handle clustered models
This commit is contained in:
parent
bbe657d030
commit
8929717c9f
@ -20,17 +20,21 @@ struct ChunkHeader {
|
||||
std::streampos position;
|
||||
};
|
||||
|
||||
struct Segment {
|
||||
std::string texture = "";
|
||||
float* vertex = nullptr;
|
||||
float* uv = nullptr;
|
||||
std::uint32_t* mesh = nullptr;
|
||||
std::uint32_t meshSize = 0;
|
||||
};
|
||||
|
||||
struct Modl {
|
||||
std::string name = "";
|
||||
std::string parent = "";
|
||||
Mtyp type = null;
|
||||
std::int32_t renderFlags = -1;
|
||||
glm::mat4 m4x4Translation = glm::mat4(1.0f);
|
||||
std::string texture = "";
|
||||
float* vertex = nullptr;
|
||||
float* uv = nullptr;
|
||||
std::uint32_t* mesh = nullptr;
|
||||
std::uint32_t meshSize = 0;
|
||||
std::vector<Segment*> segmLst;
|
||||
};
|
||||
|
||||
|
||||
@ -55,8 +59,8 @@ private:
|
||||
void analyseGeomChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
|
||||
void analyseSegmChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
|
||||
void analyseClthChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
|
||||
void readVertex(Modl* dataDestination, std::streampos position);
|
||||
void readUV(Modl* dataDestination, std::streampos position);
|
||||
void readVertex(Segment* dataDestination, std::streampos position);
|
||||
void readUV(Segment* dataDestination, std::streampos position);
|
||||
|
||||
|
||||
public:
|
||||
|
@ -369,6 +369,8 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
|
||||
void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
|
||||
{
|
||||
Segment* tempData = new Segment;
|
||||
|
||||
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
|
||||
{
|
||||
/*if (!strcmp("SHDW", (*it)->name))
|
||||
@ -396,16 +398,16 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
if (vTextures.size() <= tempIndex)
|
||||
{
|
||||
std::cout << "warning texture index <" << tempIndex << "> unknown" << std::endl;
|
||||
dataDestination->texture = "";
|
||||
tempData->texture = "";
|
||||
continue;
|
||||
}
|
||||
dataDestination->texture = vTextures[tempIndex];
|
||||
tempData->texture = vTextures[tempIndex];
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!strcmp("POSL", (*it)->name))
|
||||
{
|
||||
readVertex(dataDestination, (*it)->position);
|
||||
readVertex(tempData, (*it)->position);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -420,7 +422,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
|
||||
if (!strcmp("UV0L", (*it)->name))
|
||||
{
|
||||
readUV(dataDestination, (*it)->position);
|
||||
readUV(tempData, (*it)->position);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -429,11 +431,11 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
fsMesh.seekg((*it)->position);
|
||||
|
||||
fsMesh.seekg((*it)->position);
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
|
||||
|
||||
dataDestination->mesh = new std::uint32_t[dataDestination->meshSize];
|
||||
tempData->mesh = new std::uint32_t[tempData->meshSize];
|
||||
|
||||
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
|
||||
for (unsigned int i = 0; i < tempData->meshSize; i += 3)
|
||||
{
|
||||
std::uint16_t tempValue[3];
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempValue[0]), sizeof(std::uint16_t));
|
||||
@ -446,18 +448,21 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
tempValue[0] = (std::uint16_t(tempValue[0] << 1) >> 1);
|
||||
tempValue[1] = (std::uint16_t(tempValue[1] << 1) >> 1);
|
||||
|
||||
dataDestination->mesh[i] = (std::uint32_t)tempValue[0];
|
||||
dataDestination->mesh[i + 1] = (std::uint32_t)tempValue[1];
|
||||
dataDestination->mesh[i + 2] = (std::uint32_t)tempValue[2];
|
||||
tempData->mesh[i] = (std::uint32_t)tempValue[0];
|
||||
tempData->mesh[i + 1] = (std::uint32_t)tempValue[1];
|
||||
tempData->mesh[i + 2] = (std::uint32_t)tempValue[2];
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
dataDestination->segmLst.push_back(tempData);
|
||||
}
|
||||
|
||||
void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
|
||||
{
|
||||
Segment* tempData = new Segment;
|
||||
|
||||
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
|
||||
{
|
||||
if (!strcmp("CTEX", (*it)->name))
|
||||
@ -466,42 +471,43 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
|
||||
char* buffer = new char[(*it)->size];
|
||||
*buffer = { 0 };
|
||||
fsMesh.read(buffer, (*it)->size);
|
||||
dataDestination->texture = buffer;
|
||||
tempData->texture = buffer;
|
||||
