diff --git a/OBJ_Loader.h b/OBJ_Loader.h new file mode 100644 index 0000000..a13f9c8 --- /dev/null +++ b/OBJ_Loader.h @@ -0,0 +1,1171 @@ +// OBJ_Loader.h - A Single Header OBJ Model Loader + +#pragma once + +// Iostream - STD I/O Library +#include + +// Vector - STD Vector/Array Library +#include + +// String - STD String Library +#include + +// fStream - STD File I/O Library +#include + +// Math.h - STD math Library +#include + +// QFile - because we can't have nice things +#include + +// Print progress to console while loading (large models) +#define OBJL_CONSOLE_OUTPUT + +// Namespace: OBJL +// +// Description: The namespace that holds eveyrthing that +// is needed and used for the OBJ Model Loader +namespace objl +{ + // Structure: Vector2 + // + // Description: A 2D Vector that Holds Positional Data + struct Vector2 + { + // Default Constructor + Vector2() + { + X = 0.0f; + Y = 0.0f; + } + // Variable Set Constructor + Vector2(float X_, float Y_) + { + X = X_; + Y = Y_; + } + // Bool Equals Operator Overload + bool operator==(const Vector2& other) const + { + return (this->X == other.X && this->Y == other.Y); + } + // Bool Not Equals Operator Overload + bool operator!=(const Vector2& other) const + { + return !(this->X == other.X && this->Y == other.Y); + } + // Addition Operator Overload + Vector2 operator+(const Vector2& right) const + { + return Vector2(this->X + right.X, this->Y + right.Y); + } + // Subtraction Operator Overload + Vector2 operator-(const Vector2& right) const + { + return Vector2(this->X - right.X, this->Y - right.Y); + } + // Float Multiplication Operator Overload + Vector2 operator*(const float& other) const + { + return Vector2(this->X *other, this->Y * other); + } + + // Positional Variables + float X; + float Y; + }; + + // Structure: Vector3 + // + // Description: A 3D Vector that Holds Positional Data + struct Vector3 + { + // Default Constructor + Vector3() + { + X = 0.0f; + Y = 0.0f; + Z = 0.0f; + } + // Variable Set Constructor + Vector3(float X_, float Y_, float Z_) + { + X = X_; + Y = Y_; + Z = Z_; + } + // Bool Equals Operator Overload + bool operator==(const Vector3& other) const + { + return (this->X == other.X && this->Y == other.Y && this->Z == other.Z); + } + // Bool Not Equals Operator Overload + bool operator!=(const Vector3& other) const + { + return !(this->X == other.X && this->Y == other.Y && this->Z == other.Z); + } + // Addition Operator Overload + Vector3 operator+(const Vector3& right) const + { + return Vector3(this->X + right.X, this->Y + right.Y, this->Z + right.Z); + } + // Subtraction Operator Overload + Vector3 operator-(const Vector3& right) const + { + return Vector3(this->X - right.X, this->Y - right.Y, this->Z - right.Z); + } + // Float Multiplication Operator Overload + Vector3 operator*(const float& other) const + { + return Vector3(this->X * other, this->Y * other, this->Z * other); + } + // Float Division Operator Overload + Vector3 operator/(const float& other) const + { + return Vector3(this->X / other, this->Y / other, this->Z / other); + } + + // Positional Variables + float X; + float Y; + float Z; + }; + + // Structure: Vertex + // + // Description: Model Vertex object that holds + // a Position, Normal, and Texture Coordinate + struct Vertex + { + // Position Vector + Vector3 Position; + + // Normal Vector + Vector3 Normal; + + // Texture Coordinate Vector + Vector2 TextureCoordinate; + }; + + struct Material + { + Material() + { + name; + Ns = 0.0f; + Ni = 0.0f; + d = 0.0f; + illum = 0; + } + + // Material Name + std::string name; + // Ambient Color + Vector3 Ka; + // Diffuse Color + Vector3 Kd; + // Specular Color + Vector3 Ks; + // Specular Exponent + float Ns; + // Optical Density + float Ni; + // Dissolve + float d; + // Illumination + int illum; + // Ambient Texture Map + std::string map_Ka; + // Diffuse Texture Map + std::string map_Kd; + // Specular Texture Map + std::string map_Ks; + // Specular Hightlight Map + std::string map_Ns; + // Alpha Texture Map + std::string map_d; + // Bump Map + std::string map_bump; + }; + + // Structure: Mesh + // + // Description: A Simple Mesh Object that holds + // a name, a vertex list, and an index list + struct Mesh + { + // Default Constructor + Mesh() + { + + } + // Variable Set Constructor + Mesh(std::vector& _Vertices, std::vector& _Indices) + { + Vertices = _Vertices; + Indices = _Indices; + } + // Mesh Name + std::string MeshName; + // Vertex List + std::vector Vertices; + // Index List + std::vector Indices; + + // Material + Material MeshMaterial; + }; + + // Namespace: Math + // + // Description: The namespace that holds all of the math + // functions need for OBJL + namespace math + { + // Vector3 Cross Product + Vector3 CrossV3(const Vector3 a, const Vector3 b) + { + return Vector3(a.Y * b.Z - a.Z * b.Y, + a.Z * b.X - a.X * b.Z, + a.X * b.Y - a.Y * b.X); + } + + // Vector3 Magnitude Calculation + float MagnitudeV3(const Vector3 in) + { + return (sqrtf(powf(in.X, 2) + powf(in.Y, 2) + powf(in.Z, 2))); + } + + // Vector3 DotProduct + float DotV3(const Vector3 a, const Vector3 b) + { + return (a.X * b.X) + (a.Y * b.Y) + (a.Z * b.Z); + } + + // Angle between 2 Vector3 Objects + float AngleBetweenV3(const Vector3 a, const Vector3 b) + { + float angle = DotV3(a, b); + angle /= (MagnitudeV3(a) * MagnitudeV3(b)); + return angle = acosf(angle); + } + + // Projection Calculation of a onto b + Vector3 ProjV3(const Vector3 a, const Vector3 b) + { + Vector3 bn = b / MagnitudeV3(b); + return bn * DotV3(a, bn); + } + } + + // Namespace: Algorithm + // + // Description: The namespace that holds all of the + // Algorithms needed for OBJL + namespace algorithm + { + // Vector3 Multiplication Opertor Overload + Vector3 operator*(const float& left, const Vector3& right) + { + return Vector3(right.X * left, right.Y * left, right.Z * left); + } + + // A test to see if P1 is on the same side as P2 of a line segment ab + bool SameSide(Vector3 p1, Vector3 p2, Vector3 a, Vector3 b) + { + Vector3 cp1 = math::CrossV3(b - a, p1 - a); + Vector3 cp2 = math::CrossV3(b - a, p2 - a); + + if (math::DotV3(cp1, cp2) >= 0) + return true; + else + return false; + } + + // Generate a cross produect normal for a triangle + Vector3 GenTriNormal(Vector3 t1, Vector3 t2, Vector3 t3) + { + Vector3 u = t2 - t1; + Vector3 v = t3 - t1; + + Vector3 normal = math::CrossV3(u,v); + + return normal; + } + + // Check to see if a Vector3 Point is within a 3 Vector3 Triangle + bool inTriangle(Vector3 point, Vector3 tri1, Vector3 tri2, Vector3 tri3) + { + // Test to see if it is within an infinite prism that the triangle outlines. + bool within_tri_prisim = SameSide(point, tri1, tri2, tri3) && SameSide(point, tri2, tri1, tri3) + && SameSide(point, tri3, tri1, tri2); + + // If it isn't it will never be on the triangle + if (!within_tri_prisim) + return false; + + // Calulate Triangle's Normal + Vector3 n = GenTriNormal(tri1, tri2, tri3); + + // Project the point onto this normal + Vector3 proj = math::ProjV3(point, n); + + // If the distance from the triangle to the point is 0 + // it lies on the triangle + if (math::MagnitudeV3(proj) == 0) + return true; + else + return