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Version_0.
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Version_0.
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2524971d19 |
@@ -3,7 +3,6 @@
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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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#include <glm\gtc\matrix_transform.hpp>
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enum Mtyp {
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@@ -21,17 +20,20 @@ struct ChunkHeader {
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std::streampos position;
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};
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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::vector<std::vector<std::uint32_t>*> meshIndices; // indices into vertex array
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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;
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std::uint32_t renderFlags;
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glm::mat4 m4x4Translation;
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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* mesh;
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std::uint32_t meshSize;
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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::vector<Segment*> segmLst;
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};
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@@ -49,7 +51,6 @@ 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 analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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@@ -57,11 +58,12 @@ 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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std::vector<Modl*> getModels() const;
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std::vector<std::string> getTextureList() const;
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};
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|
@@ -1,11 +1,9 @@
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#pragma once
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#include <string>
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <glm\glm.hpp>
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#include <vector>
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#include "Object.h"
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#include "Texture.h"
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#include <vector>
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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@@ -96,12 +94,14 @@ private:
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// private functions
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private:
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void processInit();
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void deleteVectors();
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void startGLFW();
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void createWindow();
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void startGLEW();
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void setCallbackFunctions();
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glm::mat4 getModelMatrix(unsigned int index);
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glm::mat4 getMVPMatrix(unsigned int index);
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@@ -116,6 +116,7 @@ public:
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void addTransX(double value);
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void addTransY(double value);
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void addTransZ(double value);
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void resetView();
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// main routine
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GLFWwindow* getWindow() const;
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@@ -8,4 +8,6 @@ extern void mouseMove(GLFWwindow *window, double xpos, double ypos);
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extern void mouseWheel(GLFWwindow *window, double xoffset, double yoffset);
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extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
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extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
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extern void dragNdrop(GLFWwindow* window, int count, const char** paths);
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@@ -1,5 +1,7 @@
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#include "Object.h"
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#include <iostream>
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#define PI (4.0*atan(1.0))
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@@ -72,20 +74,6 @@ 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->m4x4Translation = glm::mat4(1.0f);
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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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model->meshSize = 0;
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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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@@ -170,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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if (!strcmp("MODL", (*it)->name))
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{
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Modl* tempModl = new Modl;
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setModlDefault(tempModl);
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// get all subchunks
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std::list<ChunkHeader*> tempChunks;
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@@ -382,43 +369,20 @@ 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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{
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fsMesh.seekg((*it)->position);
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/* shadow mesh geometry
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long int - 4 - number of vertex positions
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float[3][] - 12 each - vertex positions (XYZ)
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long int - 4 - number of edges
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short int[4][] - 8 each - edge the following 4 entries from one edge
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> short int - 2 - vertex index of this edge, referes to the vertex list
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> short int - 2 - Reference into an edge. Defines the target vertex (the local edge vertex of the referenced edge) to which the edge should be dran from the local vertex
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> short int - 2 - Second reference into an edge. In all example .msh files I've seen this always refers to the same vertex as the first edge reference
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> short int - 2 - MAX_VALUE of short integers (65535). Indicates the end of this edge
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* /
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continue;
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}*/
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if (!strcmp("MATI", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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std::uint32_t tempIndex;
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fsMesh.read(reinterpret_cast<char*>(&tempIndex), sizeof(tempIndex));
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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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continue;
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}
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dataDestination->texture = vTextures[tempIndex];
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fsMesh.read(reinterpret_cast<char*>(&tempData->textureIndex), sizeof(tempData->textureIndex));
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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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@@ -433,44 +397,83 @@ 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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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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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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// 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*>(&tempSize), sizeof(tempSize));
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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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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize];
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for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
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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 < tempSize; i++)
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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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// ReadData
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std::uint16_t tempValue;
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fsMesh.read(reinterpret_cast<char*>(&tempValue), 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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// Check for highbit
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if (tempValue >> 15)
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{
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highBitCount++;
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tempValue = (std::uint16_t(tempValue << 1) >> 1);
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}
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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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tempPoly->push_back((std::uint32_t)tempValue);
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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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}
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// new Polygon found
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if (highBitCount == 2)
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{
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// reset highBitCount
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highBitCount = 0;
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// remove the last two values..
