Files
escape-the-dawn/Escape-the-Dawn/Model.cpp
T
2014-03-12 21:40:19 +01:00

252 lines
7.0 KiB
C++

#include "Model.h"
Model::Model(const char* path)
{
Loadobj(path, Vertices, Normals, TextureCoords);
CreateBuffers(Vertices, Normals, TextureCoords);
}
Model::Model(OBJ &obj)
{
OBJ::MaterialInfo* currentMaterial = nullptr;
TextureGroup* currentTexGroup = nullptr;
int index = 0;
for (auto face : obj.Faces) {
if (face.Material == nullptr) {
LOG_ERROR("Missing material for .obj file \"%s\"", obj.Path().string().c_str());
return;
}
// New material
if (face.Material != currentMaterial) {
currentMaterial = face.Material;
// Load texture
std::shared_ptr<Texture> texture = std::make_shared<Texture>(currentMaterial->TextureFile);
// TODO: Load material parameters
// Create new texture group (start index of new group is upcoming index)
TextureGroup texGroup = { texture, index, index };
TextureGroups.push_back(texGroup);
currentTexGroup = &TextureGroups.back();
}
// Face definitions
for (auto faceDef : face.Definitions) {
glm::vec3 vertex;
std::tie(vertex.x, vertex.y, vertex.z) = obj.Vertices.at(faceDef.VertexIndex - 1);
Vertices.push_back(vertex);
if (faceDef.NormalIndex != 0) {
glm::vec3 normal;
std::tie(normal.x, normal.y, normal.z) = obj.Normals.at(faceDef.NormalIndex - 1);
Normals.push_back(normal);
}
if (faceDef.TextureCoordIndex != 0) {
glm::vec2 texCoord;
// TODO: W-coord?
std::tie(texCoord.x, texCoord.y, std::ignore) = obj.TextureCoords.at(faceDef.TextureCoordIndex - 1);
TextureCoords.push_back(texCoord);
}
currentTexGroup->EndIndex = index;
index++;
}
}
if (Vertices.size() > 0) {
CreateBuffers(Vertices, Normals, TextureCoords);
}
}
bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, std::vector <glm::vec3> &out_normals, std::vector <glm::vec2> & out_TextureCoords)
{
std::vector< unsigned int > vertexIndices, TextureCoordIndices, normalIndices;
std::vector< glm::vec3 > temp_vertices;
std::vector< glm::vec2 > temp_TextureCoords;
std::vector< glm::vec3 > temp_normals;
FILE * file = fopen(path, "r");
LOG_INFO("Loading .obj file");
if( file == NULL )
{
LOG_INFO("Load .obj file: failed");
return false;
}
char lineHeader[512];
while(true)
{
//read the first word of the line
int res = fscanf(file, "%s", lineHeader);
if( res == EOF ) // EOF - End Of File
{
for( unsigned int i = 0; i < vertexIndices.size(); i++ )
{
unsigned int vertexIndex = vertexIndices[i];
glm::vec3 vertex = temp_vertices[ vertexIndex-1];
out_vertices.push_back(vertex);
}
for( unsigned int i = 0; i < TextureCoordIndices.size(); i++ )
{
unsigned int TextureCoordIndex = TextureCoordIndices[i];
glm::vec2 TextureCoord = temp_TextureCoords[ TextureCoordIndex-1];
out_TextureCoords.push_back(TextureCoord);
}
for( unsigned int i = 0; i < normalIndices.size(); i++ )
{
unsigned int normalIndex = normalIndices[i];
glm::vec3 normal = temp_normals[ normalIndex-1];
out_normals.push_back(normal);
}
LOG_INFO("Model Loaded\n");
break;
}
if( strcmp( lineHeader, "v" ) == 0 ) // vertex
{
glm::vec3 vertex;
fscanf(file, "%f %f %f\n", &vertex.x, &vertex.y, &vertex.z);
temp_vertices.push_back(vertex);
}
else if ( strcmp( lineHeader, "vt" ) == 0 ) // texture coordinate
{
glm::vec2 TextureCoord;
fscanf(file, "%f %f\n", &TextureCoord.x, &TextureCoord.y );
temp_TextureCoords.push_back(TextureCoord);
}
else if( strcmp( lineHeader, "vn" ) == 0 ) // normal
{
glm::vec3 normal;
fscanf(file, "%f %f %f\n", &normal.x, &normal.y, &normal.z );
temp_normals.push_back(normal);
}
else if( strcmp( lineHeader, "f" ) == 0)
{
unsigned int vertexIndex[3], TextureCoordIndex[3], normalIndex[3];
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n", &vertexIndex[0], &TextureCoordIndex[0], &normalIndex[0], &vertexIndex[1], &TextureCoordIndex[1], &normalIndex[1],&vertexIndex[2], &TextureCoordIndex[2], &normalIndex[2]);
if(matches != 9)
{
printf("File can't be read, try exporting with other options\n");
return false;
}
vertexIndices.push_back(vertexIndex[0]);
vertexIndices.push_back(vertexIndex[1]);
vertexIndices.push_back(vertexIndex[2]);
TextureCoordIndices.push_back(TextureCoordIndex[0]);
TextureCoordIndices.push_back(TextureCoordIndex[1]);
TextureCoordIndices.push_back(TextureCoordIndex[2]);
normalIndices.push_back(normalIndex[0]);
normalIndices.push_back(normalIndex[1]);
normalIndices.push_back(normalIndex[2]);
}
else if ( strcmp( lineHeader, "mtllib" ) == 0 )
{
char fileName[512];
fscanf(file, "%s\n", &fileName);
FILE * mtlfile = fopen(fileName, "r");
LOG_INFO("Loading .mtl file");
if( mtlfile == NULL )
{
LOG_INFO("Load .mtl file: failed");
return false;
}
char mtllineHeader[512];
//read the first word of the line
while (true)
{
int mtlres = fscanf(mtlfile, "%s", mtllineHeader);
if( mtlres == EOF ) // EOF - End Of File
{
break;
}
else if ( strcmp( mtllineHeader, "map_Kd" ) == 0 )
{
char textureFileName[512];
fscanf(mtlfile, "%s", textureFileName);
texture.push_back(std::make_shared<Texture>(textureFileName));
LOG_INFO("Texture Loaded\n");
}
}
}
}
return true;
}
void Model::CreateBuffers( std::vector<glm::vec3> vertices, std::vector<glm::vec3> normals, std::vector<glm::vec2>textureCoords)
{
LOG_INFO("Generating VertexBuffer");
glGenBuffers(1, &VertexBuffer);
if (vertices.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), &vertices[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, VertexBuffer");
} else {
LOG_WARNING("Created empty vertex buffer!");
}
LOG_INFO("Generating NormalBuffer");
glGenBuffers(1, &NormalBuffer);
if (normals.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), &normals[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, NormalBuffer");
} else {
LOG_WARNING("Created empty normal buffer!");
}
LOG_INFO("Generating textureCoordBuffer");
glGenBuffers(1, &TextureCoordBuffer);
if (textureCoords.size() > 0) {
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glBufferData(GL_ARRAY_BUFFER, textureCoords.size() * sizeof(glm::vec2), &textureCoords[0], GL_STATIC_DRAW);
GLERROR("GLEW: BufferFail, TextureCoordBuffer");
} else {
LOG_WARNING("Created empty texture coordinate buffer!");
}
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
GLERROR("GLEW: BufferFail4");
glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
GLERROR("GLEW: BufferFail5");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
GLERROR("GLEW: BufferFail5");
}