30 Commits

Author SHA1 Message Date
Anakin
1918d5c844 new release version,
Features:
- performance improvement,
- code improvement,
- move the model to the center,
- scale everything to 1,
- do not open a default file for release build
Bugs:
- cloth is not displayed correctly,
- turning in the wrong x direction when model is turned 180° in y direction,
- consular class corvette is not displayed,
- rep_weap_LJ-50 is not displayed correctly
2016-12-02 13:07:49 +01:00
Anakin
3118118953 some fixes 2016-12-02 13:00:38 +01:00
Anakin
9b3d12dfeb scale everything to 1,
cloth not displayed completely,
corvette is not displayed why?
2016-12-02 12:10:52 +01:00
Anakin
a47eefe92e move the model to the center,
clean up variables,
use delete[]
2016-12-01 19:51:11 +01:00
Anakin
1c0ed61b34 adjust boundingbox (only for SINF)
use else if
2016-11-30 17:05:39 +01:00
Anakin
ef2c341a1a using c++11 loops,
reading bbox for each geom,
added some TODO
use the bbox information
2016-11-28 14:04:09 +01:00
Anakin
5ab2f2eaf9 fixed the memory garbage problem 2016-11-26 15:39:59 +01:00
Anakin
5c5b9ac2f1 don't copy the model list. It can be very big - using pointer now,
garbage is not from the texture or object changes
2016-11-25 16:14:33 +01:00
Anakin
e1e8e165fe removed unused information from texture,
don't copy the data, give a pointer,
there is some data left, need to find out if it's from these changes
2016-11-24 19:40:17 +01:00
Anakin
97a38d5260 new release version,
Features:
- fixed texture problem
- fixed multi polygon problem
Bugs:
- cloth not working correctly,
- seams that bones as parent do not work
2016-11-23 17:34:03 +01:00
Anakin
23ce58291e fixed the multiedged polygons 2016-11-23 17:30:38 +01:00
Anakin
232acedce7 trying to fix the polygon mess up,
added new multipoly for testing
2016-11-22 20:05:02 +01:00
Anakin
60cc7bb562 fixed messed up textures of the cluster 2016-11-21 15:02:33 +01:00
Anakin
9abd285239 new release version,
Features:
- reset view before loading new mesh
- reset view when pressing space
- clustered msh can be displayed
- shadow mesh, nulls, bones, hidden things are no longer displayed
- now mulitpolygons can be displayed
- fasten and improved code
Bugs:
- cluster mixed up textures,
- at most mesh only every 2nd triangle is displayed,
- triangulation is not very good (DarthDUCK's Proton charge)
2016-11-20 17:00:17 +01:00
Anakin
bcdc17c362 shorten code,
tested multipoly, there are some problems, look at the README.md,
2016-11-20 16:56:56 +01:00
Anakin
b3a8b4bb81 triangulation implemented,
now need to test it
2016-11-20 16:46:49 +01:00
Anakin
f81f03353d cloth stores the data in vectors, too;
removed the old unused code
2016-11-20 13:09:02 +01:00
Anakin
9ac1a25954 fixed the uv problem 2016-11-20 12:38:22 +01:00
Anakin
57df0a2e15 use different variables to store the data. The aim is to handle even not triangulated mesh files.
At the moment there is a problem with the UV using the new method
2016-11-20 12:26:23 +01:00
Anakin
927ce1cd0a fixed warnings 2016-11-16 14:18:11 +01:00
Anakin
f4d8018f8f workaround: don't read Data from bones, nulls, shadow and hidden,
new implementation of segm read strp to not only read triangles,
needs to be included in the buffer fill function/draw function
2016-11-16 14:00:51 +01:00
Anakin
806024f4f9 faster method for texture handling 2016-11-13 15:46:52 +01:00
Anakin
0f379ba04a ignore null, bones, shadow mesh and hidden things 2016-11-13 12:47:19 +01:00
Anakin
8929717c9f handle clustered models 2016-11-13 12:15:33 +01:00
Anakin
bbe657d030 reset view before loading a new file,
reset view when pressing space
2016-11-12 13:53:49 +01:00
Anakin
1ab385475b new release version,
Features:
- drag and drop
2016-11-12 12:30:54 +01:00
Anakin
9298d88260 cleaning up before loading new stuff,
next step: calculate best first view position
2016-11-12 12:17:46 +01:00
Anakin
91b65bf6e3 added drag n drop function,
need to clean up before loading the next mesh
2016-11-12 12:14:45 +01:00
Anakin
b4bd314450 clean up code 2016-11-12 12:05:03 +01:00
Anakin
2524971d19 include all parent modelmatrices 2016-11-12 11:54:44 +01:00
23 changed files with 502 additions and 334 deletions

