WIP objecthandler stuff

This commit is contained in:
JonasJan2 2024-06-05 14:45:48 +02:00
parent 4aca5eead4
commit 73be72585c
2 changed files with 284 additions and 273 deletions

View File

@ -32,11 +32,11 @@ int flipFlag = 1;
GLuint textures[NUM_TEXTURES]; GLuint textures[NUM_TEXTURES];
char* textureFiles[NUM_TEXTURES] = { char* textureFiles[NUM_TEXTURES] = {
"../texture/earth/day.png", "../texture/earth/day.png",
"../texture/earth/night.png", "../texture/earth/night.png",
"../texture/earth/clouds.png", "../texture/earth/clouds.png",
"../texture/earth/ocean_mask.png", "../texture/earth/ocean_mask.png",
"../texture/earth/normal.png" "../texture/earth/normal.png"
}; };
ObjectData* objectData; ObjectData* objectData;
@ -59,353 +59,362 @@ vec3 cameraPosition = {0.0f, 3.0f, 5.5f};
int numModels = 4; int numModels = 4;
char* models[] = { char* models[] = {
"../obj/Yblock.obj", "../obj/Yblock.obj",
"../obj/Zblock.obj", "../obj/Zblock.obj",
"../obj/Yblock_rotated.obj", "../obj/Yblock_rotated.obj",
"../obj/Xblock.obj" "../obj/Xblock.obj"
}; };
// input handler for camera movement // input handler for camera movement
void handleInputs(double deltaTime) { void handleInputs(double deltaTime) {
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
cameraPosition.z += deltaTime * 10; cameraPosition.z += deltaTime * 10;
} }
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
cameraPosition.z -= deltaTime * 10; cameraPosition.z -= deltaTime * 10;
} }
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) {
cameraPosition.x += deltaTime * 10; cameraPosition.x += deltaTime * 10;
} }
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
cameraPosition.x -= deltaTime * 10; cameraPosition.x -= deltaTime * 10;
} }
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS) {
cameraPosition.y += deltaTime * 10; cameraPosition.y += deltaTime * 10;
} }
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) { if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
cameraPosition.y -= deltaTime * 10; cameraPosition.y -= deltaTime * 10;
} }
} }
// input handler to quit with ESC // input handler to quit with ESC
void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) { void keyboardHandler(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (action == GLFW_PRESS) { if (action == GLFW_PRESS) {
if (key == GLFW_KEY_ESCAPE) { if (key == GLFW_KEY_ESCAPE) {
exitRequested = true; exitRequested = true;
} }
} }
} }
void loadTexture(char* textureFile, GLuint* texture) { void loadTexture(char* textureFile, GLuint* texture) {
int width, height, nrChannels; int width, height, nrChannels;
unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0); unsigned char* image = stbi_load(textureFile, &width, &height, &nrChannels, 0);
// default: 3 channels, RGB // default: 3 channels, RGB
GLenum channelFormats[] = { GLenum channelFormats[] = {
0, 0,
GL_RED, GL_RED,
GL_RG, GL_RG,
GL_RGB, GL_RGB,
GL_RGBA GL_RGBA
}; };
GLenum format = channelFormats[nrChannels]; GLenum format = channelFormats[nrChannels];
glGenTextures(1, texture); glGenTextures(1, texture);
glBindTexture(GL_TEXTURE_2D, *texture); glBindTexture(GL_TEXTURE_2D, *texture);
printf("%s - %d\n", textureFile, nrChannels); printf("%s - %d\n", textureFile, nrChannels);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, format, GL_UNSIGNED_BYTE, image);
// load texture using previously determined format ----- ^^^^^^ // load texture using previously determined format ----- ^^^^^^
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
stbi_image_free(image); stbi_image_free(image);
} }
void init(void) { void init(void) {
// create and compile vertex shader // create and compile vertex shader
const GLchar *vertexTextConst = vertexShader_glsl; const GLchar *vertexTextConst = vertexShader_glsl;
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len); glShaderSource(vertexShader, 1, &vertexTextConst, &vertexShader_glsl_len);
glCompileShader(vertexShader); glCompileShader(vertexShader);
GLint status; GLint status;
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (!status) { if (!status) {
printf("Error compiling vertex shader: "); printf("Error compiling vertex shader: ");
GLchar infoLog[1024]; GLchar infoLog[1024];
glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog); glGetShaderInfoLog(vertexShader, 1024, NULL, infoLog);
printf("%s",infoLog); printf("%s",infoLog);
exit(1); exit(1);
} }
vertexTextConst = NULL; vertexTextConst = NULL;
// create and compile fragment shader
const GLchar *fragmentTextConst = fragmentShader_glsl;
