integrated mesh import class into OpenGL,
Problem with STRP, indices are not logical
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b2f174d15f
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9700638548
@ -3,6 +3,7 @@
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#include <list>
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#include <fstream>
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#include <string>
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#include <gl\glew.h>
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enum Mtyp {
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null,
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@ -23,7 +24,6 @@ struct Modl {
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std::string name;
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std::string parent;
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Mtyp type;
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std::uint32_t zeroBaseIndex;
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std::uint32_t renderFlags;
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struct {
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float scale[3];
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@ -36,6 +36,11 @@ struct Modl {
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float data2;
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float data3;
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} swci;
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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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};
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@ -53,12 +58,19 @@ private:
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private:
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void setModlDefault(Modl* model);
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void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
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void analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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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 readMesh(Modl* dataDestination, std::streampos position);
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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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};
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@ -69,6 +69,32 @@ Object::~Object()
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Object::setModlDefault(Modl * model)
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{
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model->name = "";
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model->parent = "";
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model->type = null;
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model->renderFlags = -1;
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model->tran.scale[0] = 0;
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model->tran.scale[1] = 0;
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model->tran.scale[2] = 0;
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model->tran.rotation[0] = 0;
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model->tran.rotation[1] = 0;
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model->tran.rotation[2] = 0;
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model->tran.rotation[3] = 0;
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model->tran.translation[0] = 0;
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model->tran.translation[1] = 0;
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model->tran.translation[2] = 0;
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model->swci.type = -1;
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model->swci.data1 = -1;
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model->swci.data2 = -1;
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model->swci.data3 = -1;
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model->texture = "";
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model->vertex = NULL;
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model->uv = NULL;
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model->mesh = NULL;
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}
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void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
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{
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// jump to first chunk
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@ -116,12 +142,6 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
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dataDestination->type = (Mtyp)tempType;
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}
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if (!strcmp("MNDX", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->zeroBaseIndex), sizeof(dataDestination->zeroBaseIndex));
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}
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if (!strcmp("PRNT", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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@ -133,9 +153,9 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
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if (!strcmp("NAME", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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char tempName[33] = { 0 };
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fsMesh.read(reinterpret_cast<char*>(&tempName[0]), (*it)->size > 32 ? 32 : (*it)->size);
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dataDestination->name = tempName;
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char* buffer = new char[(*it)->size];
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fsMesh.read(buffer, (*it)->size);
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dataDestination->name = buffer;
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}
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if (!strcmp("FLGS", (*it)->name))
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@ -211,8 +231,7 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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delete tempCursor;
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}
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}
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if (!strcmp("CLTH", (*it)->name))
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else if (!strcmp("CLTH", (*it)->name))
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{
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// get all subchunks
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std::list<ChunkHeader*> tempClthChunks;
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@ -263,10 +282,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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if (!strcmp("POSL", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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// list of vertex coordinates
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// long int - 4 - number of coordinates stored in this list
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// float[3][] - 12 each - XYZ coordinates
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readVertex(dataDestination, (*it)->position);
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}
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if (!strcmp("NRML", (*it)->name))
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@ -279,14 +295,12 @@ 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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fsMesh.seekg((*it)->position);
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// List of UV
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// long int - 4 - number of UV
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// float[2][] - 8 each - UV coordinate
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readUV(dataDestination, (*it)->position);
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}
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if (!strcmp("STRP", (*it)->name))
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{
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readMesh(dataDestination, (*it)->position);
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fsMesh.seekg((*it)->position);
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/*
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List of triangles strips. The start of a strip is indicated by 2 entries
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@ -309,42 +323,105 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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if (!strcmp("CTEX", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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// texture name with extension (how long could it be??)
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// ascii
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char* buffer = new char[(*it)->size];
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fsMesh.read(buffer, (*it)->size);
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dataDestination->texture = buffer;
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}
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if (!strcmp("CPOS", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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// list of Vertex coordinates
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// long int (4) number of vertex
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// float[3][] (12 each) XYZ coordinates
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}
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readVertex(dataDestination, (*it)->position);
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if (!strcmp("CUV0", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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// list of UV coordinates
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// long int (4) number of UV Coordinates
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// float[2][] (8 each) UV coordinate
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}
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readUV(dataDestination, (*it)->position);
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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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// cloth tirangles
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// long int (4) number of points
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// long int[3][] (16 each) triangle points defined CCW
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}
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readMesh(dataDestination, (*it)->position);
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}
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}
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void Object::readVertex(Modl* 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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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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dataDestination->vertex = new float[tempSize * 3];
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for (unsigned int i = 0; i < tempSize; i += 3)
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{
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 1]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 2]), sizeof(float));
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}
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}
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void Object::readUV(Modl* 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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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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dataDestination->uv = new float[tempSize * 2];
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for (unsigned int i = 0; i < tempSize; i += 2)
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{
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i + 1]), sizeof(float));
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}
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}
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void Object::readMesh(Modl* dataDestination, std::streampos position)
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{
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fsMesh.seekg(position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
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for (unsigned int i = 0; i < dataDestination->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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}
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for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
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std::cout << dataDestination->mesh[i] << " " << dataDestination->mesh[i + 1] << " " << dataDestination->mesh[i + 2] << std::endl;
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}
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/////////////////////////////////////////////////////////////////////////
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// public getter
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std::vector<GLfloat> Object::getVertex() const
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{
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std::vector<GLfloat> tempData;
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for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
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{
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for (int i = 0; i < (*it)->meshSize; i++)
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{
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int tempIndex = (*it)->mesh[i];
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tempData.push_back((GLfloat)(*it)->vertex[(*it)->mesh[i]]);
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}
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}
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return tempData;
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}
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std::vector<GLfloat> Object::getUV() const
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{
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std::vector<GLfloat> tempData;
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for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
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for (int i = 0; i < (*it)->meshSize; i++)
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tempData.push_back((GLfloat)(*it)->uv[(*it)->mesh[i]]);
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return tempData;
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}
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/////////////////////////////////////////////////////////////////////////
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@ -8,6 +8,7 @@
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#include "shader.hpp"
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#include "import.h"
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#include "Texture.h"
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#include "Object.h"
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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@ -280,8 +281,21 @@ void OpenGLController::loadMsh(const char * path)
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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// get data
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vfVertices = loadData();
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vfUV = loadUV();
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try
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{
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Object obj(path);
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vfVertices = obj.getVertex();
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vfUV = obj.getUV();
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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//vfVertices = loadData();
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//vfUV = loadUV();
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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@ -28,7 +28,7 @@ openGL:
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OpenGLController *scene = OpenGLController::getInstance();
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scene->loadMsh("test.msh");
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scene->loadMsh("..\\Release\\Msh\\cube.msh");
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do {
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scene->updateScene();
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