View File

@@ -3,7 +3,6 @@
#include <list>
#include <fstream>
#include <string>
#include <gl\glew.h>
#include <glm\gtc\matrix_transform.hpp>
enum Mtyp {
@@ -15,23 +14,32 @@ enum Mtyp {
shadowMesh = 6
};
struct Bbox {
float quaternion[4];
float center[3];
float extents[3];
};
struct ChunkHeader {
char name[5];
std::uint32_t size;
std::streampos position;
};
struct Segment {
std::uint32_t textureIndex = 0;
float* vertex = nullptr;
float* uv = nullptr;
std::vector<std::vector<std::uint32_t>> meshIndices; // indices into vertex array
};
struct Modl {
std::string name;
std::string parent;
Mtyp type;
std::uint32_t renderFlags;
glm::mat4 m4x4Translation;
std::string texture;
float* vertex;
float* uv;
std::uint32_t* mesh;
std::uint32_t meshSize;
std::string name = "";
std::string parent = "";
Mtyp type = null;
std::int32_t renderFlags = -1;
glm::mat4 m4x4Translation = glm::mat4(1.0f);
std::vector<Segment*> segmLst;
};
@@ -43,13 +51,12 @@ public:
private:
std::vector<Modl*> vModls;
std::vector<Modl*>* vModls;
std::fstream fsMesh;
std::vector<std::string> vTextures;
Bbox boundingBox;
private:
void setModlDefault(Modl* model);
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
@@ -57,11 +64,12 @@ private:
void analyseGeomChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseSegmChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void analyseClthChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
void readVertex(Modl* dataDestination, std::streampos position);
void readUV(Modl* dataDestination, std::streampos position);
void readVertex(Segment* dataDestination, std::streampos position);
void readUV(Segment* dataDestination, std::streampos position);
public:
std::vector<Modl*> getModels() const;
std::vector<Modl*>* getModels() const;
std::vector<std::string> getTextureList() const;
Bbox getBoundgBox() const;
};

View File

@@ -1,11 +1,9 @@
#pragma once
#include <string>
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <glm\glm.hpp>
#include <vector>
#include "Object.h"
#include "Texture.h"
#include <vector>
#define VERTEX_INDEX_XYZ 0
#define VERTEX_INDEX_UV 1
@@ -72,8 +70,9 @@ private:
// ========================================
// data
std::vector<Modl*> vModels;
std::vector<Modl*>* vModels = NULL;
std::vector<textureData*> vTextures;
Bbox sceneBoundingBox;
// transformation =========================
//values
@@ -82,7 +81,7 @@ private:
float fRotationZ = 0;
double dTranslationX = 0;
double dTranslationY = 0;
double dTranslationZ = 5;
double dTranslationZ = 3;
// ========================================
@@ -96,12 +95,14 @@ private:
// private functions
private:
void processInit();
void deleteVectors();
void startGLFW();
void createWindow();
void startGLEW();
void setCallbackFunctions();
glm::mat4 getModelMatrix(unsigned int index);
glm::mat4 getMVPMatrix(unsigned int index);
@@ -116,6 +117,7 @@ public:
void addTransX(double value);
void addTransY(double value);
void addTransZ(double value);
void resetView();
// main routine
GLFWwindow* getWindow() const;

View File

@@ -9,22 +9,13 @@ public:
~TextureTGA();
private:
std::vector<std::uint8_t> vui8Pixels;
bool bCompressed;
std::uint32_t ui32IDLength;
bool bColorTabel;
std::uint32_t ui32PicType;
std::uint32_t ui32PaletteBegin;
std::uint32_t ui32PaletteLength;
std::uint32_t ui32PaletteBpP;
std::vector<std::uint8_t>* vui8Pixels;
std::uint32_t ui32BpP;
std::uint32_t ui32Width;
std::uint32_t ui32Height;
std::uint32_t ui32Size;
std::uint32_t ui32BpP;
std::uint32_t ui32Attribut;
public:
std::vector<std::uint8_t> getData() const;
std::vector<std::uint8_t>* getData() const;
bool hasAlpha() const;
std::uint32_t getWidth() const;
std::uint32_t getHeight() const;

View File

@@ -9,3 +9,5 @@ extern void mouseMove(GLFWwindow *window, double xpos, double ypos);
extern void mouseWheel(GLFWwindow *window, double xoffset, double yoffset);
extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
extern void dragNdrop(GLFWwindow* window, int count, const char** paths);