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling fragment shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
// create and link shader program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
printf("Error linking program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status);
// create and compile fragment shader if (!status) {
printf("Error validating program: ");
const GLchar *fragmentTextConst = fragmentShader_glsl; GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); printf("%s",infoLog);
glShaderSource(fragmentShader, 1, &fragmentTextConst, &fragmentShader_glsl_len); exit(1);
glCompileShader(fragmentShader); }
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &status);
if (!status) {
printf("Error compiling fragment shader: ");
GLchar infoLog[1024];
glGetShaderInfoLog(fragmentShader, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
// create and link shader program
program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
printf("Error linking program: ");
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
glValidateProgram(program);
glGetProgramiv(program, GL_VALIDATE_STATUS, &status); // --------------- READ MODEL FILES
objectData = malloc(numModels * sizeof(ObjectData));
for (int i = 0; i < numModels; i++) {
ObjectData objData = readObjFiles(models, 1);
if (!status) { glGenVertexArrays(1, &objData.vao);
printf("Error validating program: "); glGenBuffers(1, &objData.vbo);
GLchar infoLog[1024];
glGetProgramInfoLog(program, 1024, NULL, infoLog);
printf("%s",infoLog);
exit(1);
}
glBindVertexArray(objData.vao);
glBindBuffer(GL_ARRAY_BUFFER, objData.vbo);
glBufferData(GL_ARRAY_BUFFER, objData.numFaces * 3 * sizeof(Vertex), objData.vertices, GL_STATIC_DRAW);
// --------------- READ MODEL FILES glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)0);
glEnableVertexAttribArray(0);
objectData = readObjFiles(models, numModels); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(3 * sizeof(GLfloat)));
glEnableVertexAttribArray(1);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)(6 * sizeof(GLfloat)));
glEnableVertexAttribArray(2);
glBindVertexArray(0);
stbi_set_flip_vertically_on_load(flipFlag); objectData[i] = objData;
// -------------- READ TEXTURE FILES }
for (int i = 0; i < NUM_TEXTURES; i++) {
loadTexture(textureFiles[i], &textures[i]);
}
// ENABLE BACKFACE CULLING stbi_set_flip_vertically_on_load(flipFlag);
glFrontFace(GL_CCW); // -------------- READ TEXTURE FILES
glEnable(GL_CULL_FACE); for (int i = 0; i < NUM_TEXTURES; i++) {
loadTexture(textureFiles[i], &textures[i]);
}
// ENABLE DEPTH BUFFER // ENABLE BACKFACE CULLING
glEnable(GL_DEPTH_TEST); glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f); // ENABLE DEPTH BUFFER
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
} }
void updateStats() { void updateStats() {
printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate); printf("\rFPS: %.1f", framesSinceUpdate / timeSinceUpdate);
printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z); printf(" - Camera Position: [%f, %f, %f]", cameraPosition.x, cameraPosition.y, cameraPosition.z);
fflush(stdout); fflush(stdout);
} }
void draw(void) { void draw(void) {
// FPS Counter // FPS Counter
framesSinceUpdate++; framesSinceUpdate++;
double deltaTime = glfwGetTime(); double deltaTime = glfwGetTime();
timeSinceUpdate += deltaTime; timeSinceUpdate += deltaTime;
glfwSetTime(0.0f); glfwSetTime(0.0f);
if (timeSinceUpdate >= timeBetweenUpdates) { if (timeSinceUpdate >= timeBetweenUpdates) {
updateStats(); updateStats();
timeSinceUpdate = 0.0f; timeSinceUpdate = 0.0f;
framesSinceUpdate = 0; framesSinceUpdate = 0;
} }
// camera movement // camera movement
handleInputs(deltaTime); handleInputs(deltaTime);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(program); glUseProgram(program);
// step for rotations
// counts up to 1.0 and then resets back to 0.0 forever
step += deltaTime / 15;
if (step > 1.0f) step -= 1.0f;
if (step < 0.0f) step += 1.0f;
// step for rotations // step multiplied by pi * 2 for use in rotation and trig functions
// counts up to 1.0 and then resets back to 0.0 forever GLfloat stepi = step * pi * 2;
step += deltaTime / 15;
if (step > 1.0f) step -= 1.0f;
if (step < 0.0f) step += 1.0f;
// step multiplied by pi * 2 for use in rotation and trig functions // ------------- VIEWING TRANSFORMATION -------------------
GLfloat stepi = step * pi * 2; vec3 origin = {0.0f, 0.0f, 0.0f};
vec3 up = {0.0f, 1.0f, 0.0f};
mat4 viewingTransformation;
lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