false; + } + + // Split a String into a string array at a given token + inline void split(const std::string &in, + std::vector &out, + std::string token) + { + out.clear(); + + std::string temp; + + for (int i = 0; i < int(in.size()); i++) + { + std::string test = in.substr(i, token.size()); + + if (test == token) + { + if (!temp.empty()) + { + out.push_back(temp); + temp.clear(); + i += (int)token.size() - 1; + } + else + { + out.push_back(""); + } + } + else if (i + token.size() >= in.size()) + { + temp += in.substr(i, token.size()); + out.push_back(temp); + break; + } + else + { + temp += in[i]; + } + } + } + + // Get tail of string after first token and possibly following spaces + inline std::string tail(const std::string &in) + { + size_t token_start = in.find_first_not_of(" \t"); + size_t space_start = in.find_first_of(" \t", token_start); + size_t tail_start = in.find_first_not_of(" \t", space_start); + size_t tail_end = in.find_last_not_of(" \t"); + if (tail_start != std::string::npos && tail_end != std::string::npos) + { + return in.substr(tail_start, tail_end - tail_start + 1); + } + else if (tail_start != std::string::npos) + { + return in.substr(tail_start); + } + return ""; + } + + // Get first token of string + inline std::string firstToken(const std::string &in) + { + if (!in.empty()) + { + size_t token_start = in.find_first_not_of(" \t"); + size_t token_end = in.find_first_of(" \t", token_start); + if (token_start != std::string::npos && token_end != std::string::npos) + { + return in.substr(token_start, token_end - token_start); + } + else if (token_start != std::string::npos) + { + return in.substr(token_start); + } + } + return ""; + } + + // Get element at given index position + template + inline const T & getElement(const std::vector &elements, std::string &index) + { + int idx = std::stoi(index); + if (idx < 0) + idx = int(elements.size()) + idx; + else + idx--; + return elements[idx]; + } + } + + // Class: Loader + // + // Description: The OBJ Model Loader + class Loader + { + public: + // Default Constructor + Loader() + { + + } + ~Loader() + { + LoadedMeshes.clear(); + } + + // Load a file into the loader + // + // If file is loaded return true + // + // If the file is unable to be found + // or unable to be loaded return false + bool LoadFile(std::string Path) + { + // If the file is not an .obj file return false + if (Path.substr(Path.size() - 4, 4) != ".obj") + return false; + + + QFile file(Path.c_str()); + + if (!file.open(QIODevice::ReadOnly | QIODevice::Text)) + return false; + + LoadedMeshes.clear(); + LoadedVertices.clear(); + LoadedIndices.clear(); + + std::vector Positions; + std::vector TCoords; + std::vector Normals; + + std::vector Vertices; + std::vector Indices; + + std::vector MeshMatNames; + + bool listening = false; + std::string meshname; + + Mesh tempMesh; + + #ifdef OBJL_CONSOLE_OUTPUT + const unsigned int outputEveryNth = 1000; + unsigned int outputIndicator = outputEveryNth; + #endif + + std::string curline; + while (!file.atEnd()) + { + curline = file.readLine().toStdString(); + #ifdef OBJL_CONSOLE_OUTPUT + if ((outputIndicator = ((outputIndicator + 1) % outputEveryNth)) == 1) + { + if (!meshname.empty()) + { + // std::cout + // << "\r- " << meshname + // << "\t| vertices > " << Positions.size() + // << "\t| texcoords > " << TCoords.size() + // << "\t| normals > " << Normals.size() + // << "\t| triangles > " << (Vertices.size() / 3) + // << (!MeshMatNames.empty() ? "\t| material: " + MeshMatNames.back() : ""); + } + } + #endif + + // Generate a Mesh Object or Prepare for an object to be