View File

@@ -1,5 +1,7 @@
#include "Object.h"
#include <iostream>
#define PI (4.0*atan(1.0))
@@ -8,6 +10,8 @@
Object::Object(const char* path)
{
vModls = new std::vector<Modl*>;
// open file
fsMesh.open(path, std::ios::in | std::ios::binary);
@@ -63,29 +67,12 @@ Object::~Object()
{
// clear texture list
vTextures.clear();
// clear Model list (don't delete the elements)
vModls.clear();
}
/////////////////////////////////////////////////////////////////////////
// private functions
void Object::setModlDefault(Modl * model)
{
model->name = "";
model->parent = "";
model->type = null;
model->renderFlags = -1;
model->m4x4Translation = glm::mat4(1.0f);
model->texture = "";
model->vertex = NULL;
model->uv = NULL;
model->mesh = NULL;
model->meshSize = 0;
}
void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
{
// jump to first chunk
@@ -120,28 +107,59 @@ void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos sta
void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
for (auto& it : chunkList)
{
if (!strcmp("MATL", (*it)->name))
if (!strcmp("SINF", it->name))
{
std::list<ChunkHeader*> tempSinfChunks;
loadChunks(tempSinfChunks, it->position, it->size);
// evaluate MATL subchunks
for (auto& it : tempSinfChunks)
{
if (!strcmp("BBOX", it->name))
{
fsMesh.seekg(it->position);
// read in the quaternion
for (int i = 0; i < 4; i++)
fsMesh.read(reinterpret_cast<char*>(&boundingBox.quaternion[i]), sizeof(float));
//read in the center
for (int i = 0; i < 3; i++)
fsMesh.read(reinterpret_cast<char*>(&boundingBox.center[i]), sizeof(float));
//read in the extents
for (int i = 0; i < 3; i++)
fsMesh.read(reinterpret_cast<char*>(&boundingBox.extents[i]), sizeof(float));
}
}
for (ChunkHeader* it : tempSinfChunks)
delete it;
}
else if (!strcmp("MATL", it->name))
{
// "useless" information how many MATD follow
fsMesh.seekg((*it)->position);
std::uint32_t tempMatdCount;
fsMesh.read(reinterpret_cast<char*>(&tempMatdCount), sizeof(std::uint32_t));
fsMesh.seekg(it->position);
fsMesh.seekg(sizeof(std::uint32_t), std::ios_base::cur);
// get all MATD from MATL list
std::list<ChunkHeader*> tempMatlChunks;
loadChunks(tempMatlChunks, fsMesh.tellg(), (*it)->size - 4);
loadChunks(tempMatlChunks, fsMesh.tellg(), it->size - 4);
// evaluate MATL subchunks
for (std::list<ChunkHeader*>::iterator it = tempMatlChunks.begin(); it != tempMatlChunks.end(); it++)
for (auto& it : tempMatlChunks)
{
// This shouldn't be anything else than MATD
if (!strcmp("MATD", (*it)->name))
if (!strcmp("MATD", it->name))
{
// get all subchunks from MATD
std::list<ChunkHeader*> tempMatdChunks;
loadChunks(tempMatdChunks, (*it)->position, (*it)->size);
loadChunks(tempMatdChunks, it->position, it->size);
vTextures.push_back("");
// analyse MATD subchunks
analyseMatdChunks(tempMatdChunks);
@@ -163,18 +181,15 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
tempMatlChunks.pop_front();
delete tempCursor;
}
continue;
}
if (!strcmp("MODL", (*it)->name))
else if (!strcmp("MODL", it->name))
{
Modl* tempModl = new Modl;
setModlDefault(tempModl);
// get all subchunks
std::list<ChunkHeader*> tempChunks;
loadChunks(tempChunks, (*it)->position, (*it)->size);
loadChunks(tempChunks, it->position, it->size);
// evaluate MODL subchunks
analyseModlChunks(tempModl, tempChunks);
@@ -188,81 +203,75 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
}
// save Model data
vModls.push_back(tempModl);
continue;
vModls->push_back(tempModl);
}
}
}
void Object::analyseMatdChunks(std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
for (auto& it : chunkList)
{
//TX1D, TX2D, TX3D
if (!strcmp("TX0D", (*it)->name))
if (!strcmp("TX0D", it->name))
{
fsMesh.seekg((*it)->position);
char* buffer = new char[(*it)->size + 1];
fsMesh.seekg(it->position);
char* buffer = new char[it->size + 1];
*buffer = { 0 };
fsMesh.read(buffer, (*it)->size);
