Commit 97006385 authored by Anakin's avatar Anakin
Browse files

integrated mesh import class into OpenGL,

Problem with STRP, indices are not logical
parent b2f174d1
......@@ -3,6 +3,7 @@
#include <list>
#include <fstream>
#include <string>
#include <gl\glew.h>
enum Mtyp {
null,
......@@ -23,7 +24,6 @@ struct Modl {
std::string name;
std::string parent;
Mtyp type;
std::uint32_t zeroBaseIndex;
std::uint32_t renderFlags;
struct {
float scale[3];
......@@ -36,6 +36,11 @@ struct Modl {
float data2;
float data3;
} swci;
std::string texture;
float* vertex;
float* uv;
std::uint32_t meshSize;
std::uint32_t* mesh;
};
......@@ -53,12 +58,19 @@ private:
private:
void setModlDefault(Modl* model);
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
void analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*> &chunkList);
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 readMesh(Modl* dataDestination, std::streampos position);
public:
std::vector<GLfloat> getVertex() const;
std::vector<GLfloat> getUV() const;
};
......@@ -69,6 +69,32 @@ Object::~Object()
/////////////////////////////////////////////////////////////////////////
// private functions
void Object::setModlDefault(Modl * model)
{
model->name = "";
model->parent = "";
model->type = null;
model->renderFlags = -1;
model->tran.scale[0] = 0;
model->tran.scale[1] = 0;
model->tran.scale[2] = 0;
model->tran.rotation[0] = 0;
model->tran.rotation[1] = 0;
model->tran.rotation[2] = 0;
model->tran.rotation[3] = 0;
model->tran.translation[0] = 0;
model->tran.translation[1] = 0;
model->tran.translation[2] = 0;
model->swci.type = -1;
model->swci.data1 = -1;
model->swci.data2 = -1;
model->swci.data3 = -1;
model->texture = "";
model->vertex = NULL;
model->uv = NULL;
model->mesh = NULL;
}
void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
{
// jump to first chunk
......@@ -116,12 +142,6 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
dataDestination->type = (Mtyp)tempType;
}
if (!strcmp("MNDX", (*it)->name))
{
fsMesh.seekg((*it)->position);
fsMesh.read(reinterpret_cast<char*>(&dataDestination->zeroBaseIndex), sizeof(dataDestination->zeroBaseIndex));
}
if (!strcmp("PRNT", (*it)->name))
{
fsMesh.seekg((*it)->position);
......@@ -133,9 +153,9 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
if (!strcmp("NAME", (*it)->name))
{
fsMesh.seekg((*it)->position);
char tempName[33] = { 0 };
fsMesh.read(reinterpret_cast<char*>(&tempName[0]), (*it)->size > 32 ? 32 : (*it)->size);
dataDestination->name = tempName;
char* buffer = new char[(*it)->size];
fsMesh.read(buffer, (*it)->size);
dataDestination->name = buffer;
}
if (!strcmp("FLGS", (*it)->name))
......@@ -211,8 +231,7 @@ void Object::analyseGeomChunks(Modl * dataDestination, std::list<ChunkHeader*>&
delete tempCursor;
}
}
if (!strcmp("CLTH", (*it)->name))
else if (!strcmp("CLTH", (*it)->name))
{
// get all subchunks
std::list<ChunkHeader*> tempClthChunks;
......@@ -263,10 +282,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
if (!strcmp("POSL", (*it)->name))
{
fsMesh.seekg((*it)->position);
// list of vertex coordinates
// long int - 4 - number of coordinates stored in this list
// float[3][] - 12 each - XYZ coordinates
readVertex(dataDestination, (*it)->position);
}
if (!strcmp("NRML", (*it)->name))
......@@ -279,14 +295,12 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
if (!strcmp("UV0L", (*it)->name))
{
fsMesh.seekg((*it)->position);
// List of UV
// long int - 4 - number of UV
// float[2][] - 8 each - UV coordinate
readUV(dataDestination, (*it)->position);
}
if (!strcmp("STRP", (*it)->name))
{
readMesh(dataDestination, (*it)->position);
fsMesh.seekg((*it)->position);
/*
List of triangles strips. The start of a strip is indicated by 2 entries
......@@ -309,42 +323,105 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
if (!strcmp("CTEX", (*it)->name))
{
fsMesh.seekg((*it)->position);
// texture name with extension (how long could it be??)
