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Copy pathobject3ds.cpp
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485 lines (453 loc) · 14.1 KB
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#include <fstream>
#include "stdafx.h"
#include "object3ds.h"
#include "3ds_info.h"
using namespace std;
bool object3DS::newOGL=false;
bool object3DS::hasVBO=false;
void object3DS::checkExtensions()
{
object3DS::newOGL=(atof((const char *)glGetString(GL_VERSION))>=1.5f); // check OGL version
object3DS::hasVBO=glutExtensionSupported("GL_ARB_vertex_buffer_object")!=0; // check if VBO supported
}
// áóôåðèçàöèÿ äàííûõ îáúåêòà â VBO
void object3DS::buffer()
{
if (!hasVBO) { return; } // no VBO
if (newOGL) // OGL>=1.5
{
for (unsigned int i=0; i<indexCount.size(); i++)
{
GLuint vBO;
// ãåíåðàöèÿ èìåíè äëÿ áóôåðíîãî îáúåêòà
glGenBuffers(1, &vBO);
// ïðèâÿçêà áóôåðà
glBindBuffer(GL_ARRAY_BUFFER, vBO);
// ñîçäàíèå è èíèöèàëèçàöèÿ îáëàñòè õðàíåíèÿ äàííûõ äëÿ áóôåðíîãî îáúåêòà
glBufferData(GL_ARRAY_BUFFER, (indexCount[i])*3*sizeof(vertexNormalTex), indexVertexNormal[i], GL_STATIC_DRAW);
// îòêëþ÷åíèå áóôåðà
glBindBuffer(GL_ARRAY_BUFFER, 0);
vertexVBO.push_back(vBO);
}
}
else // old OGL
{
for (unsigned int i=0; i<indexCount.size(); i++)
{
GLuint vBO;
// ãåíåðàöèÿ èìåíè äëÿ áóôåðíîãî îáúåêòà
glGenBuffersARB(1, &vBO);
// ïðèâÿçêà áóôåðà
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vBO);
// ñîçäàíèå è èíèöèàëèçàöèÿ îáëàñòè õðàíåíèÿ äàííûõ äëÿ áóôåðíîãî îáúåêòà
glBufferDataARB(GL_ARRAY_BUFFER_ARB, (indexCount[i])*3*sizeof(vertexNormalTex), indexVertexNormal[i], GL_STATIC_DRAW);
// îòêëþ÷åíèå áóôåðà
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
vertexVBO.push_back(vBO);
}
}
}
void object3DS::init()
{
if (directionMatrix)
{
delete []directionMatrix;
}
// ìàòðèöà ïîâîðîòà
directionMatrix=new GLfloat[16];
for (int j=0; j<4; j++)
{
for (int i=0; i<4; i++)
{
directionMatrix[j*4+i]=0; // set to zero
}
directionMatrix[j*4+j]=1; // set 1 by main diagonal
}
// çàäàíèå êîîðäèíàò â ìàòðèöå
directionMatrix[12]=position.coordinate[0];
directionMatrix[13]=position.coordinate[1];
directionMatrix[14]=position.coordinate[2];
}
// êîíñòðóêòîð ïî óìîë÷àíèþ
object3DS::object3DS():directionMatrix(NULL),tex(NULL)
{
position=vertex(0,0,0);
init();
}
// êîíñòðóêòîð ïî çàäàííîé ïîçèöèè
object3DS::object3DS(vertex &pos):directionMatrix(NULL),tex(NULL)
{
position=pos;
init();
};
object3DS::~object3DS()
{
if (directionMatrix)
{
delete [] directionMatrix;
}
if (tex)
{
delete tex;
}
for (int i=0; i<indexCount.size(); i++)
{
delete [] indexVertexNormal[i];
delete [] localMatrix[i];
}
name.clear();
indexCount.clear();
indexVertexNormal.clear();
localMatrix.clear();