vTextures.push_back(buffer);
delete buffer;
continue;
fsMesh.read(buffer, it->size);
vTextures.back() = buffer;
delete[] buffer;
}
}
}
void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
for (auto& it : chunkList)
{
if (!strcmp("MTYP", (*it)->name))
if (!strcmp("MTYP", it->name))
{
fsMesh.seekg((*it)->position);
fsMesh.seekg(it->position);
std::uint32_t tempType;
fsMesh.read(reinterpret_cast<char*>(&tempType), sizeof(tempType));
dataDestination->type = (Mtyp)tempType;
continue;
}
if (!strcmp("PRNT", (*it)->name))
else if (!strcmp("PRNT", it->name))
{
fsMesh.seekg((*it)->position);
char* buffer = new char[(*it)->size];
fsMesh.seekg(it->position);
char* buffer = new char[it->size];
*buffer = { 0 };
fsMesh.read(buffer, (*it)->size);
fsMesh.read(buffer, it->size);
dataDestination->parent = buffer;
delete buffer;
continue;
delete[] buffer;
}
if (!strcmp("NAME", (*it)->name))
else if (!strcmp("NAME", it->name))
{
fsMesh.seekg((*it)->position);
char* buffer = new char[(*it)->size];
fsMesh.seekg(it->position);
char* buffer = new char[it->size];
*buffer = { 0 };
fsMesh.read(buffer, (*it)->size);
fsMesh.read(buffer, it->size);
dataDestination->name = buffer;
delete buffer;
continue;
delete[] buffer;
}
if (!strcmp("FLGS", (*it)->name))
else if (!strcmp("FLGS", it->name))
{
fsMesh.seekg((*it)->position);
fsMesh.seekg(it->position);
fsMesh.read(reinterpret_cast<char*>(&dataDestination->renderFlags), sizeof(dataDestination->renderFlags));
continue;
}
if (!strcmp("TRAN", (*it)->name))
else if (!strcmp("TRAN", it->name))
{
float tempScale[3];
float tempRotation[4];
float tempTrans[3];
fsMesh.seekg((*it)->position);
fsMesh.seekg(it->position);
//TODO: use loop
fsMesh.read(reinterpret_cast<char*>(&tempScale[0]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&tempScale[1]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&tempScale[2]), sizeof(float));
@@ -272,6 +281,7 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
fsMesh.read(reinterpret_cast<char*>(&tempRotation[2]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&tempRotation[3]), sizeof(float));
//TODO: make a function for this
//calculate x,y,z rotation
tempRotation[0] = atan2(2 * (tempRotation[0] * tempRotation[1] + tempRotation[2] * tempRotation[3]),
1 - 2 * (pow(tempRotation[1], 2) + pow(tempRotation[2], 2)));
@@ -311,14 +321,13 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
glm::vec3(0, 0, 1)
);
continue;
}
if (!strcmp("GEOM", (*it)->name))
else if (!strcmp("GEOM", it->name))
{
// get all subchunks
std::list<ChunkHeader*> tempGeomChunks;
loadChunks(tempGeomChunks, (*it)->position, (*it)->size);
loadChunks(tempGeomChunks, it->position, it->size);
// evaluate GEOM subchunks
analyseGeomChunks(dataDestination, tempGeomChunks);
@@ -330,21 +339,19 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
tempGeomChunks.pop_front();
delete tempCursor;
}
continue;
}
}
}
void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
for (auto& it : chunkList)
{
if (!strcmp("SEGM", (*it)->name))
if (!strcmp("SEGM", it->name))
{
// get all subchunks
std::list<ChunkHeader*> tempSegmChunks;
loadChunks(tempSegmChunks, (*it)->position, (*it)->size);
loadChunks(tempSegmChunks, it->position, it->size);
// evaluate SEGM subchunks
analyseSegmChunks(dataDestination, tempSegmChunks);
@@ -359,11 +366,11 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
continue;
}
if (!strcmp("CLTH", (*it)->name))
if (!strcmp("CLTH", it->name))
{
// get all subchunks
std::list<ChunkHeader*> tempClthChunks;
loadChunks(tempClthChunks, (*it)->position, (*it)->size);
loadChunks(tempClthChunks, it->position, it->size);
// evaluate CLTH subchunks
analyseClthChunks(dataDestination, tempClthChunks);
@@ -382,139 +389,177 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
{
/*if (!strcmp("SHDW", (*it)->name))
{
fsMesh.seekg((*it)->position);
