handle clustered models
This commit is contained in:
parent
bbe657d030
commit
8929717c9f
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@ -20,17 +20,21 @@ struct ChunkHeader {
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std::streampos position;
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};
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struct Segment {
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std::string texture = "";
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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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};
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struct Modl {
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std::string name = "";
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std::string parent = "";
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Mtyp type = null;
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std::int32_t renderFlags = -1;
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glm::mat4 m4x4Translation = glm::mat4(1.0f);
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std::string texture = "";
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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::vector<Segment*> segmLst;
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};
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@ -55,8 +59,8 @@ private:
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void analyseGeomChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseSegmChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void analyseClthChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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void readVertex(Modl* dataDestination, std::streampos position);
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void readUV(Modl* dataDestination, std::streampos position);
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void readVertex(Segment* dataDestination, std::streampos position);
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void readUV(Segment* dataDestination, std::streampos position);
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public:
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@ -369,6 +369,8 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
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{
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Segment* tempData = new Segment;
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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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@ -396,16 +398,16 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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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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dataDestination->texture = "";
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tempData->texture = "";
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continue;
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}
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dataDestination->texture = vTextures[tempIndex];
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tempData->texture = vTextures[tempIndex];
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continue;
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}
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if (!strcmp("POSL", (*it)->name))
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{
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readVertex(dataDestination, (*it)->position);
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readVertex(tempData, (*it)->position);
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continue;
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}
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@ -420,7 +422,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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if (!strcmp("UV0L", (*it)->name))
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{
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readUV(dataDestination, (*it)->position);
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readUV(tempData, (*it)->position);
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continue;
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}
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@ -429,11 +431,11 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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fsMesh.seekg((*it)->position);
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
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fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize];
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tempData->mesh = new std::uint32_t[tempData->meshSize];
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for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
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for (unsigned int i = 0; i < tempData->meshSize; i += 3)
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{
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std::uint16_t tempValue[3];
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fsMesh.read(reinterpret_cast<char*>(&tempValue[0]), sizeof(std::uint16_t));
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@ -446,18 +448,21 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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tempValue[0] = (std::uint16_t(tempValue[0] << 1) >> 1);
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tempValue[1] = (std::uint16_t(tempValue[1] << 1) >> 1);
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dataDestination->mesh[i] = (std::uint32_t)tempValue[0];
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dataDestination->mesh[i + 1] = (std::uint32_t)tempValue[1];
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dataDestination->mesh[i + 2] = (std::uint32_t)tempValue[2];
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tempData->mesh[i] = (std::uint32_t)tempValue[0];
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tempData->mesh[i + 1] = (std::uint32_t)tempValue[1];
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tempData->mesh[i + 2] = (std::uint32_t)tempValue[2];
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}
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continue;
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}
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}
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dataDestination->segmLst.push_back(tempData);
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}
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void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
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{
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Segment* tempData = new Segment;
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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("CTEX", (*it)->name))
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@ -466,42 +471,43 @@ 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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dataDestination->texture = buffer;
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tempData->texture = buffer;
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delete buffer;
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continue;
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}
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if (!strcmp("CPOS", (*it)->name))
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{
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readVertex(dataDestination, (*it)->position);
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readVertex(tempData, (*it)->position);
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continue;
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}
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if (!strcmp("CUV0", (*it)->name))
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{
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readUV(dataDestination, (*it)->position);
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readUV(tempData, (*it)->position);
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continue;
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}
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if (!strcmp("CMSH", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
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fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
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tempData->mesh = new std::uint32_t[tempData->meshSize * 3];
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for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
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for (unsigned int i = 0; i < tempData->meshSize; i += 3)
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{
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i]), sizeof(std::uint32_t));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 1]), sizeof(std::uint32_t));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 2]), sizeof(std::uint32_t));
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fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i]), sizeof(std::uint32_t));
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fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i + 1]), sizeof(std::uint32_t));
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fsMesh.read(reinterpret_cast<char*>(&tempData->mesh[i + 2]), sizeof(std::uint32_t));
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}
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continue;
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}
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}
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dataDestination->segmLst.push_back(tempData);
