poprawiona wydajność, zużycie RAMu
This commit is contained in:
3
Makefile
3
Makefile
@@ -4,9 +4,10 @@ CFLAGS = -I.
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DEPS = -lglew32 -lopengl32 -lglu32 -lgdi32
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LINK = -L. -DGLEW_STATIC
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OUTPUT = output.exe
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CPPSTD = c++17
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default:
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$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -static -static-libgcc -fno-keep-inline-dllexport -o $(OUTPUT)
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$(CC) -g *.cpp $(CFLAGS) $(DEPS) $(LINK) -std=$(CPPSTD) -static -static-libgcc -fno-keep-inline-dllexport -o $(OUTPUT)
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run: default
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$(OUTPUT)
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25
loadOBJ.cpp
25
loadOBJ.cpp
@@ -15,11 +15,15 @@ bool loadOBJ(const char* path, std::vector <glm::vec3>& out_vertices, std::vecto
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return false;
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}
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int line = 0;
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unsigned int line = 0;
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unsigned int vs = 0;
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unsigned int vts = 0;
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unsigned int vns = 0;
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unsigned int fs = 0;
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char lineHeader[128];
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while (1) {
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char lineHeader[128];
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// read the first word of the line
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int res = fscanf(file, "%s", lineHeader);
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if (res == EOF) break; // EOF = End Of File. Quit the loop.
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@@ -30,23 +34,27 @@ bool loadOBJ(const char* path, std::vector <glm::vec3>& out_vertices, std::vecto
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glm::vec3 vertex;
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fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
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temp_vertices.push_back(vertex);
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vs++;
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} else if (strcmp(lineHeader, "vt") == 0) {
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glm::vec2 uv;
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fscanf(file, "%f %f\n", &uv.x, &uv.y);
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temp_uvs.push_back(uv);
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vts++;
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} else if (strcmp(lineHeader, "vn") == 0) {
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glm::vec3 normal;
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fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z);
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temp_normals.push_back(normal);
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vns++;
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} else if (strcmp(lineHeader, "f") == 0) {
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unsigned int vertexIndex[3], uvIndex[3], normalIndex[3];
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int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2]);
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fs++;
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if (matches != 9){
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printf("File can't be read by our simple parser. Try exporting with other options (%d matches on line %d)\n", matches, line);
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@@ -64,6 +72,9 @@ bool loadOBJ(const char* path, std::vector <glm::vec3>& out_vertices, std::vecto
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normalIndices.push_back(normalIndex[2]);
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}
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line++;
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}
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// For each vertex of each triangle
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for (unsigned int i = 0; i < vertexIndices.size(); i++) {
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unsigned int vertexIndex = vertexIndices[i];
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@@ -74,14 +85,14 @@ bool loadOBJ(const char* path, std::vector <glm::vec3>& out_vertices, std::vecto
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glm::vec2 vertex2 = temp_uvs[uvIndex - 1];
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glm::vec3 vertex3 = temp_normals[normalIndex - 1];
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out_vertices .push_back(vertex1);
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out_uvs .push_back(vertex2);
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out_normals .push_back(vertex3);
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out_vertices.push_back(vertex1);
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out_uvs.push_back(vertex2);
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out_normals.push_back(vertex3);
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}
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line++;
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fclose(file);
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}
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printf("(loadOBJ.cpp) Loaded file with %d v, %d vt, %d vn, %d f. %d lines total.\n", vs, vts, vns, fs, line);
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return true;
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}
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151
main.cpp
151
main.cpp
@@ -67,7 +67,6 @@ BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam);
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void SetDCPixelFormat(HDC hDC);
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int polygonmode = 0;
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char loadCount = 0;
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// Change viewing volume and viewport. Called when window is resized
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void ChangeSize(GLsizei w, GLsizei h) {
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@@ -100,47 +99,6 @@ void ChangeSize(GLsizei w, GLsizei h) {
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glLoadIdentity();
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}
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void SetupRC() {
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// Light values and coordinates
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//GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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//GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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//GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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//GLfloat lightPos[] = { 0.0f, 150.0f, 150.0f, 1.0f };
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//GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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glEnable(GL_DEPTH_TEST); // Hidden surface removal
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glFrontFace(GL_CCW); // Counter clock-wise polygons face out
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//glEnable(GL_CULL_FACE); // Do not calculate inside of jet
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// Enable lighting
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//glEnable(GL_LIGHTING);
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// Setup and enable light 0
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//glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
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//glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
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//glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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//glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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//glEnable(GL_LIGHT0);
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// Enable color tracking
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//glEnable(GL_COLOR_MATERIAL);
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// Set Material properties to follow glColor values
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//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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// All materials hereafter have full specular reflectivity
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// with a high shine
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//glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
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//glMateriali(GL_FRONT, GL_SHININESS, 128);
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// White background
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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// Black brush
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glColor3f(0.0, 0.0, 0.0);
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}
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// LoadBitmapFile
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// opis: ładuje mapę bitową z pliku i zwraca jej adres.
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// Wypełnia strukturę nagłówka.