/* shadow mesh geometry
Segment* tempData = new Segment;
long int - 4 - number of vertex positions
float[3][] - 12 each - vertex positions (XYZ)
long int - 4 - number of edges
short int[4][] - 8 each - edge the following 4 entries from one edge
> short int - 2 - vertex index of this edge, referes to the vertex list
> 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
> 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
> short int - 2 - MAX_VALUE of short integers (65535). Indicates the end of this edge
* /
continue;
}*/
if (!strcmp("MATI", (*it)->name))
for (auto& it : chunkList)
{
fsMesh.seekg((*it)->position);
std::uint32_t tempIndex;
fsMesh.read(reinterpret_cast<char*>(&tempIndex), sizeof(tempIndex));
if (vTextures.size() <= tempIndex)
if (!strcmp("MATI", it->name))
{
std::cout << "warning texture index <" << tempIndex << "> unknown" << std::endl;
dataDestination->texture = "";
continue;
}
dataDestination->texture = vTextures[tempIndex];
continue;
fsMesh.seekg(it->position);
fsMesh.read(reinterpret_cast<char*>(&tempData->textureIndex), sizeof(tempData->textureIndex));
}
if (!strcmp("POSL", (*it)->name))
else if (!strcmp("POSL", it->name))
{
readVertex(dataDestination, (*it)->position);
continue;
readVertex(tempData, it->position);
}
/*if (!strcmp("NRML", (*it)->name))
/*else if (!strcmp("NRML", it->name))
{
fsMesh.seekg((*it)->position);
fsMesh.seekg(it->position);
std::uint32_t tempSize;
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
// List of normals
// long int - 4 - number of normal vectores stored in this list
// float[3][] - 12 each - UVW vector for each vertex
continue;
}*/
if (!strcmp("UV0L", (*it)->name))
else if (!strcmp("UV0L", it->name))
{
readUV(dataDestination, (*it)->position);
readUV(tempData, it->position);
}
else if (!strcmp("STRP", it->name))
{
// don't get null, bone, shadowMesh and hidden mesh indices
if (dataDestination->type == null ||
dataDestination->type == bone ||
dataDestination->type == shadowMesh ||
dataDestination->renderFlags == 1)
continue;
}
if (!strcmp("STRP", (*it)->name))
// jump to the data section and read the size;
std::uint32_t tempSize;
fsMesh.seekg(it->position);
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
int highBitCount(0);
std::vector<uint32_t> tempPoly; // = new std::vector<uint32_t>;
for (unsigned int i = 0; i < tempSize; i++)
{
fsMesh.seekg((*it)->position);
// ReadData
std::uint16_t tempValue;
fsMesh.read(reinterpret_cast<char*>(&tempValue), sizeof(std::uint16_t));
fsMesh.seekg((*it)->position);
fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
dataDestination->mesh = new std::uint32_t[dataDestination->meshSize];
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
// Check for highbit
if (tempValue >> 15)
{
std::uint16_t tempValue[3];
fsMesh.read(reinterpret_cast<char*>(&tempValue[0]), sizeof(std::uint16_t));
fsMesh.read(reinterpret_cast<char*>(&tempValue[1]), sizeof(std::uint16_t));
fsMesh.read(reinterpret_cast<char*>(&tempValue[2]), sizeof(std::uint16_t));
if (!(tempValue[0] >> 15 && tempValue[1] >> 15 && !(tempValue[2] >> 15)))
throw std::invalid_argument("invalid file. go and triangulate!");
tempValue[0] = (std::uint16_t(tempValue[0] << 1) >> 1);
tempValue[1] = (std::uint16_t(tempValue[1] << 1) >> 1);
dataDestination->mesh[i] = (std::uint32_t)tempValue[0];
dataDestination->mesh[i + 1] = (std::uint32_t)tempValue[1];
dataDestination->mesh[i + 2] = (std::uint32_t)tempValue[2];
highBitCount++;
tempValue = (std::uint16_t(tempValue << 1) >> 1);
}
continue;
tempPoly.push_back((std::uint32_t)tempValue);
// new Polygon found
if (highBitCount == 2)
{
// reset highBitCount
highBitCount = 0;
// remove the last two values..
std::uint32_t saveData[2];
for (int i = 0; i < 2; i++)
{
saveData[i] = tempPoly.back();
tempPoly.pop_back();
}
// ..and save them in the new vector