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std::uint32_t saveData[2];
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for (int i = 0; i < 2; i++)
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{
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saveData[i] = tempPoly->back();
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tempPoly->pop_back();
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}
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// ..and save them in the new vector
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std::vector<uint32_t>* newPointer = new std::vector<uint32_t>;
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for (int i = 1; i >= 0; i--)
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newPointer->push_back(saveData[i]);
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// save the old vector and set the pointer to the new one
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tempData->meshIndices.push_back(tempPoly);
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tempPoly = newPointer;
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} // if high bit set
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} // for all values
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// save the last values (where no 2 high bits follow);
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tempData->meshIndices.push_back(tempPoly);
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// kick the first element, it's empty as a reason of the algo above;
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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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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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@@ -479,42 +482,71 @@ 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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bool tempFound(false);
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for (unsigned int index = 0; index < vTextures.size(); index++)
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{
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if (!strcmp(buffer, vTextures[index].c_str()))
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{
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tempData->textureIndex = index;
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tempFound = true;
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break;
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}
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}
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if (!tempFound)
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{
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vTextures.push_back(std::string(buffer));
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tempData->textureIndex = vTextures.size() - 1;
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}
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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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// 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*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
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fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
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std::vector<uint32_t>* tempPoly;
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for (unsigned int i = 0; i < dataDestination->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*>(&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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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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}
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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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@@ -526,7 +558,7 @@ 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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@@ -547,6 +579,11 @@ std::vector<Modl*> Object::getModels() const
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return vModls;
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}
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|
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std::vector<std::string> Object::getTextureList() const
|