vertexVBO.clear();
}
void object3DS::render(int filterMode)
{
glPushMatrix(); // save current matrix
// ïðèìåíåíèå ìàòðèöû ïîâîðîòà
glMultMatrixf(directionMatrix);
// óñòàíîâêà öâåòà
glColor3f(position.color[0],position.color[1],position.color[2]);
if (hasVBO) // has VBO
{
if (newOGL) // OGL>=1.5
{
for (unsigned int i=0; i<indexCount.size(); i++)
{
// âêëþ÷åíèå ìàññèâà âåðøèí
glEnableClientState(GL_VERTEX_ARRAY);
// âêëþ÷åíèå ìàññèâà íîðìàëåé
glEnableClientState(GL_NORMAL_ARRAY);
//glPushMatrix(); // save current matrix
//glMultMatrixf(localMatrix[i]);
// ïðèâÿçêà áóôåðà
glBindBuffer(GL_ARRAY_BUFFER, vertexVBO[i]);
// óñòàíîâêà óêàçàòåëÿ íà ìàññèâ âåðøèí ïî VBO
glVertexPointer(3, GL_FLOAT, sizeof(vertexNormalTex), (GLvoid *)((char *)indexVertexNormal[i][0].coordinate-(char *)indexVertexNormal[i]));
// óñòàíîâêà óêàçàòåëÿ íà ìàññèâ íîðìàëåé ïî VBO
glNormalPointer(GL_FLOAT, sizeof(vertexNormalTex), (GLvoid *)((char *)indexVertexNormal[i][0].normal-(char *)indexVertexNormal[i]));
glEnable(GL_TEXTURE_2D);
glClientActiveTexture(GL_TEXTURE0);
// âêëþ÷åíèå ìàññèâà òåêñòóðíûõ êîîðäèíàò
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// ïðèâÿçêà òåêñòóðû
tex->bind();
// óñòàíîâêà óêàçàòåëÿ íà ìàññèâ òåêñòóðíûõ êîîðäèíàò ïî VBO
//GLvoid * tmpK=(GLvoid *)((char *)indexVertexNormal[i][0].tex-(char *)indexVertexNormal[i]);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertexNormalTex), (GLvoid *)((char *)indexVertexNormal[i][0].tex-(char *)indexVertexNormal[i]));
// îòðèñîâêà âåðøèí
glDrawArrays(GL_TRIANGLES, 0, 3*indexCount[i]);
glDisable(GL_TEXTURE_2D);
// îòêëþ÷åíèå ìàññèâà òåêñòóðíûõ êîîðäèíàò
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// îòêëþ÷åíèå ìàññèâà âåðøèí
glDisableClientState(GL_VERTEX_ARRAY);
// îòêëþ÷åíèå ìàññèâà íîðìàëåé
glDisableClientState(GL_NORMAL_ARRAY);
// îòêëþ÷åíèå áóôåðà
glBindBuffer(GL_ARRAY_BUFFER, 0);
// îòêëþ÷åíèå áóôåðà
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
//glPopMatrix(); // restore matrix
}
} else // old OGL
{
for (unsigned int i=0; i<indexCount.size(); i++)
{
// âêëþ÷åíèå ìàññèâà âåðøèí
glEnableClientState(GL_VERTEX_ARRAY);
// âêëþ÷åíèå ìàññèâà íîðìàëåé
glEnableClientState(GL_NORMAL_ARRAY);
//glPushMatrix(); // save current matrix
//glMultMatrixf(localMatrix[i]);
// ïðèâÿçêà áóôåðà
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vertexVBO[i]);
// óñòàíîâêà óêàçàòåëÿ íà ìàññèâ âåðøèí ïî VBO
glVertexPointer(3, GL_FLOAT, sizeof(vertexNormal), (GLvoid *)((char *)indexVertexNormal[i][0].coordinate-(char *)indexVertexNormal[i]));
// óñòàíîâêà óêàçàòåëÿ íà ìàññèâ íîðìàëåé ïî VBO
glNormalPointer(GL_FLOAT, sizeof(vertexNormal), (GLvoid *)((char *)indexVertexNormal[i][0].normal-(char *)indexVertexNormal[i]));