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}
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void Object::readVertex(Modl* dataDestination, std::streampos position)
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void Object::readVertex(Segment* dataDestination, std::streampos position)
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{
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std::uint32_t tempSize;
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fsMesh.seekg(position);
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@ -513,7 +519,7 @@ void Object::readVertex(Modl* dataDestination, std::streampos position)
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
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}
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void Object::readUV(Modl* dataDestination, std::streampos position)
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void Object::readUV(Segment* dataDestination, std::streampos position)
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{
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std::uint32_t tempSize;
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fsMesh.seekg(position);
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@ -114,9 +114,17 @@ void OpenGLController::deleteVectors()
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Modl* cursor = vModels.back();
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vModels.pop_back();
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delete cursor->uv;
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delete cursor->mesh;
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delete cursor->vertex;
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while (!cursor->segmLst.empty())
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{
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Segment* segmCuror = cursor->segmLst.back();
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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->vertex;
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delete segmCuror;
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}
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delete cursor;
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}
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@ -294,29 +302,36 @@ 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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// give texture to the shader
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glTexImage2D(GL_TEXTURE_2D,
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0,
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vTextures[modelIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[modelIndex]->width,
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vTextures[modelIndex]->height,
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0,
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vTextures[modelIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[modelIndex]->data->data()
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);
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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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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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0,
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vTextures[textureIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[textureIndex]->data->data()
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);
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glGenerateMipmap(GL_TEXTURE_2D);
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glGenerateMipmap(GL_TEXTURE_2D);
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshSize);
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instanceOffset += vModels[modelIndex]->meshSize;
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// recalulate counter
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instanceOffset += segIt->meshSize;
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textureIndex++;
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}
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}
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glfwSwapBuffers(pWindow);
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@ -343,27 +358,30 @@ 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& it : vModels)
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for (auto& modIt : vModels)
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{
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for (unsigned int i = 0; i < it->meshSize; i++)
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for (auto& segIt : modIt->segmLst)
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{
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Vertex tempVertex;
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tempVertex.position[0] = (GLfloat)it->vertex[it->mesh[i] * 3];
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tempVertex.position[1] = (GLfloat)it->vertex[it->mesh[i] * 3 + 1];
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tempVertex.position[2] = (GLfloat)it->vertex[it->mesh[i] * 3 + 2];
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if (it->uv == NULL)
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for (unsigned int i = 0; i < segIt->meshSize; i++)
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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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tempVertex.uv[0] = (GLfloat)it->uv[it->mesh[i] * 2];
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tempVertex.uv[1] = (GLfloat)it->uv[it->mesh[i] * 2 + 1];
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}
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Vertex tempVertex;
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tempVertex.position[0] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3];
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tempVertex.position[1] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 1];
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tempVertex.position[2] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 2];
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tempBufferData.push_back(tempVertex);
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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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tempVertex.uv[0] = (GLfloat)segIt->uv[segIt->mesh[i] * 2];
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tempVertex.uv[1] = (GLfloat)segIt->uv[segIt->mesh[i] * 2 + 1];
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}
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tempBufferData.push_back(tempVertex);
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}
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}
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}
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@ -379,35 +397,38 @@ void OpenGLController::loadMsh(const char * path)
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// get textures
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for (auto& it : vModels)
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for (auto& modIt : vModels)
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{
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textureData* tempData = new textureData;
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try
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for (auto& segIt : modIt->segmLst)
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{
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if (it->texture == "")
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throw std::invalid_argument("no texture name");
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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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std::string tempPath = 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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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
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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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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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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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}
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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\\structured.msh");
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scene->loadMsh("..\\Release\\Msh\\cluster.msh");
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do {
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scene->updateScene();
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10
README.md
10
README.md
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@ -13,11 +13,11 @@ Feel free to use my code the way you like. But remember i used some public libra
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licence, too.
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### To Do
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- crashing sometimes - no idea why,
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- cluster seam to use wrong textures
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- cloth testing
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- colisions are displayed (dont touch hiden things)
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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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@ -25,6 +25,4 @@ licence, too.
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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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