draw all triangles instead of the first 12,
added todo section to the README.md, clean up code
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@ -39,8 +39,8 @@ struct Modl {
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std::string texture;
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float* vertex;
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float* uv;
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std::uint32_t meshSize;
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std::uint32_t* mesh;
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std::uint32_t meshSize;
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};
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@ -73,6 +73,7 @@ private:
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public:
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std::vector<GLfloat> getVertex() const;
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std::vector<GLfloat> getUV() const;
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std::list<std::uint32_t> getSize() const;
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std::list<std::string> getTexture() const;
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};
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@ -49,6 +49,7 @@ private:
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// data
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std::vector<GLfloat> vfVertices;
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std::vector<GLfloat> vfUV;
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std::uint32_t ui32MeshSize;
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// transformation ===============
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//values
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@ -124,9 +124,6 @@ void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos sta
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}
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} while (true);
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std::cout << "got all chunks, totaly found: " << destination.size() << std::endl;
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}
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void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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@ -180,7 +177,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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if (!strcmp("MODL", (*it)->name))
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{
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Modl* tempModl = new Modl;
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setModlDefault(tempModl);
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@ -313,12 +309,10 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
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continue;
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}
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}
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}
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void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
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{
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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("SEGM", (*it)->name))
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@ -359,14 +353,13 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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}
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}
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}
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void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
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{
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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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/*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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@ -379,9 +372,9 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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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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* /
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continue;
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}
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}*/
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if (!strcmp("MATI", (*it)->name))
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{
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@ -404,14 +397,14 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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}
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if (!strcmp("NRML", (*it)->name))
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/*if (!strcmp("NRML", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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// List of normals
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// long int - 4 - number of normal vectores stored in this list
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// float[3][] - 12 each - UVW vector for each vertex
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continue;
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}
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}*/
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if (!strcmp("UV0L", (*it)->name))
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{
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@ -494,7 +487,6 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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}
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}
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}
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void Object::readVertex(Modl* dataDestination, std::streampos position)
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@ -571,6 +563,16 @@ std::vector<GLfloat> Object::getUV() const
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return tempData;
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}
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std::list<std::uint32_t> Object::getSize() const
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{
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std::list<std::uint32_t> tempData;
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for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
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tempData.push_back((*it)->meshSize);
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return tempData;
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}
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std::list<std::string> Object::getTexture() const
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{
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std::list<std::string> tempData;
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@ -247,7 +247,7 @@ void OpenGLController::updateScene()
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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//draw objects
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glDrawArrays(GL_TRIANGLES, 0, 12 * 3);
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glDrawArrays(GL_TRIANGLES, 0, ui32MeshSize * 3);
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//close attributes
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glDisableVertexAttribArray(0);
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@ -288,6 +288,7 @@ void OpenGLController::loadMsh(const char * path)
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vfVertices = obj.getVertex();
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vfUV = obj.getUV();
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listTextures = obj.getTexture();
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ui32MeshSize = obj.getSize().front();
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}
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catch (std::invalid_argument e)
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{
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19
README.md
19
README.md
@ -10,4 +10,21 @@ So far it is just me. If you wanna help me, let me know :D
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### Licence
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Feel free to use my code the way you like. But remember i used some public libraries. Make sure you read their
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licence, too.
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licence, too.
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### To Do
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- sphere isn't displayed correctly,
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- bones are not triangulated,
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- nulls are not triangulated,
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- crash when loading trooper,
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- display cloth testing
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- integrate into a software:
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-> gui open file ( + drag and drop),
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-> list all msh under a directory,
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-> display shadows,
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-> display colisions,
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-> lights,
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-> handle render flags,
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- draw more then one model,
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- use different textures for one or multiple models,
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- take a look at destruction
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BIN
Release/Msh/sphere.msh
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BIN
Release/Msh/sphere.msh
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