// îòðèñîâêà âåðøèí
glDrawArrays(GL_TRIANGLES, 0, 3*indexCount[i]);
// îòêëþ÷åíèå ìàññèâà âåðøèí
glDisableClientState(GL_VERTEX_ARRAY);
// îòêëþ÷åíèå ìàññèâà íîðìàëåé
glDisableClientState(GL_NORMAL_ARRAY);
// îòêëþ÷åíèå áóôåðà
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
// îòêëþ÷åíèå áóôåðà
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
//glPopMatrix(); // restore matrix
}
}
} else // no VBO
{
for (unsigned int i=0; i<indexCount.size(); i++)
{
//glPushMatrix(); // save current matrix
//glMultMatrixf(localMatrix[j]);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(vertexNormal), indexVertexNormal[i][0].coordinate);
glNormalPointer(GL_FLOAT, sizeof(vertexNormal), indexVertexNormal[i][0].normal);
glDrawArrays(GL_TRIANGLES, 0, 3*indexCount[i]);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
//glPopMatrix(); // restore matrix
}
}
glPopMatrix(); // restore matrix
}
unsigned int object3DS::findChunk(ifstream& ifs, unsigned short id, bool parent)
{
// èäåíòèôèêàòîð ÷àíêà
unsigned short chunkId;
// äëèíà ÷àíêà
unsigned int chunkLen;
if (parent)
{
// ÷òåíèå èäåíòèôèêàòîðà ÷àíêà
ifs.read((char*)&chunkId,2);
// ÷òåíèå äëèíû ÷àíêà
ifs.read((char*)&chunkLen,4);
if(chunkId==obj3ds::OBJECT) // need to read object name if it is EDIT_OBJECT chunk
{
unsigned char ch;
do
{
ifs.read((char*)&ch,1); // reading one char
} while(ch!='\0' && !ifs.eof()); // reading until string ends
}
}
do
{
// ÷òåíèå èäåíòèôèêàòîðà ÷àíêà
ifs.read((char*)&chunkId,2);
// ÷òåíèå äëèíû ÷àíêà
ifs.read((char*)&chunkLen,4);
if(chunkId!=id) ifs.ignore(chunkLen-6); // skip if not necessary id
else
{
// ïîëó÷åíèå òåêóùåé ïîçèöèè
int pos=ifs.tellg();
// âîçâðàò ê íà÷àëó òåêóùåãî ÷àíêà
ifs.seekg(pos-6);
// âîçâðàò òåêóùåé ïîçèöèè â ôàéëå
return (ifs.tellg());
}
}while(!ifs.eof());
return false;
}
void object3DS::setScale(GLfloat scale)
{
for (int j=0; j<3; j++)
{
directionMatrix[j*4+j]=scale;
}
}
bool object3DS::load(wstring fname)
{
// èäåíòèôèêàòîð ÷àíêà
unsigned short chunkId;
// ïîçèöèÿ ÷àíêà â ôàéëå
unsigned int chunkPos;
// ïîçèöèÿ áîëåå âåðõíåãî ÷àíêà
unsigned int chunkTmpPos;
// äëèíà ÷àíêà
unsigned int chunkLen;
// äëèíà áëîêà ñ ìîäåëÿìè
unsigned int chunkModels;
// äëèíà ÷àíêà ìîäåëè
unsigned int chunkModelPos;
// ïîçèöèÿ ÷àíêà ìîäåëè
unsigned int chunkModelLen;
// ôëàã íîðìàëüíîé çàãðóçêè õîòÿ áû îäíîé ìîäåëè
bool hasAnyLoaded=false;
// ôëàã íîðìàëüíîé çàãðóçêè ïîñëåäíåé ìîäåëè
bool lastFailed;
// îäíà åäèíèöà èçìåðåíèÿ
GLfloat oneUnit=1.0f;
ifstream ifs;
ifs.open(fname.c_str(),ios_base::in|ios_base::binary|ios_base::beg);
if(!ifs.is_open())
{
return false; // error while opening file
}
else
{
// ÷òåíèå èäåíòèôèêàòîðà ÷àíêà
ifs.read((char*)&chunkId,2);