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{
|
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return vTextures;
|
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}
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|
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/////////////////////////////////////////////////////////////////////////
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// public functions
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||||
|
@@ -1,17 +1,14 @@
|
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#include <gl\glew.h>
|
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#include <gl\glfw3.h>
|
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#include <Windows.h>
|
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#include "OpenGLController.h"
|
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#include "callback.h"
|
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|
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#include <glm\gtc\matrix_transform.hpp>
|
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#include "shader.hpp"
|
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#include "Texture.h"
|
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#include <iostream>
|
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#include <Windows.h>
|
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#include <string>
|
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#include <glm\gtc\matrix_transform.hpp>
|
||||
|
||||
|
||||
#define VERTEX_SHADER "Shader/TextureShader.vert"
|
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
|
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#define MAX_MODEL_COUNT 1000
|
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|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public constructor/destructor
|
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@@ -31,24 +28,7 @@ OpenGLController::~OpenGLController()
|
||||
glDeleteTextures(1, &gluiSamplerID);
|
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glfwTerminate();
|
||||
|
||||
while (!vModels.empty())
|
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{
|
||||
Modl* cursor = vModels.back();
|
||||
vModels.pop_back();
|
||||
|
||||
delete cursor->uv;
|
||||
delete cursor->mesh;
|
||||
delete cursor->vertex;
|
||||
delete cursor;
|
||||
}
|
||||
|
||||
while (!vTextures.empty())
|
||||
{
|
||||
textureData* cursor = vTextures.back();
|
||||
vTextures.pop_back();
|
||||
delete cursor->data;
|
||||
delete cursor;
|
||||
}
|
||||
deleteVectors();
|
||||
}
|
||||
|
||||
|
||||
@@ -127,6 +107,44 @@ void OpenGLController::processInit()
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
}
|
||||
|
||||
void OpenGLController::deleteVectors()
|
||||
{
|
||||
while (!vModels.empty())
|
||||
{
|
||||
Modl* cursor = vModels.back();
|
||||
vModels.pop_back();
|
||||
|
||||
while (!cursor->segmLst.empty())
|
||||
{
|
||||
Segment* segmCuror = cursor->segmLst.back();
|
||||
cursor->segmLst.pop_back();
|
||||
|
||||
delete segmCuror->uv;
|
||||
delete segmCuror->vertex;
|
||||
|
||||
while (!segmCuror->meshIndices.empty())
|
||||
{
|
||||
std::vector<std::uint32_t>* meshCursor = segmCuror->meshIndices.back();
|
||||
meshCursor->clear();
|
||||
segmCuror->meshIndices.pop_back();
|
||||
delete meshCursor;
|
||||
}
|
||||
|
||||
delete segmCuror;
|
||||
}
|
||||
|
||||
delete cursor;
|
||||
}
|
||||
|
||||
while (!vTextures.empty())
|
||||
{
|
||||
textureData* cursor = vTextures.back();
|
||||
vTextures.pop_back();
|
||||
delete cursor->data;
|
||||
delete cursor;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLController::startGLFW()
|
||||
{
|
||||
if (!glfwInit())
|
||||
@@ -182,6 +200,23 @@ void OpenGLController::setCallbackFunctions()
|
||||
glfwSetWindowSizeCallback(pWindow, windowResize);
|
||||
glfwSetScrollCallback(pWindow, mouseWheel);
|
||||
glfwSetKeyCallback(pWindow, keyPress);
|
||||
glfwSetDropCallback(pWindow, dragNdrop);
|
||||
}
|
||||
|
||||
glm::mat4 OpenGLController::getModelMatrix(unsigned int index)
|
||||
{
|
||||
glm::mat4 tempParentMatrix = glm::mat4(1.0f);
|
||||
|
||||
for (unsigned int loop = 0; loop < vModels.size(); loop++)
|
||||
{
|
||||
if (!strcmp(vModels[index]->parent.c_str(), vModels[loop]->name.c_str()))
|
||||
{
|
||||
tempParentMatrix = getModelMatrix(loop);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return tempParentMatrix * vModels[index]->m4x4Translation;
|
||||
}
|
||||
|