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@@ -239,14 +197,45 @@ GLuint vertexbuffer;
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GLuint uvbuffer;
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std::time_t lastTime = std::time(nullptr);
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void setup(){
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// załaduj model
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void SetupRC() {
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// Light values and coordinates
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//GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
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//GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
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//GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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//GLfloat lightPos[] = { 0.0f, 150.0f, 150.0f, 1.0f };
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//GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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// if(!glfwInit()) {
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// fprintf(stderr, "Failed to initialize GLFW\n");
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// getchar();
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// return;
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// }
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glEnable(GL_DEPTH_TEST); // Hidden surface removal
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glFrontFace(GL_CCW); // Counter clock-wise polygons face out
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glEnable(GL_CULL_FACE); // Do not calculate inside of jet // !!! znacząco poprawia wydajność
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// Enable lighting
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//glEnable(GL_LIGHTING);
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// Setup and enable light 0
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//glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
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//glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
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//glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
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//glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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//glEnable(GL_LIGHT0);
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// Enable color tracking
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//glEnable(GL_COLOR_MATERIAL);
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// Set Material properties to follow glColor values
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//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
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// All materials hereafter have full specular reflectivity
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// with a high shine
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//glMaterialfv(GL_FRONT, GL_SPECULAR, specref);
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//glMateriali(GL_FRONT, GL_SHININESS, 128);
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// White background
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glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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// Black brush
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glColor3f(0.0, 0.0, 0.0);
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// Initialize GLEW
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timestampedCout("Inicjalizowanie GLEW...");
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@@ -260,44 +249,34 @@ void setup(){
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timestampedCout("Zainicjalizowano GLEW.");
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/* */
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// Read our .obj file
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// Załaduj model z pliku .obj
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// TODO: zmierzyć czas ładowania łazika w cyklach procesora/mikrosekundach
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timestampedCout("Ladowanie lazika...");
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bool res = loadOBJ("res/models/lazik3.obj", vertices, uvs, normals);
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// bool res = loadOBJ("res/models/suzanne.obj", vertices, uvs, normals);
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if (res) {
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timestampedCout("Pomyslnie zaladowano model lazika.");
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}
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if (res) timestampedCout("Pomyslnie zaladowano model lazika.")
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else timestampedCout("Nie udalo sie zaladowac modelu lazika.");
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/* */
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glGenBuffers(1, &vertexbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
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// timestampedCout("rozmiar vertexbuffer: " << vertices.size() * sizeof(glm::vec3));
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glGenBuffers(1, &uvbuffer);
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glBindBuffer(GL_ARRAY_BUFFER, uvbuffer);
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glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), &uvs[0], GL_STATIC_DRAW);
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loadCount++;
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// timestampedCout("rozmiar uvbuffer: " << uvs.size() * sizeof(glm::vec2));
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//glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
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}
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void RenderScene(void) {
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if (loadCount == 0) setup();
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//float normal[3]; // Storage for calculated surface normal
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// Clear the window with current clearing color
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Save the matrix state and do the rotations
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glPushMatrix();
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glRotatef(xRot, 1.0f, 0.0f, 0.0f);
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@@ -310,25 +289,10 @@ void RenderScene(void) {
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// 0, 1, 0 // probably glm::vec3(0,1,0), but (0,-1,0) would make you looking upside-down, which can be great too
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// );
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/////////////////////////////////////////////////////////////////
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// MIEJSCE NA KOD OPENGL DO TWORZENIA WLASNYCH SCEN: //
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/////////////////////////////////////////////////////////////////
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//szescian();
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//Sposób na odróżnienie "przedniej" i "tylniej" ściany wielokąta:
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//glPolygonMode(GL_BACK,GL_LINE);
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//walec(40, 40);
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//szescian();
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switch (polygonmode) {
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case 0:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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break;
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case 1:
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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break;
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default:
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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@@ -346,7 +310,7 @@ void RenderScene(void) {
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// // Set our "myTextureSampler" sampler to use Texture Unit 0
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// glUniform1i(TextureID, 0);
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// 1rst attribute buffer : vertices
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// 1st attribute buffer : vertices
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
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glVertexAttribPointer(
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@@ -370,8 +334,8 @@ void RenderScene(void) {
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(void*)0 // array buffer offset
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);
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// Draw the triangle!
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glDrawArrays(GL_TRIANGLES, 0, vertices.size() );
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// Draw vertices
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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@@ -387,29 +351,14 @@ void RenderScene(void) {
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nowy.create(25, 10, 0, 10);
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*/
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glDrawArrays(GL_TRIANGLES, 0, vertices.size());
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/*
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szescian nowy2;
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nowy2.create(0, 10, 0, 10);
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szescian nowy3;
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nowy3.create(0, 20, -10, 10);
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*/
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//Uzyskanie siatki:
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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//Wyrysowanie prostokata:
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//glRectd(-10.0,-10.0,20.0,20.0);
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix(); // wymagane
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glMatrixMode(GL_MODELVIEW); // zmniejsza zużycie GPU
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// Flush drawing commands
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glFlush();
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// glFlush();
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}
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// If necessary, creates a 3-3-2 palette for the device context listed.
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@@ -626,7 +575,6 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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ChangeSize(LOWORD(lParam), HIWORD(lParam));
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break;
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// The painting function. This message sent by Windows
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// whenever the screen needs updating.
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case WM_PAINT:
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@@ -757,9 +705,6 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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return (0L);
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}
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// Dialog procedure.
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BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam) {
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BIN
output.exe
BIN
output.exe
Binary file not shown.
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