// ÷òåíèå äëèíû ÷àíêà
ifs.read((char*)&chunkLen,4);
if(chunkId!=obj3ds::MAIN) return false; // not 3ds
// ïåðåìåùåíèå ê íà÷àëó ÷àíêà
ifs.seekg((int)ifs.tellg()-6);
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::EDITOR);
if(chunkPos==0) return false; // not found
// ÷òåíèå èäåíòèôèêàòîðà ÷àíêà
ifs.read((char*)&chunkId,2);
// ÷òåíèå äëèíû ÷àíêà
ifs.read((char*)&chunkModels,4);
// ïåðåìåùåíèå ê íà÷àëó ÷àíêà
//ifs.seekg((int)ifs.tellg()-6);
// ñîõðàíåíèå äëèíû ÷àíêà ìîäåëåé
chunkModels+=chunkPos;
// ñîõðàíåíèå ïîëîæåíèÿ ÷àíêà
chunkTmpPos=ifs.tellg();
chunkPos=findChunk(ifs,obj3ds::ONEUNIT,false);
if(chunkPos!=0) // found
{
ifs.ignore(6);
ifs.read((char*)&oneUnit,sizeof(GLfloat));
// âîçâðàò ê ñîõðàíåííîìó ïîëîæåíèþ
ifs.seekg(chunkTmpPos);
}
// ìàòðèöà ïîâîðîòà îáúåêòà
GLfloat lMatrixTemplate[]={
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
};
// êîëè÷åñòâî ïîëèãîíîâ
unsigned short iCount;
// ñïèñîê êîîðäèíàò âåðøèí è èõ íîðìàëåé ïî èíäåêñàì
vertexNormalTex *iVertex;
// êîëè÷åñòâî âåðøèí
unsigned short vCount;
// êîëè÷åñòâî òåêñòóðíûõ êîîðäèíàò âåðøèí
unsigned short texCount;
// ñïèñîê âåðøèí
GLfloat *vList;
// ñïèñîê òåêñòóðíûõ êîîðäèíàò
GLfloat *texCoord;
// ìàòðèöà ïîâîðîòà îáúåêòà
GLfloat *lMatrix;
do
{
// èìÿ îáúåêòà
string objectName="";
lastFailed=false;
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::OBJECT,false);
if(chunkPos==0) { lastFailed=(chunkPos==0); break; }//return false; // not found
chunkModelPos=chunkPos;
ifs.read((char*)&chunkId,2);
// ÷òåíèå äëèíû ÷àíêà
ifs.read((char*)&chunkModelLen,4);
unsigned char ch;
do
{
ifs.read((char*)&ch,1); // reading one char
objectName+=ch; // put char to name string
} while(ch!='\0' && !ifs.eof()); // reading until string ends
// ñîõðàíåíèå ïîëîæåíèÿ ÷àíêà
chunkTmpPos=ifs.tellg();
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
//chunkPos=findChunk(ifs,obj3ds::HIDDEN,false);
//if(chunkPos!=0) { lastFailed=false; break; }//return false; // not found
// âîçâðàò ê ñîõðàíåííîìó ïîëîæåíèþ
ifs.seekg(chunkTmpPos);
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::TRIMESH,false);
if(chunkPos==0) { lastFailed=(chunkPos==0); break; } // not found
chunkTmpPos=chunkPos;
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::VERTEXLIST);
if(chunkPos==0) return false; // not found
// ïðîïóñê 6 áàéòîâ (chunkId, chunkLen)
ifs.ignore(6);
// ÷òåíèå êîëè÷åñòâà òî÷åê
ifs.read((char*)&vCount,2);
// âûäåëåíèå ïàìÿòè äëÿ õðàíåíèÿ òî÷åê
vList=new float[3*vCount];
for(int i=0;i<vCount;i++) // read vertexes
{
ifs.read((char*)&(vList[3*i]),4); vList[3*i]*=oneUnit;
ifs.read((char*)&(vList[3*i+2]),4); vList[3*i+2]*=oneUnit;
ifs.read((char*)&(vList[3*i+1]),4); vList[3*i+1]*=oneUnit;
}
