cloth stores the data in vectors, too;
removed the old unused code
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parent
9ac1a25954
commit
f81f03353d
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@ -24,8 +24,6 @@ struct Segment {
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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; // not used when using vector
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std::uint32_t meshSize = 0; //not used when using vector
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std::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
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};
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@ -401,45 +401,6 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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}
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/*if (!strcmp("STRP", (*it)->name))
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{
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// jump to the data section and read the size;
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
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// workaround: ignore everything except unhidden static/dynamic mesh
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if (dataDestination->type == null ||
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dataDestination->type == bone ||
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dataDestination->type == shadowMesh ||
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dataDestination->renderFlags == 1)
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continue;
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tempData->mesh = new std::uint32_t[tempData->meshSize];
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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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fsMesh.read(reinterpret_cast<char*>(&tempValue[1]), sizeof(std::uint16_t));
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fsMesh.read(reinterpret_cast<char*>(&tempValue[2]), sizeof(std::uint16_t));
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if (!(tempValue[0] >> 15 && tempValue[1] >> 15 && !(tempValue[2] >> 15)))
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throw std::invalid_argument("invalid file. go and triangulate!");
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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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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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/////DEV ZONE
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if (!strcmp("STRP", (*it)->name))
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{
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// don't get null, bone, shadowMesh and hidden mesh indices
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@ -450,13 +411,14 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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continue;
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// jump to the data section and read the size;
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std::uint32_t tempSize;
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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int highBitCount(0);
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std::vector<uint32_t>* tempPoly = new std::vector<uint32_t>;
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for (unsigned int i = 0; i < tempData->meshSize; i++)
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for (unsigned int i = 0; i < tempSize; i++)
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{
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// ReadData
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std::uint16_t tempValue;
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@ -504,8 +466,6 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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tempData->meshIndices.erase(tempData->meshIndices.begin());
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continue;
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}
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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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@ -559,16 +519,26 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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if (!strcmp("CMSH", (*it)->name))
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{
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// jump to the data section and read the size;
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std::uint32_t tempSize;
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&tempData->meshSize), sizeof(tempData->meshSize));
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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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tempData->mesh = new std::uint32_t[tempData->meshSize * 3];
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std::vector<uint32_t>* tempPoly;
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for (unsigned int i = 0; i < tempData->meshSize; i += 3)
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// for every triangle..
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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*>(&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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tempPoly = new std::vector<uint32_t>;
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// ..get the 3 indices and save them
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for (int j = 0; j < 3; j++)
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{
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std::uint32_t tempValue;
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fsMesh.read(reinterpret_cast<char*>(&tempValue), sizeof(std::uint32_t));
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tempPoly->push_back(tempValue);
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}
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tempData->meshIndices.push_back(tempPoly);
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}
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continue;
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}
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@ -120,7 +120,6 @@ void OpenGLController::deleteVectors()
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cursor->segmLst.pop_back();
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delete segmCuror->uv;
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delete segmCuror->mesh; // not used when using vector
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delete segmCuror->vertex;
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while (!segmCuror->meshIndices.empty())
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@ -343,10 +342,10 @@ void OpenGLController::updateScene()
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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, segIt->meshSize);
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glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshIndices.size() * 3);
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// increase the offset
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instanceOffset += segIt->meshSize;
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instanceOffset += segIt->meshIndices.size() * 3;
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}
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}
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@ -377,39 +376,6 @@ 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& modIt : vModels)
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{
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// don't draw bones, nulls, shadow mesh and hidden things
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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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{
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for (unsigned int i = 0; i < segIt->meshSize; i++)
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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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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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/////////////////////////////////////////////////////////////////////////////////////////
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/////DEV ZONE
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for (auto& modIt : vModels) // for every model chunk
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{
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for (auto& segIt : modIt->segmLst) // for every cluster
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@ -441,7 +407,7 @@ void OpenGLController::loadMsh(const char * path)
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}
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else if (mshIt->size() > 3) // needs to be triangulated
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{
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//triangulate;
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//TODO: triangulate;
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MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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}
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else // this shouldn't happen (polygon with less then 3 vertex)
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@ -453,8 +419,6 @@ void OpenGLController::loadMsh(const char * path)
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}
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}
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}
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// think of delete the data from obj here. It's no longer needed
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////////////////////////////////////////////////////////////////////////////////////////
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// fill the buffer
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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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\\cubeTex.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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