std::unique_ptr<VertexBuffer> ebo;
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std::unique_ptr<VertexArray> vao;
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std::unique_ptr<Texture> texture;
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void upload() {
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vao = std::make_unique<VertexArray>();
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vao->bind();
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vbo = std::make_unique<VertexBuffer>();
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vbo->buffer_data(vertices.data(), vertices.size() * sizeof(Vertex3D));
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ebo = std::make_unique<VertexBuffer>(BufferType::ELEMENT_ARRAY_BUFFER);
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ebo->buffer_data(indices.data(), indices.size() * sizeof(uint32_t));
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vao->attribute(0, 3, GL_FLOAT, sizeof(Vertex3D), (void*)0);
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vao->attribute(1, 2, GL_FLOAT, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, s));
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vao->attribute(2, 3, GL_FLOAT, sizeof(Vertex3D),
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(void*)offsetof(Vertex3D, nx));
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};
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};
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struct ModelNode {
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std::string name;
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glm::mat4 transform{1.0f};
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std::vector<Mesh> meshes;
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std::vector<ModelNode> children;
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};
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} // namespace Cubed
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22
include/Cubed/render/model_renderer.hpp
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22
include/Cubed/render/model_renderer.hpp
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@@ -0,0 +1,22 @@
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#pragma once
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#include "Cubed/render/model_node.hpp"
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#include "Cubed/shader.hpp"
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#include <glm/glm.hpp>
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namespace Cubed {
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class Renderer;
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class Camera;
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class ModelRender {
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public:
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ModelRender(Renderer& renderer);
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void render_model(const std::string& name, const glm::vec3& pos,
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Camera& camera);
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private:
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Renderer& m_renderer;
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void render_node(const ModelNode& node, const glm::mat4& parent,
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const glm::mat4& view, const Shader& shader);
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void render_mesh(const Mesh& mesh);
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};
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} // namespace Cubed
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@@ -4,6 +4,7 @@
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#include "Cubed/constants.hpp"
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#include "Cubed/input/event.hpp"
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#include "Cubed/primitive_data.hpp"
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#include "Cubed/render/model_renderer.hpp"
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#include "Cubed/render/player_renderer.hpp"
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#include "Cubed/render/shader_manager.hpp"
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#include "Cubed/render/vertex_array.hpp"
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@@ -19,12 +20,14 @@
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namespace Cubed {
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class TextureManager;
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class ClientWorld;
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class ModelManager;
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class DevPanel;
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class Renderer {
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public:
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constexpr static int NUM_VAO = 7;
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Renderer(TextureManager& texture_manager, Config& config);
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Renderer(TextureManager& texture_manager, Config& config,
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ModelManager& model_manager);
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~Renderer();
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void reload_config();
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void init();
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@@ -79,9 +82,14 @@ public:
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bool handle_event(const Event& e);
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void render_model(const std::string& name, const glm::vec3& pos,
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Camera& camera);
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ModelManager& model_manager();
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private:
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TextureManager& m_texture_manager;
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ModelManager& m_model_manager;
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bool m_init = false;
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float m_aspect = 0.0f;
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@@ -118,6 +126,7 @@ private:
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std::vector<Vertex2D> m_ui;
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WorldRenderer m_world_renderer;
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ModelRender m_model_renderer;
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Config& m_config;
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bool handle_window_resize_event(const WindowResizeEvent& e);
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@@ -38,9 +38,11 @@ enum TextureFormat : GLenum {
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R8 = GL_R8,
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RGB = GL_RGB,
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RGBA8 = GL_RGBA8,
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BGRA = GL_BGRA
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};
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// You need to set the texture scaling method, otherwise it will render as
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// black.
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class Texture {
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public:
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explicit Texture(TextureType type);
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22
include/Cubed/tools/model_loader.hpp
Normal file
22
include/Cubed/tools/model_loader.hpp
Normal file
@@ -0,0 +1,22 @@
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#pragma once
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#include "Cubed/render/model_node.hpp"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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namespace Cubed {
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class ModelLoader {
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public:
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ModelLoader();
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ModelNode load(const std::string& path);
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private:
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Assimp::Importer m_importer;
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ModelNode process_node(aiNode* node, const aiScene* scene);
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Mesh process_mesh(aiMesh* mesh, const aiScene* scene);
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bool process_texture(Mesh& mesh, aiMaterial* material, const aiScene* scene,
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aiTextureType type);
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glm::mat4 convert_matrix(const aiMatrix4x4& matrix);
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};
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} // namespace Cubed
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@@ -47,7 +47,7 @@ bool check_opengl_error();
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std::string read_shader_source(const std::string& file_path);
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ImageData load_image_data(const std::string& tex_image_path,
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bool check_exist = true);
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bool check_exist = true, bool full_path = false);
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} // namespace Tools
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