faster method for texture handling
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0f379ba04a
commit
806024f4f9
@ -21,7 +21,7 @@ struct ChunkHeader {
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};
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struct Segment {
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std::string texture = "";
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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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@ -65,5 +65,6 @@ private:
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public:
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std::vector<Modl*> getModels() const;
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std::vector<std::string> getTextureList() const;
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};
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@ -393,15 +393,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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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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std::uint32_t tempIndex;
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fsMesh.read(reinterpret_cast<char*>(&tempIndex), sizeof(tempIndex));
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if (vTextures.size() <= tempIndex)
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{
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std::cout << "warning texture index <" << tempIndex << "> unknown" << std::endl;
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tempData->texture = "";
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continue;
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}
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tempData->texture = vTextures[tempIndex];
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fsMesh.read(reinterpret_cast<char*>(&tempData->textureIndex), sizeof(tempData->textureIndex));
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continue;
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}
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@ -471,7 +463,25 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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char* buffer = new char[(*it)->size];
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*buffer = { 0 };
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fsMesh.read(buffer, (*it)->size);
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tempData->texture = buffer;
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bool tempFound(false);
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for (unsigned int index = 0; index < vTextures.size(); index++)
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{
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if (!strcmp(buffer, vTextures[index].c_str()))
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{
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tempData->textureIndex = index;
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tempFound = true;
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break;
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}
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}
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if (!tempFound)
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{
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vTextures.push_back(std::string(buffer));
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tempData->textureIndex = vTextures.size() - 1;
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}
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delete buffer;
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continue;
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}
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@ -540,6 +550,11 @@ std::vector<Modl*> Object::getModels() const
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return vModls;
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}
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std::vector<std::string> Object::getTextureList() const
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{
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return vTextures;
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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@ -302,7 +302,6 @@ void OpenGLController::updateScene()
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glUniform1i(gluiSamplerID, 0);
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int instanceOffset(0);
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int textureIndex(0);
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for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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{
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@ -316,16 +315,18 @@ void OpenGLController::updateScene()
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for (auto& segIt : vModels[modelIndex]->segmLst)
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{
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// give texture to the shader
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std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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vTextures[textureIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[textureIndex]->width,
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vTextures[textureIndex]->height,
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vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[tempTexIndex]->width,
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vTextures[tempTexIndex]->height,
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0,
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vTextures[textureIndex]->alpha ? GL_BGRA : GL_BGR,
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vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[textureIndex]->data->data()
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vTextures[tempTexIndex]->data->data()
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);
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glGenerateMipmap(GL_TEXTURE_2D);
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@ -335,9 +336,8 @@ void OpenGLController::updateScene()
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshSize);
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// recalulate counter
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// increase the offset
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instanceOffset += segIt->meshSize;
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textureIndex++;
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}
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}
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@ -350,11 +350,14 @@ void OpenGLController::loadMsh(const char * path)
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// clean up old stuff first
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deleteVectors();
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std::vector<std::string> tempTexList;
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// get all models
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try
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{
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Object obj(path);
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vModels = obj.getModels();
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tempTexList = obj.getTextureList();
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}
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catch (std::invalid_argument e)
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{
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@ -407,42 +410,46 @@ void OpenGLController::loadMsh(const char * path)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// get textures
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for (auto& modIt : vModels)
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// get textures path
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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// load all textures;
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for (auto& texIt : tempTexList)
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{
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// we don't need textures from null, bones, shadowMesh and hidden things, since they are not displayed
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if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
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continue;
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for (auto& segIt : modIt->segmLst)
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textureData* tempData = new textureData;
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try
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{
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textureData* tempData = new textureData;
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try
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{
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if (segIt->texture == "")
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throw std::invalid_argument("no texture name");
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TextureTGA tempTex(std::string(tempPath + texIt).c_str());
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + segIt->texture).c_str());
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tempData->alpha = tempTex.hasAlpha();
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tempData->width = tempTex.getWidth();
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tempData->height = tempTex.getHeight();
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tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 0, 0, 255, 255 };
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tempData->alpha = true;
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tempData->width = 1;
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tempData->height = 1;
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tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
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}
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vTextures.push_back(tempData);
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tempData->alpha = tempTex.hasAlpha();
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tempData->width = tempTex.getWidth();
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tempData->height = tempTex.getHeight();
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tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 0, 0, 255, 255 };
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tempData->alpha = true;
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tempData->width = 1;
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tempData->height = 1;
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tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
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}
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vTextures.push_back(tempData);
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}
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// add a solid default color at the end (maybe there is an invalid index later)
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textureData* tempData = new textureData;
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GLubyte solidColor[4] = { 0, 0, 255, 255 };
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tempData->alpha = true;
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tempData->width = 1;
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tempData->height = 1;
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tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
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vTextures.push_back(tempData);
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tempTexList.clear();
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}
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