// ascii
char* buffer = new char[(*it)->size];
fsMesh.read(buffer, (*it)->size);
dataDestination->texture = buffer;
}
if (!strcmp("CPOS", (*it)->name))
{
fsMesh.seekg((*it)->position);
// list of Vertex coordinates
// long int (4) number of vertex
// float[3][] (12 each) XYZ coordinates
}
readVertex(dataDestination, (*it)->position);
if (!strcmp("CUV0", (*it)->name))
{
fsMesh.seekg((*it)->position);
// list of UV coordinates
// long int (4) number of UV Coordinates
// float[2][] (8 each) UV coordinate
}
readUV(dataDestination, (*it)->position);
if (!strcmp("CMSH", (*it)->name))
{
fsMesh.seekg((*it)->position);
// cloth tirangles
// long int (4) number of points
// long int[3][] (16 each) triangle points defined CCW
}
readMesh(dataDestination, (*it)->position);
}
}
void Object::readVertex(Modl* dataDestination, std::streampos position)
{
std::uint32_t tempSize;
fsMesh.seekg(position);
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
dataDestination->vertex = new float[tempSize * 3];
for (unsigned int i = 0; i < tempSize; i += 3)
{
fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 1]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 2]), sizeof(float));
}
}
void Object::readUV(Modl* dataDestination, std::streampos position)
{
std::uint32_t tempSize;
fsMesh.seekg(position);
fsMesh.read(reinterpret_cast<char*>(&tempSize), sizeof(tempSize));
dataDestination->uv = new float[tempSize * 2];
for (unsigned int i = 0; i < tempSize; i += 2)
{
fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i]), sizeof(float));
fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i + 1]), sizeof(float));
}
}
void Object::readMesh(Modl* dataDestination, std::streampos position)
{
fsMesh.seekg(position);
fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
{
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));
}
for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
std::cout << dataDestination->mesh[i] << " " << dataDestination->mesh[i + 1] << " " << dataDestination->mesh[i + 2] << std::endl;
}
/////////////////////////////////////////////////////////////////////////
// public getter
std::vector<GLfloat> Object::getVertex() const
{
std::vector<GLfloat> tempData;
for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
{
for (int i = 0; i < (*it)->meshSize; i++)
{
int tempIndex = (*it)->mesh[i];
tempData.push_back((GLfloat)(*it)->vertex[(*it)->mesh[i]]);
}
}
return tempData;
}
std::vector<GLfloat> Object::getUV() const
{
std::vector<GLfloat> tempData;
for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
for (int i = 0; i < (*it)->meshSize; i++)
tempData.push_back((GLfloat)(*it)->uv[(*it)->mesh[i]]);
return tempData;
}
/////////////////////////////////////////////////////////////////////////
......
......@@ -8,6 +8,7 @@
#include "shader.hpp"
#include "import.h"
#include "Texture.h"
#include "Object.h"
#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
......@@ -280,8 +281,21 @@ void OpenGLController::loadMsh(const char * path)
gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
// get data
vfVertices = loadData();
vfUV = loadUV();
try
{
Object obj(path);
vfVertices = obj.getVertex();
vfUV = obj.getUV();
}
catch (std::invalid_argument e)
{
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(1);
}
//vfVertices = loadData();
//vfUV = loadUV();
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
......
......@@ -28,7 +28,7 @@ openGL:
OpenGLController *scene = OpenGLController::getInstance();
scene->loadMsh("test.msh");
scene->loadMsh("..\\Release\\Msh\\cube.msh");
do {
scene->updateScene();
......
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