||||
glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
|
||||
@@ -196,10 +231,6 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
|
||||
glm::vec3(0, 1, 0)
|
||||
);
|
||||
|
||||
// Model
|
||||
//TODO for all
|
||||
glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
|
||||
|
||||
// User controlled rotation
|
||||
glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
|
||||
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
|
||||
@@ -207,7 +238,7 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
|
||||
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
|
||||
|
||||
// Return MVP
|
||||
return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
|
||||
return m4x4Projection * m4x4View * m4x4ModelRot * getModelMatrix(index);
|
||||
}
|
||||
|
||||
|
||||
@@ -254,6 +285,16 @@ void OpenGLController::addTransZ(double value)
|
||||
dTranslationZ += value;
|
||||
}
|
||||
|
||||
void OpenGLController::resetView()
|
||||
{
|
||||
dTranslationX = 0;
|
||||
dTranslationY = 0;
|
||||
dTranslationZ = 5;
|
||||
fRotationX = 0;
|
||||
fRotationY = 0;
|
||||
fRotationZ = 0;
|
||||
}
|
||||
|
||||
void OpenGLController::updateScene()
|
||||
{
|
||||
// get new matrices
|
||||
@@ -270,28 +311,48 @@ void OpenGLController::updateScene()
|
||||
|
||||
int instanceOffset(0);
|
||||
|
||||
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
|
||||
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()
|
||||
);
|
||||
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
|
||||
if (vModels[modelIndex]->type == null ||
|
||||
vModels[modelIndex]->type == bone ||
|
||||
vModels[modelIndex]->type == shadowMesh ||
|
||||
vModels[modelIndex]->renderFlags == 1)
|
||||
continue;
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
for (auto& segIt : vModels[modelIndex]->segmLst)
|
||||
{
|
||||
// give texture to the shader
|
||||
std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
|
||||
|
||||
glTexImage2D(
|
||||
GL_TEXTURE_2D,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
|
||||
vTextures[tempTexIndex]->width,
|
||||
vTextures[tempTexIndex]->height,
|
||||
0,
|
||||
vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
|
||||
GL_UNSIGNED_BYTE,
|
||||
vTextures[tempTexIndex]->data->data()
|
||||
);
|
||||
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
|
||||
// give the MVP to the shader
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
|
||||
|
||||
instanceOffset += vModels[modelIndex]->meshSize;
|
||||
// calculate the number of vertex
|
||||
unsigned int vertexCount(0);
|
||||
for (auto& it : segIt->meshIndices)
|
||||
vertexCount += (it->size() - 2) * 3;
|
||||
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
|
||||
|
||||
// increase the offset
|
||||
instanceOffset += vertexCount;
|
||||
}
|
||||
}
|
||||
|
||||
glfwSwapBuffers(pWindow);
|
||||
@@ -300,42 +361,68 @@ void OpenGLController::updateScene()
|
||||
|
||||
void OpenGLController::loadMsh(const char * path)
|
||||
{
|
||||
// clean up old stuff first
|
||||
deleteVectors();
|
||||
|
||||
std::vector<std::string> tempTexList;
|
||||
|
||||
// get all models
|
||||
try
|
||||
{
|
||||
Object obj(path);
|
||||
vModels = obj.getModels();
|
||||
tempTexList = obj.getTextureList();
|
||||
}
|
||||
catch (std::invalid_argument e)
|
||||
{
|
||||
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
exit(1);
|
||||
return; exit(1);
|
||||
}
|
||||
|
||||
// collect vertex data of all models
|
||||
std::vector<Vertex> tempBufferData;
|
||||
|
||||
for (auto& it : vModels)
|
||||
for (auto& modIt : vModels) // for every model chunk
|
||||
{
|
||||
for (unsigned int i = 0; i < it->meshSize; i++)
|
||||
for (auto& segIt : modIt->segmLst) // for every cluster
|
||||
{
|
||||
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 (auto& mshIt : segIt->meshIndices) // for every polygon
|
||||
{
|
||||
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];
|
||||
}
|
||||
if (mshIt->size() >= 3) // multipoly
|
||||
{
|
||||
// for every triangle of the multi polygon
|
||||
for (unsigned int tri = 0; tri < mshIt->size() - 2; tri++)
|
||||
{
|
||||
// for every edge of the triangle
|
||||
for (int triEdge = 0; triEdge < 3; triEdge++)
|
||||
{
|
||||
Vertex tempVertex;
|
||||
// every edge has 3 coordinates
|
||||
for (int j = 0; j < 3; j++)
|
||||
tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[triEdge > 0 ? tri + triEdge : 0] * 3 + j];
|
||||
|
||||
tempBufferData.push_back(tempVertex);
|
||||
// and 2 UV
|
||||
