make use of TexturedModel
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@@ -1,5 +1,6 @@
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#include "Defines.h"
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#include "render/loader/MobLoader.h"
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#include "render/loader/TextureLoader.h"
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#include <fstream>
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#include <map>
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@@ -7,6 +8,20 @@
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#include <algorithm>
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namespace td {
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namespace render {
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TexturedModel::TexturedModel(GL::VertexArray&& vao, GL::Texture&& texture) {
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m_Vao = std::make_unique<GL::VertexArray>(std::move(vao));
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m_Texture = std::make_unique<GL::Texture>(std::move(texture));
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}
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TexturedModel::TexturedModel(TexturedModel&& other) {
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m_Vao = std::move(other.m_Vao);
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m_Texture = std::move(other.m_Texture);
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m_Positon = other.m_Positon;
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m_Color = other.m_Color;
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}
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namespace MobLoader {
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const static int POSITION_VERTEX_SIZE = 3;
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@@ -17,9 +32,9 @@ typedef Vec2f TextureUV;
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typedef Vec3f Normal;
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struct Index {
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int vertexIndex;
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int textureIndex;
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int normalIndex;
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std::size_t vertexIndex;
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std::size_t textureIndex;
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std::size_t normalIndex;
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};
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enum DataType : std::uint8_t {
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@@ -43,8 +58,8 @@ static DataType GetDataType(const std::string& type) {
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return it != Types.end() ? it->second : dt_None;
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}
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GL::VertexArray LoadMobModel() {
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std::ifstream fileStream{ "Assets/zombie.obj" };
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static GL::VertexArray LoadMobVao(const std::string& objFile) {
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std::ifstream fileStream{ objFile };
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std::string line;
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std::vector<Vertex> tempVertecies;
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@@ -104,20 +119,20 @@ GL::VertexArray LoadMobModel() {
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Index tempIndicies[4];
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for (size_t i = 0; i < 4; i++){
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for (std::size_t i = 0; i < 4; i++){
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ss >> tempIndicies[i].vertexIndex;
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ss >> tempIndicies[i].textureIndex;
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ss >> tempIndicies[i].normalIndex;
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}
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static const std::vector<int> vertexOrder = {0, 1, 2, 0, 2, 3};
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static const std::vector<std::size_t> vertexOrder = {0, 1, 2, 0, 2, 3};
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for(int i = 0; i < vertexOrder.size(); i++) {
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for(std::size_t i = 0; i < vertexOrder.size(); i++) {
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Index& index = tempIndicies[vertexOrder[i]];
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int vertexIndex = index.vertexIndex - 1;
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int textureIndex = index.textureIndex - 1;
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int normalIndex = index.normalIndex - 1;
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std::size_t vertexIndex = index.vertexIndex - 1;
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std::size_t textureIndex = index.textureIndex - 1;
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std::size_t normalIndex = index.normalIndex - 1;
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Vertex vertex = tempVertecies[vertexIndex];
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TextureUV texture = tempTextureUvs[textureIndex];
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@@ -138,7 +153,7 @@ GL::VertexArray LoadMobModel() {
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break;
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}
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case dt_None:
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default:
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break;
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}
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}
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@@ -153,8 +168,14 @@ GL::VertexArray LoadMobModel() {
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mobVao.BindVertexBuffer(positionVBO);
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mobVao.BindVertexBuffer(textureVBO);
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mobVao.Unbind();
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return mobVao;
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}
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} // namespace loader
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TexturedModel LoadMobModel() {
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return {LoadMobVao("Assets/zombie.obj"), TextureLoader::LoadTexture("Assets/zombie.png")};
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}
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} // namespace MobLoader
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} // namespace render
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} // namespace td
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