handle clustered models

This commit is contained in:
Anakin 2016-11-13 12:15:33 +01:00
parent bbe657d030
commit 8929717c9f
6 changed files with 123 additions and 94 deletions

View File

@ -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:

View File

@ -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);

View File

@ -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;
}
@ -294,19 +302,23 @@ void OpenGLController::updateScene()
glUniform1i(gluiSamplerID, 0);
int instanceOffset(0);
int textureIndex(0);
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
for (auto& segIt : vModels[modelIndex]->segmLst)
{
// give texture to the shader
glTexImage2D(GL_TEXTURE_2D,
glTexImage2D(
GL_TEXTURE_2D,
0,
vTextures[modelIndex]->alpha ? GL_RGBA : GL_RGB,
vTextures[modelIndex]->width,
vTextures[modelIndex]->height,
vTextures[textureIndex]->alpha ? GL_RGBA : GL_RGB,
vTextures[textureIndex]->width,
vTextures[textureIndex]->height,
0,
vTextures[modelIndex]->alpha ? GL_BGRA : GL_BGR,
vTextures[textureIndex]->alpha ? GL_BGRA : GL_BGR,
GL_UNSIGNED_BYTE,
vTextures[modelIndex]->data->data()
vTextures[textureIndex]->data->data()
);
glGenerateMipmap(GL_TEXTURE_2D);
@ -314,9 +326,12 @@ void OpenGLController::updateScene()
// 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);
@ -343,29 +358,32 @@ 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)
{
for (unsigned int i = 0; i < segIt->meshSize; i++)
{
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];
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];
if (it->uv == NULL)
if (segIt->uv == NULL)
{
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];
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);
}
}
}
// fill the buffer
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
@ -379,12 +397,14 @@ void OpenGLController::loadMsh(const char * path)
// get textures
for (auto& it : vModels)
for (auto& modIt : vModels)
{
for (auto& segIt : modIt->segmLst)
{
textureData* tempData = new textureData;
try
{
if (it->texture == "")
if (segIt->texture == "")
throw std::invalid_argument("no texture name");
std::string tempPath = path;
@ -392,7 +412,7 @@ void OpenGLController::loadMsh(const char * path)
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();
@ -411,3 +431,4 @@ void OpenGLController::loadMsh(const char * path)
vTextures.push_back(tempData);
}
}
}

View File

@ -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();

View File

@ -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

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Release/Msh/cluster.msh Normal file

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