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
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@ -24,8 +24,9 @@ struct Segment {
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std::uint32_t textureIndex = 0;
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float* vertex = nullptr;
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float* uv = nullptr;
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std::uint32_t* mesh = nullptr;
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std::uint32_t meshSize = 0;
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std::uint32_t* mesh = nullptr; // not used when using vector
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std::uint32_t meshSize = 0; //not used when using vector
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std::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
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};
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struct Modl {
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@ -373,23 +373,6 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
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{
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/*if (!strcmp("SHDW", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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/* shadow mesh geometry
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long int - 4 - number of vertex positions
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float[3][] - 12 each - vertex positions (XYZ)
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long int - 4 - number of edges
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short int[4][] - 8 each - edge the following 4 entries from one edge
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> short int - 2 - vertex index of this edge, referes to the vertex list
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> 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
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> 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
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> short int - 2 - MAX_VALUE of short integers (65535). Indicates the end of this edge
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* /
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continue;
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}*/
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if (!strcmp("MATI", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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@ -418,7 +401,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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}
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if (!strcmp("STRP", (*it)->name))
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/*if (!strcmp("STRP", (*it)->name))
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{
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// jump to the data section and read the size;
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fsMesh.seekg((*it)->position);
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@ -452,15 +435,19 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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}
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continue;
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}
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}*/
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/////////////////////////////////////////////////////////////////////////////////////////
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/////DEV ZONE
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if (!strcmp("STRP", (*it)->name))
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{
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// this needs to be a member
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std::vector<std::vector<std::uint32_t>*> tempVector;
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// don't get null, bone, shadowMesh and hidden mesh indices
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if (dataDestination->type == null ||
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dataDestination->type == bone ||
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dataDestination->type == shadowMesh ||
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dataDestination->renderFlags == 1)
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continue;
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// jump to the data section and read the size;
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fsMesh.seekg((*it)->position);
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@ -484,6 +471,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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tempPoly->push_back((std::uint32_t)tempValue);
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// new Polygon found
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if (highBitCount == 2)
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{
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// reset highBitCount
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@ -493,7 +481,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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std::uint32_t saveData[2];
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for (int i = 0; i < 2; i++)
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{
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saveData[0] = tempPoly->back();
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saveData[i] = tempPoly->back();
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tempPoly->pop_back();
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}
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@ -503,13 +491,17 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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newPointer->push_back(saveData[i]);
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// save the old vector and set the pointer to the new one
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tempVector.push_back(tempPoly);
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tempData->meshIndices.push_back(tempPoly);
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tempPoly = newPointer;
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} // if high bit set
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} // for all values
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// save the last values (where no 2 high bits follow);
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tempVector.push_back(tempPoly);
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tempData->meshIndices.push_back(tempPoly);
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// kick the first element, it's empty as a reason of the algo above;
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tempData->meshIndices.erase(tempData->meshIndices.begin());
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continue;
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}
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@ -120,8 +120,17 @@ void OpenGLController::deleteVectors()
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cursor->segmLst.pop_back();
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delete segmCuror->uv;
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delete segmCuror->mesh;
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delete segmCuror->mesh; // not used when using vector
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delete segmCuror->vertex;
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while (!segmCuror->meshIndices.empty())
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{
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std::vector<std::uint32_t>* meshCursor = segmCuror->meshIndices.back();
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meshCursor->clear();
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segmCuror->meshIndices.pop_back();
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delete meshCursor;
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}
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delete segmCuror;
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}
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@ -368,7 +377,7 @@ void OpenGLController::loadMsh(const char * path)
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// collect vertex data of all models
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std::vector<Vertex> tempBufferData;
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for (auto& modIt : vModels)
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/*for (auto& modIt : vModels)
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{
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// don't draw bones, nulls, shadow mesh and hidden things
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if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
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@ -397,7 +406,56 @@ void OpenGLController::loadMsh(const char * path)
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tempBufferData.push_back(tempVertex);
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}
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}
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}*/
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/////////////////////////////////////////////////////////////////////////////////////////
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/////DEV ZONE
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for (auto& modIt : vModels)
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{
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for (auto& segIt : modIt->segmLst)
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{
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for (auto& mshIt : segIt->meshIndices)
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{
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if (mshIt->size() == 3) // already triangulated
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{
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// for every edge of the polygon (in that case 3)
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for (int i = 0; i < 3; i++)
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{
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Vertex tempVertex;
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// every edge has 3 coordinates
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for (int j = 0; j < 3; j++)
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tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[i] * 3 + j];
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// and 2 UV
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if (segIt->uv == NULL)
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{
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tempVertex.uv[0] = 1.0;
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tempVertex.uv[1] = 1.0;
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}
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else
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{
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for (int j = 0; j < 2; j++)
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tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 3 + j];
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}
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tempBufferData.push_back(tempVertex);
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}
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}
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else if (mshIt->size() > 3) // needs to be triangulated
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{
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//triangulate;
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MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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}
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else // this shouldn't happen (polygon with less then 3 vertex)
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{
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deleteVectors();
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MessageBox(NULL, "You have polygons with less then 3 vertices!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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return;
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}
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}
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}
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}
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// think of delete the data from obj here. It's no longer needed
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////////////////////////////////////////////////////////////////////////////////////////
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// fill the buffer
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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@ -17,7 +17,7 @@ int main(int argc, char** argv)
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else
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scene = OpenGLController::getInstance();
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scene->loadMsh("..\\Release\\Msh\\cluster.msh");
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scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
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do {
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scene->updateScene();
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