delete buffer;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!strcmp("CPOS", (*it)->name))
|
||||
{
|
||||
readVertex(dataDestination, (*it)->position);
|
||||
readVertex(tempData, (*it)->position);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!strcmp("CUV0", (*it)->name))
|
||||
{
|
||||
readUV(dataDestination, (*it)->position);
|
||||
readUV(tempData, (*it)->position);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!strcmp("CMSH", (*it)->name))
|
||||
{
|
||||
fsMesh.seekg((*it)->position);
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
|
||||
|
||||
dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
|
||||
tempData->mesh = new std::uint32_t[tempData->meshSize * 3];
|
||||
|
||||
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
|
||||
for (unsigned int i = 0; i < tempData->meshSize; i += 3)
|
||||
{
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i]), sizeof(std::uint32_t));
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 1]), sizeof(std::uint32_t));
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 2]), sizeof(std::uint32_t));
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i]), sizeof(std::uint32_t));
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i + 1]), sizeof(std::uint32_t));
|
||||
fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i + 2]), sizeof(std::uint32_t));
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
dataDestination->segmLst.push_back(tempData);
|
||||
}
|
||||
|
||||
void Object::readVertex(Modl* dataDestination, std::streampos position)
|
||||
void Object::readVertex(Segment* dataDestination, std::streampos position)
|
||||
{
|
||||
std::uint32_t tempSize;
|
||||
fsMesh.seekg(position);
|
||||
@ -513,7 +519,7 @@ void Object::readVertex(Modl* dataDestination, std::streampos position)
|
||||
fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
|
||||
}
|
||||
|
||||
void Object::readUV(Modl* dataDestination, std::streampos position)
|
||||
void Object::readUV(Segment* dataDestination, std::streampos position)
|
||||
{
|
||||
std::uint32_t tempSize;
|
||||
fsMesh.seekg(position);
|
||||
|
@ -114,9 +114,17 @@ void OpenGLController::deleteVectors()
|
||||
Modl* cursor = vModels.back();
|
||||
vModels.pop_back();
|
||||
|
||||
delete cursor->uv;
|
||||
delete cursor->mesh;
|
||||
delete cursor->vertex;
|
||||
while (!cursor->segmLst.empty())
|
||||
{
|
||||
Segment* segmCuror = cursor->segmLst.back();
|
||||
cursor->segmLst.pop_back();
|
||||
|
||||
delete segmCuror->uv;
|
||||
delete segmCuror->mesh;
|
||||
delete segmCuror->vertex;
|
||||
delete segmCuror;
|
||||
}
|
||||
|
||||
delete cursor;
|
||||
}
|
||||
|
||||
@ -294,29 +302,36 @@ void OpenGLController::updateScene()
|
||||
glUniform1i(gluiSamplerID, 0);
|
||||
|
||||
int instanceOffset(0);
|
||||
int textureIndex(0);
|
||||
|
||||
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
|
||||
{
|
||||
// give texture to the shader
|
||||
glTexImage2D(GL_TEXTURE_2D,
|
||||
0,
|
||||
vTextures[modelIndex]->alpha ? GL_RGBA : GL_RGB,
|
||||
vTextures[modelIndex]->width,
|
||||
vTextures[modelIndex]->height,
|
||||
0,
|
||||
vTextures[modelIndex]->alpha ? GL_BGRA : GL_BGR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
vTextures[modelIndex]->data->data()
|
||||
);
|
||||
for (auto& segIt : vModels[modelIndex]->segmLst)
|
||||
{
|
||||
// give texture to the shader
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
vTextures[textureIndex]->alpha ? GL_RGBA : GL_RGB,
|
||||
vTextures[textureIndex]->width,
|
||||
vTextures[textureIndex]->height,
|
||||
0,
|
||||
vTextures[textureIndex]->alpha ? GL_BGRA : GL_BGR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
vTextures[textureIndex]->data->data()
|
||||
);
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshSize);
|
||||
|
||||
instanceOffset += vModels[modelIndex]->meshSize;
|
||||
// recalulate counter
|
||||
instanceOffset += segIt->meshSize;
|
||||
textureIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(pWindow);
|
||||
@ -343,27 +358,30 @@ void OpenGLController::loadMsh(const char * path)
|
||||
// collect vertex data of all models
|
||||
std::vector<Vertex> tempBufferData;
|
||||
|
||||
for (auto& it : vModels)
|
||||
for (auto& modIt : vModels)
|
||||
{
|
||||
for (unsigned int i = 0; i < it->meshSize; i++)
|
||||
for (auto& segIt : modIt->segmLst)
|
||||
{
|
||||
Vertex tempVertex;
|
||||
tempVertex.position[0] = (GLfloat)it->vertex[it->mesh[i] * 3];
|
||||