created + if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g" || curline[0] == 'g') + { + if (!listening) + { + listening = true; + + if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g") + { + meshname = algorithm::tail(curline); + } + else + { + meshname = "unnamed"; + } + } + else + { + // Generate the mesh to put into the array + + if (!Indices.empty() && !Vertices.empty()) + { + // Create Mesh + tempMesh = Mesh(Vertices, Indices); + tempMesh.MeshName = meshname; + + // Insert Mesh + LoadedMeshes.push_back(tempMesh); + + // Cleanup + Vertices.clear(); + Indices.clear(); + meshname.clear(); + + meshname = algorithm::tail(curline); + } + else + { + if (algorithm::firstToken(curline) == "o" || algorithm::firstToken(curline) == "g") + { + meshname = algorithm::tail(curline); + } + else + { + meshname = "unnamed"; + } + } + } + #ifdef OBJL_CONSOLE_OUTPUT + std::cout << std::endl; + outputIndicator = 0; + #endif + } + // Generate a Vertex Position + if (algorithm::firstToken(curline) == "v") + { + std::vector spos; + Vector3 vpos; + algorithm::split(algorithm::tail(curline), spos, " "); + + vpos.X = std::stof(spos[0]); + vpos.Y = std::stof(spos[1]); + vpos.Z = std::stof(spos[2]); + + Positions.push_back(vpos); + } + // Generate a Vertex Texture Coordinate + if (algorithm::firstToken(curline) == "vt") + { + std::vector stex; + Vector2 vtex; + algorithm::split(algorithm::tail(curline), stex, " "); + + vtex.X = std::stof(stex[0]); + vtex.Y = std::stof(stex[1]); + + TCoords.push_back(vtex); + } + // Generate a Vertex Normal; + if (algorithm::firstToken(curline) == "vn") + { + std::vector snor; + Vector3 vnor; + algorithm::split(algorithm::tail(curline), snor, " "); + + vnor.X = std::stof(snor[0]); + vnor.Y = std::stof(snor[1]); + vnor.Z = std::stof(snor[2]); + + Normals.push_back(vnor); + } + // Generate a Face (vertices & indices) + if (algorithm::firstToken(curline) == "f") + { + // Generate the vertices + std::vector vVerts; + GenVerticesFromRawOBJ(vVerts, Positions, TCoords, Normals, curline); + + // Add Vertices + for (int i = 0; i < int(vVerts.size()); i++) + { + Vertices.push_back(vVerts[i]); + + LoadedVertices.push_back(vVerts[i]); + } + + std::vector iIndices; + + VertexTriangluation(iIndices, vVerts); + + // Add Indices + for (int i = 0; i < int(iIndices.size()); i++) + { + unsigned int indnum = (unsigned int)((Vertices.size()) - vVerts.size()) + iIndices[i]; + Indices.push_back(indnum); + + indnum = (unsigned int)((LoadedVertices.size()) - vVerts.size()) + iIndices[i]; + LoadedIndices.push_back(indnum); + + } + } + // Get Mesh Material Name + if (algorithm::firstToken(curline) == "usemtl") + { + MeshMatNames.push_back(algorithm::tail(curline)); + + // Create new Mesh, if Material changes within a group + if (!Indices.empty() && !Vertices.empty()) + { + // Create Mesh + tempMesh = Mesh(Vertices, Indices); + tempMesh.MeshName = meshname; + int i = 2; + while(1) { + tempMesh.MeshName = meshname + "_" + std::to_string(i); + + for (auto &m : LoadedMeshes) + if (m.MeshName == tempMesh.MeshName) + continue; + break; + } + + // Insert Mesh + LoadedMeshes.push_back(tempMesh); + + // Cleanup + Vertices.clear(); + Indices.clear(); + } + + #ifdef OBJL_CONSOLE_OUTPUT + outputIndicator = 0; + #endif + } + // Load Materials + if (algorithm::firstToken(curline) == "mtllib") + { + // Generate LoadedMaterial + + // Generate a path to the material file + std::vector temp; + algorithm::split(Path, temp, "/"); + + std::string pathtomat = ""; + + if (temp.size() != 1) + { + for (int i = 0; i < temp.size() - 1; i++) + { + pathtomat += temp[i] + "/"; + } + } + + + pathtomat += algorithm::tail(curline); + + #ifdef OBJL_CONSOLE_OUTPUT + std::cout << std::endl << "- find materials in: " << pathtomat << std::endl; + #endif + + // Load Materials + LoadMaterials(pathtomat); + } + } + + #ifdef OBJL_CONSOLE_OUTPUT + std::cout << std::endl; + #endif + + // Deal with last mesh + + if (!Indices.empty() && !Vertices.empty()) + { + // Create Mesh + tempMesh = Mesh(Vertices, Indices); + tempMesh.MeshName = meshname; + + // Insert Mesh + LoadedMeshes.push_back(tempMesh); + } + + file.close(); + + // Set Materials for each Mesh + for (int i = 0; i < MeshMatNames.size(); i++) + { + std::string matname = MeshMatNames[i]; + + // Find corresponding material name in loaded materials + // when found copy material variables into mesh material + for (int j = 0; j < LoadedMaterials.size(); j++) + { + if (LoadedMaterials[j].name == matname) + { + LoadedMeshes[i].MeshMaterial = LoadedMaterials[j]; + break; + } + } + } + + if (LoadedMeshes.empty() && LoadedVertices.empty() && LoadedIndices.empty()) + { + return false; + } + else + { + return true; + } + } + + // Loaded Mesh Objects + std::vector LoadedMeshes; + // Loaded Vertex Objects + std::vector LoadedVertices; + // Loaded Index Positions + std::vector LoadedIndices; + // Loaded Material Objects + std::vector LoadedMaterials; + + private: + // Generate vertices from a list of positions, + // tcoords, normals and a face line + void GenVerticesFromRawOBJ(std::vector& oVerts, + const std::vector& iPositions, + const std::vector& iTCoords, + const std::vector& iNormals, + std::string icurline) + { + std::vector sface, svert; + Vertex vVert; + algorithm::split(algorithm::tail(icurline), sface, " "); + + bool noNormal = false; + + // For every given vertex do this + for (int i = 0; i < int(sface.size()); i++) + { + // See What type the vertex is. + int vtype; + + algorithm::split(sface[i], svert, "/"); + + // Check for just position - v1 + if (svert.size() == 1) + { + // Only position + vtype = 1; + } + + // Check for position & texture - v1/vt1 + if (svert.size() == 2) + { + // Position & Texture + vtype = 2; + } + + // Check for Position, Texture and Normal - v1/vt1/vn1 + // or if Position and Normal - v1//vn1 + if (svert.size() == 3) + { + if (svert[1] != "") + { + // Position, Texture, and Normal + vtype = 4; + } + else + { + // Position & Normal + vtype = 3; + } + } + + // Calculate and store the vertex + switch (vtype) + { + case 1: // P + { + vVert.Position = algorithm::getElement(iPositions, svert[0]); + vVert.TextureCoordinate = Vector2(0, 0); + noNormal = true; + oVerts.push_back(vVert); + break; + } + case 2: // P/T + { + vVert.Position = algorithm::getElement(iPositions, svert[0]); + vVert.TextureCoordinate = algorithm::getElement(iTCoords, svert[1]); + noNormal = true; + oVerts.push_back(vVert); + break; + } + case 3: // P//N + { + vVert.Position = algorithm::getElement(iPositions, svert[0]); + vVert.TextureCoordinate = Vector2(0, 0); + vVert.Normal = algorithm::getElement(iNormals, svert[2]); + oVerts.push_back(vVert); + break; + } + case 4: // P/T/N + { + vVert.Position = algorithm::getElement(iPositions, svert[0]); + vVert.TextureCoordinate = algorithm::getElement(iTCoords, svert[1]); + vVert.Normal = algorithm::getElement(iNormals, svert[2]); + oVerts.push_back(vVert); + break; + } + default: + { + break; + } + } + } + + // take care of missing normals + // these may not be truly acurate but it is the + // best they get for not compiling a mesh with normals + if (noNormal) + { + Vector3 A = oVerts[0].Position - oVerts[1].Position; + Vector3 B = oVerts[2].Position - oVerts[1].Position; + + Vector3 normal = math::CrossV3(A, B); + + for (int i = 0; i < int(oVerts.size()); i++) + { + oVerts[i].Normal = normal; + } + } + } + + // Triangulate a list of vertices into a face by printing + // inducies corresponding with triangles within it + void VertexTriangluation(std::vector& oIndices, + const std::vector& iVerts) + { + // If there are 2 or less verts, + // no triangle can be created, + // so exit + if (iVerts.size() < 3) + { + return; + } + // If it is a triangle no need to calculate it + if (iVerts.size() == 3) + { + oIndices.push_back(0); + oIndices.push_back(1); + oIndices.push_back(2); + return; + } + + // Create a list of vertices + std::vector tVerts = iVerts; + + while (true) + { + // For every vertex + for (int i = 0; i < int(tVerts.size()); i++) + { + // pPrev = the previous vertex in the list + Vertex pPrev; + if (i == 0) + { + pPrev = tVerts[tVerts.size() - 1]; + } + else + { + pPrev = tVerts[i - 1]; + } + + // pCur = the current vertex; + Vertex pCur = tVerts[i]; + + // pNext = the next vertex in the list + Vertex pNext; + if (i == tVerts.size() - 1) + { + pNext = tVerts[0]; + } + else + { + pNext = tVerts[i + 1]; + } + + // Check to see if there are only 3 verts left + // if so this is the last triangle + if (tVerts.size() == 3) + { + // Create a triangle from pCur, pPrev, pNext + for (int j = 0; j < int(tVerts.size()); j++) + { + if (iVerts[j].Position == pCur.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pPrev.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pNext.Position) + oIndices.push_back(j); + } + + tVerts.clear(); + break; + } + if (tVerts.size() == 4) + { + // Create a triangle from pCur, pPrev, pNext + for (int j = 0; j < int(iVerts.size()); j++) + { + if (iVerts[j].Position == pCur.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pPrev.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pNext.Position) + oIndices.push_back(j); + } + + Vector3 tempVec; + for (int j = 0; j < int(tVerts.size()); j++) + { + if (tVerts[j].Position != pCur.Position + && tVerts[j].Position != pPrev.Position + && tVerts[j].Position != pNext.Position) + { + tempVec = tVerts[j].Position; + break; + } + } + + // Create a triangle from pCur, pPrev, pNext + for (int j = 0; j < int(iVerts.size()); j++) + { + if (iVerts[j].Position == pPrev.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pNext.Position) + oIndices.push_back(j); + if (iVerts[j].Position == tempVec) + oIndices.push_back(j); + } + + tVerts.clear(); + break; + } + + // If Vertex is not an interior vertex + float angle = math::AngleBetweenV3(pPrev.Position - pCur.Position, pNext.Position - pCur.Position) * (180 / 3.14159265359); + if (angle <= 0 && angle >= 180) + continue; + + // If any vertices are within this triangle + bool inTri = false; + for (int j = 0; j < int(iVerts.size()); j++) + { + if (algorithm::inTriangle(iVerts[j].Position, pPrev.Position, pCur.Position, pNext.Position) + && iVerts[j].Position != pPrev.Position + && iVerts[j].Position != pCur.Position + && iVerts[j].Position != pNext.Position) + { + inTri = true; + break; + } + } + if (inTri) + continue; + + // Create a triangle from pCur, pPrev, pNext + for (int j = 0; j < int(iVerts.size()); j++) + { + if (iVerts[j].Position == pCur.