// ------------- MODEL TRANSFORMATION --------------------- // -------------- PROJECTION TRANSFORMATION ----------------
// SCALE -> ROTATE -> TRANSLATE mat4 projectionTransformation;
GLfloat near = 0.1f;
GLfloat far = 20.0f;
perspectiveProjection(&projectionTransformation, near, far);
mat4 modelTransformation; // -------------- NORMALISATION TRANSFORMATION -------------
identity(&modelTransformation); mat4 normalisationTransformation;
GLfloat fovy = pi / 2;
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far);
rotateY(&modelTransformation, &modelTransformation, stepi * 2); mat4 projection;
rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi); identity(&projection);
multiply(&projection, &projectionTransformation, &projection);
multiply(&projection, &normalisationTransformation, &projection);
// ------------- VIEWING TRANSFORMATION ------------------- // ------------- DRAW EACH OBJECT SEPARATELY ----------------
vec3 origin = {0.0f, 0.0f, 0.0f}; for (int i = 0; i < numModels; i++) {
vec3 up = {0.0f, 1.0f, 0.0f}; // Reset model transformation for each object
mat4 modelTransformation;
identity(&modelTransformation);
mat4 viewingTransformation; // Apply object-specific transformations
lookAt(&viewingTransformation, &cameraPosition, &origin, &up); if (i == 0) {
// Example transformations for the first object
rotateY(&modelTransformation, &modelTransformation, stepi * 2);
} else if (i == 1) {
// Example transformations for the second object
rotateZ(&modelTransformation, &modelTransformation, -23.5f / 180 * pi);
} else if (i == 2) {
// Example transformations for the third object
rotateX(&modelTransformation, &modelTransformation, stepi);
} else if (i == 3) {
// Example transformations for the fourth object
translate(&modelTransformation, &modelTransformation, 1.0f, 0.0f, 0.0f);
}
mat4 modelView;
identity(&modelView);
multiply(&modelView, &modelTransformation, &modelView);
multiply(&modelView, &viewingTransformation, &modelView);
// calculate matrix for normals
mat3 normalModelView;
mat3From4(&normalModelView, &modelView);
mat3Inverse(&normalModelView, &normalModelView);
mat3Transpose(&normalModelView, &normalModelView);
// -------------- PROJECTION TRANSFORMATION ---------------- // send transformation matrix to shader
mat4 projectionTransformation; glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView);
GLfloat near = 0.1f; glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView);
GLfloat far = 20.0f; glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection);
perspectiveProjection(&projectionTransformation, near, far);
// SET MATERIAL DATA
glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
// SET LIGHT DATA
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
// -------------- NORMALISATION TRANSFORMATION ------------- // BIND TEXTURES
mat4 normalisationTransformation; GLuint textureLocation;
GLfloat fovy = pi / 2; textureLocation = glGetUniformLocation(program, "day");
normalisedDeviceCoordinatesFov(&normalisationTransformation, fovy, aspectRatio, near, far); glUniform1i(textureLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[DAY]);
textureLocation = glGetUniformLocation(program, "night");
glUniform1i(textureLocation, 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[NIGHT]);
mat4 modelView; textureLocation = glGetUniformLocation(program, "clouds");
identity(&modelView); glUniform1i(textureLocation, 2);
multiply(&modelView, &modelTransformation, &modelView); glActiveTexture(GL_TEXTURE2);
multiply(&modelView, &viewingTransformation, &modelView); glBindTexture(GL_TEXTURE_2D, textures[CLOUDS]);
mat4 projection; textureLocation = glGetUniformLocation(program, "ocean");
identity(&projection); glUniform1i(textureLocation, 3);
multiply(&projection, &projectionTransformation, &projection); glActiveTexture(GL_TEXTURE3);
multiply(&projection, &normalisationTransformation, &projection); glBindTexture(GL_TEXTURE_2D, textures[OCEAN]);
// calculate matrix for normals textureLocation = glGetUniformLocation(program, "normalMap");
mat3 normalModelView; glUniform1i(textureLocation, 4);
mat3From4(&normalModelView, &modelView); glActiveTexture(GL_TEXTURE4);
mat3Inverse(&normalModelView, &normalModelView); glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
mat3Transpose(&normalModelView, &normalModelView);
// send transformation matrix to shader // draw each object separately
glUniformMatrix4fv(glGetUniformLocation(program, "modelView"), 1, GL_FALSE, (GLfloat*)&modelView); glBindVertexArray(objectData[i].vao);