tempVertex.position[1] = (GLfloat)it->vertex[it->mesh[i] * 3 + 1];
|
||||
tempVertex.position[2] = (GLfloat)it->vertex[it->mesh[i] * 3 + 2];
|
||||
|
||||
if (it->uv == NULL)
|
||||
for (unsigned int i = 0; i < segIt->meshSize; i++)
|
||||
{
|
||||
tempVertex.uv[0] = 1.0;
|
||||
tempVertex.uv[1] = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
tempVertex.uv[0] = (GLfloat)it->uv[it->mesh[i] * 2];
|
||||
tempVertex.uv[1] = (GLfloat)it->uv[it->mesh[i] * 2 + 1];
|
||||
}
|
||||
Vertex tempVertex;
|
||||
tempVertex.position[0] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3];
|
||||
tempVertex.position[1] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 1];
|
||||
tempVertex.position[2] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 2];
|
||||
|
||||
tempBufferData.push_back(tempVertex);
|
||||
if (segIt->uv == NULL)
|
||||
{
|
||||
tempVertex.uv[0] = 1.0;
|
||||
tempVertex.uv[1] = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
tempVertex.uv[0] = (GLfloat)segIt->uv[segIt->mesh[i] * 2];
|
||||
tempVertex.uv[1] = (GLfloat)segIt->uv[segIt->mesh[i] * 2 + 1];
|
||||
}
|
||||
|
||||
tempBufferData.push_back(tempVertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -379,35 +397,38 @@ void OpenGLController::loadMsh(const char * path)
|
||||
|
||||
|
||||
// get textures
|
||||
for (auto& it : vModels)
|
||||
for (auto& modIt : vModels)
|
||||
{
|
||||
textureData* tempData = new textureData;
|
||||
try
|
||||
for (auto& segIt : modIt->segmLst)
|
||||
{
|
||||
if (it->texture == "")
|
||||
throw std::invalid_argument("no texture name");
|
||||
textureData* tempData = new textureData;
|
||||
try
|
||||
{
|
||||
if (segIt->texture == "")
|
||||
throw std::invalid_argument("no texture name");
|
||||
|
||||
std::string tempPath = path;
|
||||
std::string tempPath = path;
|
||||
|
||||
while (tempPath.back() != '/' && tempPath.back() != '\\')
|
||||
tempPath.pop_back();
|
||||
while (tempPath.back() != '/' && tempPath.back() != '\\')
|
||||
tempPath.pop_back();
|
||||
|
||||
TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
|
||||
TextureTGA tempTex(std::string(tempPath + segIt->texture).c_str());
|
||||
|
||||
tempData->alpha = tempTex.hasAlpha();
|
||||
tempData->width = tempTex.getWidth();
|
||||
tempData->height = tempTex.getHeight();
|
||||
tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
|
||||
tempData->alpha = tempTex.hasAlpha();
|
||||
tempData->width = tempTex.getWidth();
|
||||
tempData->height = tempTex.getHeight();
|
||||
tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
|
||||
}
|
||||
catch (std::invalid_argument e)
|
||||
{
|
||||
GLubyte solidColor[4] = { 0, 0, 255, 255 };
|
||||
tempData->alpha = true;
|
||||
tempData->width = 1;
|
||||
tempData->height = 1;
|
||||
tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
|
||||
}
|
||||
|
||||
vTextures.push_back(tempData);
|
||||
}
|
||||
catch (std::invalid_argument e)
|
||||
{
|
||||
GLubyte solidColor[4] = { 0, 0, 255, 255 };
|
||||
tempData->alpha = true;
|
||||
tempData->width = 1;
|
||||
tempData->height = 1;
|
||||
tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
|
||||
}
|
||||
|
||||
vTextures.push_back(tempData);
|
||||
}
|
||||
}
|
||||
|
@ -17,7 +17,7 @@ int main(int argc, char** argv)
|
||||
else
|
||||
scene = OpenGLController::getInstance();
|
||||
|
||||
scene->loadMsh("..\\Release\\Msh\\structured.msh");
|
||||
scene->loadMsh("..\\Release\\Msh\\cluster.msh");
|
||||
|
||||
do {
|
||||
scene->updateScene();
|
||||
|
10
README.md
10
README.md
@ -13,11 +13,11 @@ Feel free to use my code the way you like. But remember i used some public libra
|
||||
licence, too.
|
||||
|
||||
### To Do
|
||||
- crashing sometimes - no idea why,
|
||||
- cluster seam to use wrong textures
|
||||
- cloth testing
|
||||
- colisions are displayed (dont touch hiden things)
|
||||
- bones are not triangulated,
|
||||
- nulls are not triangulated,
|
||||
- crash when loading trooper,
|
||||
- display cloth testing
|
||||
- integrate into a software:
|
||||
-> gui open file ( + drag and drop),
|
||||
-> list all msh under a directory,
|
||||
@ -25,6 +25,4 @@ licence, too.
|
||||
-> display colisions,
|
||||
-> lights,
|
||||
-> handle render flags,
|
||||
- draw more then one model,
|
||||
- use different textures for one or multiple models,
|
||||
- take a look at destruction
|
||||
|
||||
|
BIN
Release/Msh/cluster.msh
Normal file
BIN
Release/Msh/cluster.msh
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user