use different variables to store the data. The aim is to handle even not triangulated mesh files.

At the moment there is a problem with the UV using the new method
This commit is contained in:
Anakin 2016-11-20 12:26:23 +01:00
parent 927ce1cd0a
commit 57df0a2e15
4 changed files with 80 additions and 29 deletions

View File

@ -24,8 +24,9 @@ struct Segment {
std::uint32_t textureIndex = 0; std::uint32_t textureIndex = 0;
float* vertex = nullptr; float* vertex = nullptr;
float* uv = nullptr; float* uv = nullptr;
std::uint32_t* mesh = nullptr; std::uint32_t* mesh = nullptr; // not used when using vector
std::uint32_t meshSize = 0; std::uint32_t meshSize = 0; //not used when using vector
std::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
}; };
struct Modl { struct Modl {

View File

@ -373,23 +373,6 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++) for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
{ {
/*if (!strcmp("SHDW", (*it)->name))
{
fsMesh.seekg((*it)->position);
/* shadow mesh geometry
long int - 4 - number of vertex positions
float[3][] - 12 each - vertex positions (XYZ)
long int - 4 - number of edges
short int[4][] - 8 each - edge the following 4 entries from one edge
> short int - 2 - vertex index of this edge, referes to the vertex list
> short int - 2 - Reference into an edge. Defines the target vertex (the local edge vertex of the referenced edge) to which the edge should be dran from the local vertex
> short int - 2 - Second reference into an edge. In all example .msh files I've seen this always refers to the same vertex as the first edge reference
> short int - 2 - MAX_VALUE of short integers (65535). Indicates the end of this edge
* /
continue;
}*/
if (!strcmp("MATI", (*it)->name)) if (!strcmp("MATI", (*it)->name))
{ {
fsMesh.seekg((*it)->position); fsMesh.seekg((*it)->position);
@ -418,7 +401,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
continue; continue;
} }
if (!strcmp("STRP", (*it)->name)) /*if (!strcmp("STRP", (*it)->name))
{ {
// jump to the data section and read the size; // jump to the data section and read the size;
fsMesh.seekg((*it)->position); fsMesh.seekg((*it)->position);
@ -452,15 +435,19 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
} }
continue; continue;
} }*/
///////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////
/////DEV ZONE /////DEV ZONE
if (!strcmp("STRP", (*it)->name)) if (!strcmp("STRP", (*it)->name))
{ {
// this needs to be a member // don't get null, bone, shadowMesh and hidden mesh indices
std::vector<std::vector<std::uint32_t>*> tempVector; if (dataDestination->type == null ||
dataDestination->type == bone ||
dataDestination->type == shadowMesh ||
dataDestination->renderFlags == 1)
continue;
// jump to the data section and read the size; // jump to the data section and read the size;
fsMesh.seekg((*it)->position); fsMesh.seekg((*it)->position);
@ -484,6 +471,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
tempPoly->push_back((std::uint32_t)tempValue); tempPoly->push_back((std::uint32_t)tempValue);
// new Polygon found
if (highBitCount == 2) if (highBitCount == 2)
{ {
// reset highBitCount // reset highBitCount
@ -493,7 +481,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
std::uint32_t saveData[2]; std::uint32_t saveData[2];
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
saveData[0] = tempPoly->back(); saveData[i] = tempPoly->back();
tempPoly->pop_back(); tempPoly->pop_back();
} }
@ -503,13 +491,17 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
newPointer->push_back(saveData[i]); newPointer->push_back(saveData[i]);
// save the old vector and set the pointer to the new one // save the old vector and set the pointer to the new one
tempVector.push_back(tempPoly); tempData->meshIndices.push_back(tempPoly);
tempPoly = newPointer; tempPoly = newPointer;
} // if high bit set } // if high bit set
} // for all values } // for all values
// save the last values (where no 2 high bits follow); // save the last values (where no 2 high bits follow);
tempVector.push_back(tempPoly); tempData->meshIndices.push_back(tempPoly);
// kick the first element, it's empty as a reason of the algo above;
tempData->meshIndices.erase(tempData->meshIndices.begin());
continue; continue;
} }

View File

@ -120,8 +120,17 @@ void OpenGLController::deleteVectors()
cursor->segmLst.pop_back(); cursor->segmLst.pop_back();
delete segmCuror->uv; delete segmCuror->uv;
delete segmCuror->mesh; delete segmCuror->mesh; // not used when using vector
delete segmCuror->vertex; delete segmCuror->vertex;
while (!segmCuror->meshIndices.empty())
{
std::vector<std::uint32_t>* meshCursor = segmCuror->meshIndices.back();
meshCursor->clear();
segmCuror->meshIndices.pop_back();
delete meshCursor;
}
delete segmCuror; delete segmCuror;
} }
@ -368,7 +377,7 @@ void OpenGLController::loadMsh(const char * path)
// collect vertex data of all models // collect vertex data of all models
std::vector<Vertex> tempBufferData; std::vector<Vertex> tempBufferData;
for (auto& modIt : vModels) /*for (auto& modIt : vModels)
{ {
// don't draw bones, nulls, shadow mesh and hidden things // don't draw bones, nulls, shadow mesh and hidden things
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1) if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
@ -397,7 +406,56 @@ void OpenGLController::loadMsh(const char * path)
tempBufferData.push_back(tempVertex); tempBufferData.push_back(tempVertex);
} }
} }
}*/
/////////////////////////////////////////////////////////////////////////////////////////
/////DEV ZONE
for (auto& modIt : vModels)
{
for (auto& segIt : modIt->segmLst)
{
for (auto& mshIt : segIt->meshIndices)
{
if (mshIt->size() == 3) // already triangulated
{
// for every edge of the polygon (in that case 3)
for (int i = 0; i < 3; i++)
{
Vertex tempVertex;
// every edge has 3 coordinates
for (int j = 0; j < 3; j++)
tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[i] * 3 + j];
// and 2 UV
if (segIt->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
{
for (int j = 0; j < 2; j++)
tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 3 + j];
}
tempBufferData.push_back(tempVertex);
}
}
else if (mshIt->size() > 3) // needs to be triangulated
{
//triangulate;
MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
}
else // this shouldn't happen (polygon with less then 3 vertex)
{
deleteVectors();
MessageBox(NULL, "You have polygons with less then 3 vertices!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
return;
}
}
}
} }
// think of delete the data from obj here. It's no longer needed
////////////////////////////////////////////////////////////////////////////////////////
// fill the buffer // fill the buffer
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);

View File

@ -17,7 +17,7 @@ int main(int argc, char** argv)
else else
scene = OpenGLController::getInstance(); scene = OpenGLController::getInstance();
scene->loadMsh("..\\Release\\Msh\\cluster.msh"); scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
do { do {
scene->updateScene(); scene->updateScene();