tempData->meshIndices.push_back(tempPoly);
tempPoly.clear();
for (int i = 1; i >= 0; i--)
tempPoly.push_back(saveData[i]);
} // if high bit set
} // for all values
// save the last values (where no 2 high bits follow);
tempData->meshIndices.push_back(tempPoly);
// kick the first element, it's empty as a reason of the algo above;
tempData->meshIndices.erase(tempData->meshIndices.begin());
}
}
dataDestination->segmLst.push_back(tempData);
}
void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>& chunkList)
{
for (std::list<ChunkHeader*>::iterator it = chunkList.begin(); it != chunkList.end(); it++)
Segment* tempData = new Segment;
for (auto& it : chunkList)
{
if (!strcmp("CTEX", (*it)->name))
if (!strcmp("CTEX", it->name))
{
fsMesh.seekg((*it)->position);
char* buffer = new char[(*it)->size];
fsMesh.seekg(it->position);
char* buffer = new char[it->size];
*buffer = { 0 };
fsMesh.read(buffer, (*it)->size);
dataDestination->texture = buffer;
delete buffer;
continue;
}
fsMesh.read(buffer, it->size);
if (!strcmp("CPOS", (*it)->name))
bool tempFound(false);
for (unsigned int index = 0; index < vTextures.size(); index++)
{
readVertex(dataDestination, (*it)->position);
continue;
}
if (!strcmp("CUV0", (*it)->name))
if (!strcmp(buffer, vTextures[index].c_str()))
{
readUV(dataDestination, (*it)->position);
continue;
tempData->textureIndex = index;
tempFound = true;
break;
}
}
if (!strcmp("CMSH", (*it)->name))
if (!tempFound)
{
fsMesh.seekg((*it)->position);
fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
vTextures.push_back(std::string(buffer));
tempData->textureIndex = vTextures.size() - 1;
}
dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
delete[] buffer;
}
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
else if (!strcmp("CPOS", it->name))
{
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i]), sizeof(std::uint32_t));
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 1]), sizeof(std::uint32_t));
fsMesh.read(reinterpret_cast<char*>(&dataDestination->mesh[i + 2]), sizeof(std::uint32_t));
readVertex(tempData, it->position);
}
continue;
else if (!strcmp("CUV0", it->name))
{
readUV(tempData, it->position);
}
else if (!strcmp("CMSH", it->name))
{
// jump to the data section and read the size;
std::uint32_t tempSize;
fsMesh.seekg(it->position);
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
std::vector<uint32_t> tempPoly;
// for every triangle..
for (unsigned int i = 0; i < tempSize; i += 3)
{
tempPoly.clear();
// ..get the 3 indices and save them
for (int j = 0; j < 3; j++)
{
std::uint32_t tempValue;
fsMesh.read(reinterpret_cast<char*>(&tempValue), sizeof(std::uint32_t));
tempPoly.push_back(tempValue);
}
tempData->meshIndices.push_back(tempPoly);
}
}
}
dataDestination->segmLst.push_back(tempData);
}
void Object::readVertex(Modl* dataDestination, std::streampos position)
void Object::readVertex(Segment* dataDestination, std::streampos position)
{
std::uint32_t tempSize;
fsMesh.seekg(position);
@@ -526,7 +571,7 @@ void Object::readVertex(Modl* dataDestination, std::streampos position)
fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
}
void Object::readUV(Modl* dataDestination, std::streampos position)
void Object::readUV(Segment* dataDestination, std::streampos position)
{
std::uint32_t tempSize;
fsMesh.seekg(position);
@@ -542,11 +587,21 @@ void Object::readUV(Modl* dataDestination, std::streampos position)
/////////////////////////////////////////////////////////////////////////
// public getter
std::vector<Modl*> Object::getModels() const
std::vector<Modl*>* Object::getModels() const
{
return vModls;
}
std::vector<std::string> Object::getTextureList() const
{
return vTextures;
}
Bbox Object::getBoundgBox() const
{
return boundingBox;
}
/////////////////////////////////////////////////////////////////////////
// public functions