glUniformMatrix3fv(glGetUniformLocation(program, "normalModelView"), 1, GL_FALSE, (GLfloat*)&normalModelView); glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3);
glUniformMatrix4fv(glGetUniformLocation(program, "projection"), 1, GL_FALSE, (GLfloat*)&projection); }
//vec4 lightPosition = {cos(stepi) * 1000.0f, 0.0f, sin(stepi) * 1000.0f, 1.0f};
//multiplyAny((GLfloat *)&lightPosition, (GLfloat *)&viewingTransformation, (GLfloat *)&lightPosition, 4, 4, 1);
//glUniform3f(glGetUniformLocation(program, "lightPosition"), lightPosition.x, lightPosition.y, lightPosition.z);
// SET MATERIAL DATA
glUniform1f(glGetUniformLocation(program, "shininess"), 60.0f * 4.0f);
// SET LIGHT DATA
glUniform4f(glGetUniformLocation(program, "lightColor"), 1.0f, 1.0f, 1.0f, 1.0f);
glUniform4f(glGetUniformLocation(program, "ambientLight"), 0.05f, 0.05f, 0.05f, 1.0f);
// BIND TEXTURES
GLuint textureLocation;
textureLocation = glGetUniformLocation(program, "day");
glUniform1i(textureLocation, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[DAY]);
textureLocation = glGetUniformLocation(program, "night");
glUniform1i(textureLocation, 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[NIGHT]);
textureLocation = glGetUniformLocation(program, "clouds");
glUniform1i(textureLocation, 2);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textures[CLOUDS]);
textureLocation = glGetUniformLocation(program, "ocean");
glUniform1i(textureLocation, 3);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, textures[OCEAN]);
textureLocation = glGetUniformLocation(program, "normalMap");
glUniform1i(textureLocation, 4);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, textures[NORMAL]);
// draw!!1
for (int i = 0; i < numObj; i++)
{
glBindVertexArray(vao[i]);
glDrawArrays(GL_TRIANGLES, 0, objectData[i].numFaces * 3);
}
} }
// change viewport size and adjust aspect ratio when changing window size // change viewport size and adjust aspect ratio when changing window size
void framebuffer_size_callback(GLFWwindow *window, int width, int height) { void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
aspectRatio = (float)width / height; aspectRatio = (float)width / height;
} }
int main(int argc, char **argv) { int main(int argc, char **argv) {
// initialise window // initialise window
glfwInit(); glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL); window = glfwCreateWindow(700, 700, "Computergrafik 1", NULL, NULL);
if (!window) { if (!window) {
printf("Failed to create window\n"); printf("Failed to create window\n");
glfwTerminate(); glfwTerminate();
return -1; return -1;
} }
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glfwMakeContextCurrent(window);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); // disable framerate cap
glfwMakeContextCurrent(window); glfwSwapInterval(0);
// disable framerate cap // register keyboard event handler
glfwSwapInterval(0); glfwSetKeyCallback(window, keyboardHandler);
// register keyboard event handler // initialise glew
glfwSetKeyCallback(window, keyboardHandler); glewInit();
// initialise glew printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION));
glewInit();
printf("OpenGL version supported by this platform (%s):\n", glGetString(GL_VERSION)); init();
init(); // exit when window should close or exit is requested (ESC)
while (!glfwWindowShouldClose(window) && !exitRequested) {
draw();
// exit when window should close or exit is requested (ESC) glfwSwapBuffers(window);
while (!glfwWindowShouldClose(window) && !exitRequested) { glfwPollEvents();
draw(); }
glfwSwapBuffers(window); glfwTerminate();
glfwPollEvents();
}
glfwTerminate(); return 0;
}
return 0;
}

View File

@ -5,10 +5,11 @@
GLuint vao[2]; GLuint vao[2];
int numObj = 0; int numObj = 0;
typedef struct ObjectData typedef struct {
{ GLuint vao;
GLuint vbo;
int numFaces;
ParsedObjFile object; ParsedObjFile object;
int numFaces;
} ObjectData; } ObjectData;
void load_object(ParsedObjFile* object) { void load_object(ParsedObjFile* object) {
@ -86,7 +87,8 @@ ObjectData* readObjFiles(char** path, int numModels) {
for (int i = 0; i < numModels; ++i) { for (int i = 0; i < numModels; ++i) {
objects[i].object = readObjFile(path[i]); objects[i].object = readObjFile(path[i]);
objects[i].numFaces = objects[i].object.length; // Assuming .length gives the number of faces objects[i].numFaces = objects[i].object.length; // Assuming .length gives the number of faces
load_object(&objects[i].object); objects[i].vbo =
load_object(&objects[i].object);
} }
return objects; return objects;