if (segIt->uv == NULL)
|
||||
{
|
||||
tempVertex.uv[0] = 1.0;
|
||||
tempVertex.uv[1] = 1.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int j = 0; j < 2; j++)
|
||||
tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[triEdge > 0 ? tri + triEdge : 0] * 2 + j];
|
||||
}
|
||||
tempBufferData.push_back(tempVertex);
|
||||
}
|
||||
}
|
||||
}
|
||||
else // this shouldn't happen (polygon with less then 3 vertex)
|
||||
{
|
||||
deleteVectors();
|
||||
MessageBox(NULL, "You have polygons with less then 3 vertices!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -350,21 +437,20 @@ void OpenGLController::loadMsh(const char * path)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
|
||||
// get textures
|
||||
for (auto& it : vModels)
|
||||
// get textures path
|
||||
std::string tempPath = path;
|
||||
|
||||
while (tempPath.back() != '/' && tempPath.back() != '\\')
|
||||
tempPath.pop_back();
|
||||
|
||||
// load all textures;
|
||||
for (auto& texIt : tempTexList)
|
||||
{
|
||||
textureData* tempData = new textureData;
|
||||
|
||||
try
|
||||
{
|
||||
if (it->texture == "")
|
||||
throw std::invalid_argument("no texture name");
|
||||
|
||||
std::string tempPath = path;
|
||||
|
||||
while (tempPath.back() != '/' && tempPath.back() != '\\')
|
||||
tempPath.pop_back();
|
||||
|
||||
TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
|
||||
TextureTGA tempTex(std::string(tempPath + texIt).c_str());
|
||||
|
||||
tempData->alpha = tempTex.hasAlpha();
|
||||
tempData->width = tempTex.getWidth();
|
||||
@@ -382,4 +468,15 @@ void OpenGLController::loadMsh(const char * path)
|
||||
|
||||
vTextures.push_back(tempData);
|
||||
}
|
||||
|
||||
// add a solid default color at the end (maybe there is an invalid index later)
|
||||
textureData* tempData = new textureData;
|
||||
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);
|
||||
|
||||
tempTexList.clear();
|
||||
}
|
||||
|
@@ -1,7 +1,5 @@
|
||||
#include "Texture.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <Windows.h>
|
||||
|
||||
TextureTGA::TextureTGA(const char * filePath)
|
||||
{
|
||||
@@ -58,7 +56,7 @@ TextureTGA::TextureTGA(const char * filePath)
|
||||
{
|
||||
std::uint8_t tempChunkHeader;
|
||||
std::uint8_t tempData[5];
|
||||
int tempByteIndex = 0;
|
||||
unsigned int tempByteIndex = 0;
|
||||
std::size_t tempPixelIndex = 0;
|
||||
|
||||
do {
|
||||
|
@@ -1,6 +1,3 @@
|
||||
//#include "callback.h"
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include "OpenGLController.h"
|
||||
|
||||
|
||||
@@ -81,6 +78,8 @@ void mouseWheel(GLFWwindow *window, double xoffset, double yoffset)
|
||||
|
||||
void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
|
||||
if (action == GLFW_PRESS || action == GLFW_REPEAT)
|
||||
{
|
||||
switch (key)
|
||||
@@ -96,8 +95,22 @@ void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
case GLFW_KEY_PLUS_GER: case GLFW_KEY_KP_ADD:
|
||||
mouse.speed += 0.1;
|
||||
break;
|
||||
case GLFW_KEY_SPACE:
|
||||
controller->resetView();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dragNdrop(GLFWwindow* window, int count, const char** paths)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
|
||||
if (count < 1)
|
||||
return;
|
||||
|
||||
controller->resetView();
|
||||
controller->loadMsh(paths[0]);
|
||||
}
|
||||
|
@@ -3,9 +3,6 @@
|
||||
#endif // DEBUG
|
||||
|
||||
#include "OpenGLController.h"
|
||||
#include "Object.h"
|
||||
#include <iostream>
|
||||
#include <Windows.h>
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
@@ -20,8 +17,7 @@ int main(int argc, char** argv)
|
||||
else
|
||||
scene = OpenGLController::getInstance();
|
||||
|
||||
scene->loadMsh("..\\Release\\Msh\\multiModTex.msh");
|
||||
//scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
|
||||
scene->loadMsh("..\\Release\\Msh\\cluster.msh");
|
||||
|
||||
do {
|
||||
scene->updateScene();
|
||||
|
14
README.md
14
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,
|
||||
- bones are not triangulated,
|
||||
- nulls are not triangulated,
|
||||
- crash when loading trooper,
|
||||
- display cloth testing
|
||||
- cluster use wrong textures
|
||||
- use normals or fix ccw and cw
|
||||
- multipoly triangulation not 100% good
|
||||
- cloth testing
|
||||
- optional display bones, shadow, collision,...
|
||||
- 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.
BIN
Release/Msh/structured.msh
Normal file
BIN
Release/Msh/structured.msh
Normal file
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user