View File

@@ -1,17 +1,14 @@
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <Windows.h>
#include "OpenGLController.h"
#include "callback.h"
#include <glm\gtc\matrix_transform.hpp>
#include "shader.hpp"
#include "Texture.h"
#include <iostream>
#include <Windows.h>
#include <string>
#include <glm\gtc\matrix_transform.hpp>
#define VERTEX_SHADER "Shader/TextureShader.vert"
#define FRAGMENT_SHADER "Shader/TextureShader.frag"
#define MAX_MODEL_COUNT 1000
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
@@ -31,24 +28,7 @@ OpenGLController::~OpenGLController()
glDeleteTextures(1, &gluiSamplerID);
glfwTerminate();
while (!vModels.empty())
{
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 +107,50 @@ void OpenGLController::processInit()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
void OpenGLController::deleteVectors()
{
//TODO: does .clear() work, too??
if (vModels != NULL)
{
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())
{
while (!segmCuror->meshIndices.back().empty())
segmCuror->meshIndices.back().pop_back();
segmCuror->meshIndices.pop_back();
}
delete segmCuror;
}
delete cursor;
}
delete vModels;
}
while (!vTextures.empty())
{
textureData* cursor = vTextures.back();
vTextures.pop_back();
cursor->data->clear();
delete cursor->data;
delete cursor;
}
}
void OpenGLController::startGLFW()
{
if (!glfwInit())
@@ -182,6 +206,23 @@ 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->at(index)->parent.c_str(), vModels->at(loop)->name.c_str()))
{
tempParentMatrix = getModelMatrix(loop);
break;
}
}
return tempParentMatrix * vModels->at(index)->m4x4Translation;
}
glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
@@ -196,18 +237,25 @@ 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));
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationY, glm::vec3(0, 1, 0));
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
// move to center
glm::mat4 m4x4ModelCenter = glm::translate(
glm::mat4(1.0f),
glm::vec3(-sceneBoundingBox.center[0], -sceneBoundingBox.center[1], -sceneBoundingBox.center[2])
);
//scale to 1
float maxExtent = max(max(sceneBoundingBox.extents[0], sceneBoundingBox.extents[1]), sceneBoundingBox.extents[2]);
glm::mat4 m4x4Normalize = glm::mat4(1.0f);
m4x4Normalize = glm::scale(m4x4Normalize, glm::vec3(1/maxExtent, 1 / maxExtent, 1 / maxExtent));
// Return MVP
return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Normalize * m4x4ModelCenter * getModelMatrix(index);
}
@@ -254,6 +302,16 @@ 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
@@ -268,20 +326,34 @@ void OpenGLController::updateScene()
// tell sampler to use texture unit 0
glUniform1i(gluiSamplerID, 0);
if (vModels != NULL)
{
int instanceOffset(0);
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
for (unsigned int modelIndex = 0; modelIndex < vModels->size(); modelIndex++)
{
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
if (vModels->at(modelIndex)->type == null ||
vModels->at(modelIndex)->type == bone ||
vModels->at(modelIndex)->type == shadowMesh ||
vModels->at(modelIndex)->renderFlags == 1)
continue;
for (auto& segIt : vModels->at(modelIndex)->segmLst)
{
// give texture to the shader
glTexImage2D(GL_TEXTURE_2D,
std::uint32_t tempTexIndex = segIt->textureIndex >= vTextures.size() ? vTextures.size() - 1 : segIt->textureIndex;
glTexImage2D(
GL_TEXTURE_2D,
0,
vTextures[modelIndex]->alpha ? GL_RGBA : GL_RGB,
vTextures[modelIndex]->width,
vTextures[modelIndex]->height,
vTextures[tempTexIndex]->alpha ? GL_RGBA : GL_RGB,
vTextures[tempTexIndex]->width,
vTextures[tempTexIndex]->height,
0,
vTextures[modelIndex]->alpha ? GL_BGRA : GL_BGR,
vTextures[tempTexIndex]->alpha ? GL_BGRA : GL_BGR,
GL_UNSIGNED_BYTE,
vTextures[modelIndex]->data->data()
vTextures[tempTexIndex]->data->data()
);
glGenerateMipmap(GL_TEXTURE_2D);
@@ -289,55 +361,90 @@ void OpenGLController::updateScene()
// give the MVP to the shader
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
// calculate the number of vertex
unsigned int vertexCount(0);
for (auto& it : segIt->meshIndices)
vertexCount += (it.size() - 2) * 3;
instanceOffset += vModels[modelIndex]->meshSize;
glDrawArrays(GL_TRIANGLES, instanceOffset, vertexCount);
// increase the offset
instanceOffset += vertexCount;
}
}
}
glfwSwapBuffers(pWindow);
glfwPollEvents();
}
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();
sceneBoundingBox = obj.getBoundgBox();
}
catch (std::invalid_argument e)
{
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(1);
return;
}
// 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
{
for (auto& mshIt : segIt->meshIndices) // for every polygon
{
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;
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];
// every edge has 3 coordinates
for (int j = 0; j < 3; j++)
tempVertex.position[j] = (GLfloat)segIt->vertex[mshIt[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 3 + j];
if (it->uv == NULL)
// and 2 UV
if (segIt->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
{
tempVertex.uv[0] = (GLfloat)it->uv[it->mesh[i] * 2];
tempVertex.uv[1] = (GLfloat)it->uv[it->mesh[i] * 2 + 1];
for (int j = 0; j < 2; j++)
tempVertex.uv[j] = (GLfloat)segIt->uv[mshIt[tri + triEdge - ((tri % 2) * (triEdge - 1) * 2)] * 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;
}
}
}
}
// fill the buffer
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
@@ -349,31 +456,31 @@ void OpenGLController::loadMsh(const char * path)
);
glBindBuffer(GL_ARRAY_BUFFER, 0);
tempBufferData.clear();
// get textures
for (auto& it : vModels)
{
textureData* tempData = new textureData;
try
{
if (it->texture == "")
throw std::invalid_argument("no texture name");
// get textures path
std::string tempPath = path;
while (tempPath.back() != '/' && tempPath.back() != '\\')
tempPath.pop_back();
TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
// load all textures;
for (auto& texIt : tempTexList)
{
textureData* tempData = new textureData;
try
{
TextureTGA tempTex(std::string(tempPath + texIt).c_str());
tempData->alpha = tempTex.hasAlpha();
tempData->width = tempTex.getWidth();
tempData->height = tempTex.getHeight();
tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
tempData->data = tempTex.getData();
}
catch (std::invalid_argument e)
{
GLubyte solidColor[4] = { 0, 0, 255, 255 };
tempData->alpha = true;
tempData->width = 1;
tempData->height = 1;
@@ -382,4 +489,14 @@ 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;
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();
}