// âîçâðàò ê ñîõðàíåííîìó ïîëîæåíèþ
ifs.seekg(chunkTmpPos);
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::MAPPINGCOORDS);
if(chunkPos==0) return false; // not found
// ïðîïóñê 6 áàéòîâ (chunkId, chunkLen)
ifs.ignore(6);
// ÷òåíèå êîëè÷åñòâà òåêñòóðíûõ êîîðäèíàò
ifs.read((char*)&texCount,2);
// âûäåëåíèå ïàìÿòè äëÿ õðàíåíèÿ òåêñòóðíûõ êîîðäèíàò
texCoord=new float[2*texCount];
for(int i=0;i<texCount;i++) // read texes coords
{
ifs.read((char*)&(texCoord[2*i]),4);
ifs.read((char*)&(texCoord[2*i+1]),4);
}
// âîçâðàò ê ñîõðàíåííîìó ïîëîæåíèþ
ifs.seekg(chunkTmpPos);
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::FACESLIST);
if(chunkPos==0) { lastFailed=(chunkPos==0); break; } // not found
// ïðîïóñê 6 áàéòîâ (chunkId, chunkLen)
ifs.ignore(6);
// ÷òåíèå êîëè÷åñòâà ïîëèãîíîâ
ifs.read((char*)&iCount,2);
// âûäåëåíèå ïàìÿòè ïîä õðàíåíèå âåðøèí è íîðìàëåé ïî èíäåêñàì
iVertex=new vertexNormalTex [3*iCount];
for(int i=0;i<iCount;i++) // read indexes
{
unsigned short tmp;
// ÷òåíèå èíäåêñîâ è ñîõðàíåíèå âåðøèí
ifs.read((char*)&(tmp),2); iVertex[3*i].copyCoord(&vList[3*tmp]); iVertex[3*i].copyTex(&texCoord[2*tmp]);
ifs.read((char*)&(tmp),2); iVertex[3*i+2].copyCoord(&vList[3*tmp]); iVertex[3*i+2].copyTex(&texCoord[2*tmp]);
ifs.read((char*)&(tmp),2); iVertex[3*i+1].copyCoord(&vList[3*tmp]); iVertex[3*i+1].copyTex(&texCoord[2*tmp]);
// âû÷èñëåíèå íîðìàëè
vec3 a0=iVertex[3*i].vec3Coordinate();
vec3 a1=iVertex[3*i+1].vec3Coordinate();
vec3 a2=iVertex[3*i+2].vec3Coordinate();
vec3 a1a0=a0-a1,a1a2=a2-a1;
vec3 normal=normalize(cross(a1a2,a1a0));
// ñîõðàíåíèå íîðìàëè äëÿ 3 òî÷åê ïîëèãîíà
iVertex[3*i].copyNormal(&normal.x);
iVertex[3*i+1].copyNormal(&normal.x);
iVertex[3*i+2].copyNormal(&normal.x);
ifs.ignore(2); // skip flags
}
// âîçâðàò ê ñîõðàíåííîìó ïîëîæåíèþ
ifs.seekg(chunkTmpPos);
// ïîèñê ñëåäóþùåãî íåîáõîäèìîãî ÷àíêà
chunkPos=findChunk(ifs,obj3ds::LOCALMATRIX);
if(chunkPos!=0) // found
{
lMatrix=new GLfloat[16];
memcpy(lMatrix,lMatrixTemplate,sizeof(GLfloat)*16);
float tmp[3];
ifs.ignore(6);
//for (int i=0; i<4; i++)
for (int i=0; i<3; i++)
{
ifs.read((char*)(tmp),3*sizeof(float));
lMatrix[4*i]=tmp[0];
lMatrix[4*i+2]=tmp[1];
lMatrix[4*i+1]=tmp[2];
}
/*ifs.read((char*)(tmp),3*sizeof(float));
lMatrix[4*3]=-tmp[0];
lMatrix[4*3+2]=-tmp[1];
lMatrix[4*3+1]=-tmp[2];*/
}
// ñòàâèì ôëàã óñïåøíîé ïîäãðóçêè
hasAnyLoaded=true;
// ñîõðàíÿåì ñ÷èòàííûå äàííûå îá îáúåêòå
name.push_back(objectName);
indexCount.push_back(iCount);
indexVertexNormal.push_back(iVertex);
localMatrix.push_back(lMatrix);
delete []vList;
delete []texCoord;
// ïåðåõîäèì ê ñëåäóþùåìó îáúåêòó
ifs.seekg(chunkModelPos+chunkModelLen);
} while (!lastFailed);
return hasAnyLoaded; // reading finished
}
}