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pPrev.Position) + oIndices.push_back(j); + if (iVerts[j].Position == pNext.Position) + oIndices.push_back(j); + } + + // Delete pCur from the list + for (int j = 0; j < int(tVerts.size()); j++) + { + if (tVerts[j].Position == pCur.Position) + { + tVerts.erase(tVerts.begin() + j); + break; + } + } + + // reset i to the start + // -1 since loop will add 1 to it + i = -1; + } + + // if no triangles were created + if (oIndices.size() == 0) + break; + + // if no more vertices + if (tVerts.size() == 0) + break; + } + } + + // Load Materials from .mtl file + bool LoadMaterials(std::string path) + { + // If the file is not a material file return false + if (path.substr(path.size() - 4, path.size()) != ".mtl") + return false; + + std::ifstream file(path); + + // If the file is not found return false + if (!file.is_open()) + return false; + + Material tempMaterial; + + bool listening = false; + + // Go through each line looking for material variables + std::string curline; + while (std::getline(file, curline)) + { + // new material and material name + if (algorithm::firstToken(curline) == "newmtl") + { + if (!listening) + { + listening = true; + + if (curline.size() > 7) + { + tempMaterial.name = algorithm::tail(curline); + } + else + { + tempMaterial.name = "none"; + } + } + else + { + // Generate the material + + // Push Back loaded Material + LoadedMaterials.push_back(tempMaterial); + + // Clear Loaded Material + tempMaterial = Material(); + + if (curline.size() > 7) + { + tempMaterial.name = algorithm::tail(curline); + } + else + { + tempMaterial.name = "none"; + } + } + } + // Ambient Color + if (algorithm::firstToken(curline) == "Ka") + { + std::vector temp; + algorithm::split(algorithm::tail(curline), temp, " "); + + if (temp.size() != 3) + continue; + + tempMaterial.Ka.X = std::stof(temp[0]); + tempMaterial.Ka.Y = std::stof(temp[1]); + tempMaterial.Ka.Z = std::stof(temp[2]); + } + // Diffuse Color + if (algorithm::firstToken(curline) == "Kd") + { + std::vector temp; + algorithm::split(algorithm::tail(curline), temp, " "); + + if (temp.size() != 3) + continue; + + tempMaterial.Kd.X = std::stof(temp[0]); + tempMaterial.Kd.Y = std::stof(temp[1]); + tempMaterial.Kd.Z = std::stof(temp[2]); + } + // Specular Color + if (algorithm::firstToken(curline) == "Ks") + { + std::vector temp; + algorithm::split(algorithm::tail(curline), temp, " "); + + if (temp.size() != 3) + continue; + + tempMaterial.Ks.X = std::stof(temp[0]); + tempMaterial.Ks.Y = std::stof(temp[1]); + tempMaterial.Ks.Z = std::stof(temp[2]); + } + // Specular Exponent + if (algorithm::firstToken(curline) == "Ns") + { + tempMaterial.Ns = std::stof(algorithm::tail(curline)); + } + // Optical Density + if (algorithm::firstToken(curline) == "Ni") + { + tempMaterial.Ni = std::stof(algorithm::tail(curline)); + } + // Dissolve + if (algorithm::firstToken(curline) == "d") + { + tempMaterial.d = std::stof(algorithm::tail(curline)); + } + // Illumination + if (algorithm::firstToken(curline) == "illum") + { + tempMaterial.illum = std::stoi(algorithm::tail(curline)); + } + // Ambient Texture Map + if (algorithm::firstToken(curline) == "map_Ka") + { + tempMaterial.map_Ka = algorithm::tail(curline); + } + // Diffuse Texture Map + if (algorithm::firstToken(curline) == "map_Kd") + { + tempMaterial.map_Kd = algorithm::tail(curline); + } + // Specular Texture Map + if (algorithm::firstToken(curline) == "map_Ks") + { + tempMaterial.map_Ks = algorithm::tail(curline); + } + // Specular Hightlight Map + if (algorithm::firstToken(curline) == "map_Ns") + { + tempMaterial.map_Ns = algorithm::tail(curline); + } + // Alpha Texture Map + if (algorithm::firstToken(curline) == "map_d") + { + tempMaterial.map_d = algorithm::tail(curline); + } + // Bump Map + if (algorithm::firstToken(curline) == "map_Bump" || algorithm::firstToken(curline) == "map_bump" || algorithm::firstToken(curline) == "bump") + { + tempMaterial.map_bump = algorithm::tail(curline); + } + } + + // Deal with last material + + // Push Back loaded Material + LoadedMaterials.push_back(tempMaterial); + + // Test to see if anything was loaded + // If not return false + if (LoadedMaterials.empty()) + return false; + // If so return true + else + return true; + } + }; +} diff --git a/fish_painter.cpp b/fish_painter.cpp index 9259452..4ca8852 100644 --- a/fish_painter.cpp +++ b/fish_painter.cpp @@ -1,13 +1,14 @@ #include "fish_painter.h" +#include "OBJ_Loader.h" #include +#include +#include -const GLfloat vertices[] = { - 1, 0, 0, - -1, .5, 0, - -1, -.5, 0, -}; +FishPainter::~FishPainter() { + if (texture) delete texture; +} void FishPainter::create(QOpenGLExtraFunctions *glf) { @@ -25,15 +26,31 @@ void FishPainter::create(QOpenGLExtraFunctions *glf) { qCritical() << program.log(); } + texture = new QOpenGLTexture(QImage(":/textures/fish.jpg").mirrored()); + vao.create(); {QOpenGLVertexArrayObject::Binder bind(&vao); vbo.create(); vbo.bind(); - vbo.allocate(vertices, 9 * sizeof (GLfloat)); + std::locale old_locale = std::locale::global(std::locale::classic()); // lmao posix sucks so much + objl::Loader loader; + if (!loader.LoadFile(":/meshes/fish.obj")) { + qCritical() << "Unable to load fish mesh."; + } + std::locale::global(old_locale); + std::vector verts = loader.LoadedMeshes[0].Vertices; + n_verts = verts.size(); + vbo.allocate(verts.data(), verts.size() * sizeof (objl::Vertex)); program.bind(); - program.setAttributeBuffer("position", GL_FLOAT, 0, 3); + program.setAttributeBuffer("position", GL_FLOAT, + offsetof(objl::Vertex, Position), + 3, sizeof (objl::Vertex)); + program.setAttributeBuffer("uv", GL_FLOAT, + offsetof(objl::Vertex, TextureCoordinate), + 2, sizeof (objl::Vertex)); program.enableAttributeArray("position"); + program.enableAttributeArray("uv"); } } @@ -46,6 +63,7 @@ void FishPainter::paint(QOpenGLExtraFunctions *glf, {QOpenGLVertexArrayObject::Binder bind(&vao); program.setUniformValue("projection", projection); program.setUniformValue("view", view); + texture->bind(); QMatrix4x4 model; for (const Fish &fish : fishes) { model.setToIdentity(); @@ -59,7 +77,7 @@ void FishPainter::paint(QOpenGLExtraFunctions *glf, } } program.setUniformValue("model", model); - glf->glDrawArrays(GL_TRIANGLES, 0, 3); + glf->glDrawArrays(GL_TRIANGLES, 0, n_verts); } } } diff --git a/fish_painter.h b/fish_painter.h index d1041be..5cae1bb 100644 --- a/fish_painter.h +++ b/fish_painter.h @@ -8,14 +8,18 @@ #include #include #include +#include class FishPainter { QOpenGLVertexArrayObject vao; QOpenGLBuffer vbo; QOpenGLShaderProgram program; + QOpenGLTexture *texture = nullptr; + size_t n_verts; public: + ~FishPainter(); void create(QOpenGLExtraFunctions *glf); void paint(QOpenGLExtraFunctions *glf, const QMatrix4x4 &projection, diff --git a/shaders/fish.frag b/shaders/fish.frag index 84c86d5..edcaa10 100644 --- a/shaders/fish.frag +++ b/shaders/fish.frag @@ -1,3 +1,6 @@ +varying vec2 fragment_uv; +uniform sampler2D texture; + void main() { - gl_FragColor = vec4(1, 0, .3, 1); + gl_FragColor = texture2D(texture, fragment_uv); } diff --git a/shaders/fish.vert b/shaders/fish.vert index 9aa05ca..a028e45 100644 --- a/shaders/fish.vert +++ b/shaders/fish.vert @@ -1,9 +1,13 @@ attribute vec3 position; +attribute vec2 uv; + +varying vec2 fragment_uv; uniform mat4 projection; uniform mat4 view; uniform mat4 model; void main() { + fragment_uv = uv; gl_Position = projection * view * model * vec4(position, 1); }