View File

@@ -1,7 +1,5 @@
#include "Texture.h"
#include <iostream>
#include <fstream>
#include <Windows.h>
TextureTGA::TextureTGA(const char * filePath)
{
@@ -15,35 +13,26 @@ TextureTGA::TextureTGA(const char * filePath)
std::uint8_t ui8x18Header[19] = { 0 };
fsPicture.read(reinterpret_cast<char*>(&ui8x18Header), sizeof(ui8x18Header)-1);
//get variables
vui8Pixels = new std::vector<std::uint8_t>;
bool bCompressed;
std::uint32_t ui32IDLength;
std::uint32_t ui32PicType;
std::uint32_t ui32PaletteLength;
std::uint32_t ui32Size;
// extract all information from header
ui32IDLength = ui8x18Header[0];
bColorTabel = ui8x18Header[1] == 1;
ui32PicType = ui8x18Header[2];
ui32PaletteBegin = ui8x18Header[4] * 0x100 + ui8x18Header[3];
ui32PaletteLength = ui8x18Header[6] * 0x100 + ui8x18Header[5];
ui32PaletteBpP = ui8x18Header[7];
ui32Width = ui8x18Header[13] * 0x100 + ui8x18Header[12];
ui32Height = ui8x18Header[15] * 0x100 + ui8x18Header[14];
ui32BpP = ui8x18Header[16];
ui32Attribut = ui8x18Header[17];
// calculate some more information
ui32Size = ui32Width * ui32Height * ui32BpP/8;
bCompressed = ui32PicType == 9 || ui32PicType == 10;
vui8Pixels.resize(ui32Size);
/* consol output of the header
std::cout << "Header\n"
<< "ID l<>nge: " << ui32IDLength << std::endl
<< "Farbtabelle: " << (int)bColorTabel << std::endl
<< "Bildtype: " << ui32PicType << std::endl
<< "Palletenbegin: " << ui32PaletteBegin << std::endl
<< "Palletenl<6E>ngen: " << ui32PaletteLength << std::endl
<< "Bits pro Palleteneintrag: " << ui32PaletteBpP << std::endl
<< "Breite: " << ui32Width << std::endl
<< "H<>he: " << ui32Height << std::endl
<< "Bit pro Pixel: " << ui32BpP << std::endl
<< "Bild Attribute: " << ui32Attribut << std::endl;*/
vui8Pixels->resize(ui32Size);
// jump to the data block
fsPicture.seekg(ui32IDLength + ui32PaletteLength, std::ios_base::cur);
@@ -51,15 +40,14 @@ TextureTGA::TextureTGA(const char * filePath)
// If not compressed 24 or 32 bit
if (ui32PicType == 2 && (ui32BpP == 24 || ui32BpP == 32))
{
fsPicture.read(reinterpret_cast<char*>(vui8Pixels.data()), ui32Size);
fsPicture.read(reinterpret_cast<char*>(vui8Pixels->data()), ui32Size);
}
// else if compressed 24 or 32 bit
else if (ui32PicType == 10 && (ui32BpP == 24 || ui32BpP == 32)) // compressed
{
std::uint8_t tempChunkHeader;
std::uint8_t tempData[5];
int tempByteIndex = 0;
std::size_t tempPixelIndex = 0;
unsigned int tempByteIndex = 0;
do {
fsPicture.read(reinterpret_cast<char*>(&tempChunkHeader), sizeof(tempChunkHeader));
@@ -73,10 +61,10 @@ TextureTGA::TextureTGA(const char * filePath)
for (int i = 0; i <= tempChunkHeader; i++)
{
vui8Pixels[tempByteIndex++] = tempData[0];
vui8Pixels[tempByteIndex++] = tempData[1];
vui8Pixels[tempByteIndex++] = tempData[2];
if(ui32BpP == 32) vui8Pixels[tempByteIndex++] = tempData[3];
vui8Pixels->at(tempByteIndex++) = tempData[0];
vui8Pixels->at(tempByteIndex++) = tempData[1];
vui8Pixels->at(tempByteIndex++) = tempData[2];
if(ui32BpP == 32) vui8Pixels->at(tempByteIndex++) = tempData[3];
}
}
else // data count
@@ -88,10 +76,10 @@ TextureTGA::TextureTGA(const char * filePath)
{
fsPicture.read(reinterpret_cast<char*>(&tempData), ui32BpP/8);
vui8Pixels[tempByteIndex++] = tempData[0];
vui8Pixels[tempByteIndex++] = tempData[1];
vui8Pixels[tempByteIndex++] = tempData[2];
if (ui32BpP == 32) vui8Pixels[tempByteIndex++] = tempData[3];
vui8Pixels->at(tempByteIndex++) = tempData[0];
vui8Pixels->at(tempByteIndex++) = tempData[1];
vui8Pixels->at(tempByteIndex++) = tempData[2];
if (ui32BpP == 32) vui8Pixels->at(tempByteIndex++) = tempData[3];
}
}
} while (tempByteIndex < ui32Size);
@@ -108,10 +96,9 @@ TextureTGA::TextureTGA(const char * filePath)
TextureTGA::~TextureTGA()
{
vui8Pixels.clear();
}
std::vector<std::uint8_t> TextureTGA::getData() const
std::vector<std::uint8_t>* TextureTGA::getData() const
{
return vui8Pixels;
}

View File

@@ -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]);
}

View File

@@ -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 +17,9 @@ int main(int argc, char** argv)
else
scene = OpenGLController::getInstance();
scene->loadMsh("..\\Release\\Msh\\multiModTex.msh");
//scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
#ifdef _DEBUG
scene->loadMsh("..\\Release\\Msh\\quadPoly.msh");
#endif // DEBUG
do {
scene->updateScene();

View File

@@ -13,11 +13,8 @@ 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
- cloth not working correctly
- optional display bones, shadow, collision,...
- integrate into a software:
-> gui open file ( + drag and drop),
-> list all msh under a directory,
@@ -25,6 +22,4 @@ licence, too.
-> display colisions,
-> lights,
-> handle render flags,
- draw more then one model,
- use different textures for one or multiple models,
- take a look at destruction

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