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- //This example program is created by thecplusplusuy for demonstration purposes. It's a simple 3D model loader (wavefront (.obj)), which is capable to load materials and UV textures:
- //http://www.youtube.com/user/thecplusplusguy
- //Free source, modify if you want, LGPL licence (I guess), I would be happy, if you would not delete the link
- //so other people can see the tutorial
- //this file is the objloader.cpp
- #include "objloader.h"
- //nothing to explain here
- coordinate::coordinate(float a,float b,float c)
- {
- x=a;
- y=b;
- z=c;
- }
- //nothing to explain here
- face::face(int facen,int f1,int f2,int f3,int t1,int t2,int t3,int m){
- facenum=facen;
- faces[0]=f1;
- faces[1]=f2;
- faces[2]=f3;
- texcoord[0]=t1;
- texcoord[1]=t2;
- texcoord[2]=t3;
- mat=m;
- four=false;
- }
- //nothing to explain here
- face::face(int facen,int f1,int f2,int f3,int f4,int t1,int t2,int t3,int t4,int m){
- facenum=facen;
- faces[0]=f1;
- faces[1]=f2;
- faces[2]=f3;
- faces[3]=f4;
- texcoord[0]=t1;
- texcoord[1]=t2;
- texcoord[2]=t3;
- texcoord[3]=t4;
- mat=m;
- four=true;
- }
- //nothing to explain here
- material::material(const char* na,float al,float n,float ni2,float* d,float* a,float* s,int i,int t)
- {
- name=na;
- alpha=al;
- ni=ni2;
- ns=n;
- dif[0]=d[0];
- dif[1]=d[1];
- dif[2]=d[2];
- amb[0]=a[0];
- amb[1]=a[1];
- amb[2]=a[2];
- spec[0]=s[0];
- spec[1]=s[1];
- spec[2]=s[2];
- illum=i;
- texture=t;
- }
- //nothing to explain here
- texcoord::texcoord(float a,float b)
- {
- u=a;
- v=b;
- }
- int objloader::load(const char* filename)
- {
- std::ifstream in(filename); //open the model file
- if(!in.is_open())
- {
- std::cout << "Nor oepened" << std::endl; //if it's not opened then error message, and return with -1
- return -1;
- }
- char buf[256]; //temp buffer
- int curmat=0; //the current (default) material is 0, it's used, when we read the faces
- while(!in.eof())
- {
- in.getline(buf,256); //while we are not in the end of the file, read everything as a string to the coord vector
- coord.push_back(new std::string(buf));
- }
- for(int i=0;i<coord.size();i++) //and then go through all line and decide what kind of line it is
- {
- if((*coord[i])[0]=='#') //if it's a comment
- continue; //we don't have to do anything with it
- else if((*coord[i])[0]=='v' && (*coord[i])[1]==' ') //if a vertex
- {
- float tmpx,tmpy,tmpz;
- sscanf(coord[i]->c_str(),"v %f %f %f",&tmpx,&tmpy,&tmpz); //read the 3 floats, which makes up the vertex
- vertex.push_back(new coordinate(tmpx,tmpy,tmpz)); //and put it in the vertex vector
- }else if((*coord[i])[0]=='v' && (*coord[i])[1]=='n') //if it's a normal vector
- {
- float tmpx,tmpy,tmpz;
- sscanf(coord[i]->c_str(),"vn %f %f %f",&tmpx,&tmpy,&tmpz);
- normals.push_back(new coordinate(tmpx,tmpy,tmpz)); //basically do the same
- isnormals=true;
- }else if((*coord[i])[0]=='f') //if it's a face
- {
- int a,b,c,d,e;
- if(count(coord[i]->begin(),coord[i]->end(),' ')==4) //if this is a quad
- {
- if(coord[i]->find("//")!=std::string::npos) //if it's contain a normal vector, but not contain texture coorinate
- {
- sscanf(coord[i]->c_str(),"f %d//%d %d//%d %d//%d %d//%d",&a,&b,&c,&b,&d,&b,&e,&b); //read in this form
- faces.push_back(new face(b,a,c,d,e,0,0,0,0,curmat)); //and put to the faces, we don't care about the texture coorinate in this case
- //and if there is no material, it doesn't matter, what is curmat
- }else if(coord[i]->find("/")!=std::string::npos) //if we have texture coorinate and normal vectors
- {
- int t[4]; //texture coorinates
- //read in this form, and put to the end of the vector
- sscanf(coord[i]->c_str(),"f %d/%d/%d %d/%d/%d %d/%d/%d %d/%d/%d",&a,&t[0],&b,&c,&t[1],&b,&d,&t[2],&b,&e,&t[3],&b);
- faces.push_back(new face(b,a,c,d,e,t[0],t[1],t[2],t[3],curmat));
- }else{
- //else we don't have normal vectors nor texture coorinate
- sscanf(coord[i]->c_str(),"f %d %d %d %d",&a,&b,&c,&d);
- faces.push_back(new face(-1,a,b,c,d,0,0,0,0,curmat));
- }
- }else{ //if it's a triangle
- //do the same, except we use one less vertex/texture coorinate/face number
- if(coord[i]->find("//")!=std::string::npos)
- {
- sscanf(coord[i]->c_str(),"f %d//%d %d//%d %d//%d",&a,&b,&c,&b,&d,&b);
- faces.push_back(new face(b,a,c,d,0,0,0,curmat));
- }else if(coord[i]->find("/")!=std::string::npos)
- {
- int t[3];
- sscanf(coord[i]->c_str(),"f %d/%d/%d %d/%d/%d %d/%d/%d",&a,&t[0],&b,&c,&t[1],&b,&d,&t[2],&b);
- faces.push_back(new face(b,a,c,d,t[0],t[1],t[2],curmat));
- }else{
- sscanf(coord[i]->c_str(),"f %d %d %d",&a,&b,&c);
- faces.push_back(new face(-1,a,b,c,0,0,0,curmat));
- }
- }
- }else if((*coord[i])[0]=='u' && (*coord[i])[1]=='s' && (*coord[i])[2]=='e') //use material material_name
- {
- char tmp[200];
- sscanf(coord[i]->c_str(),"usemtl %s",tmp); //read the name of the material to tmp
- for(int i=0;i<materials.size();i++) //go through all of the materials
- {
- if(strcmp(materials[i]->name.c_str(),tmp)==0) //and compare the tmp with the name of the material
- {
- curmat=i; //if it's equal then set the current material to that
- break;
- }
- }
- }else if((*coord[i])[0]=='m' && (*coord[i])[1]=='t' && (*coord[i])[2]=='l' && (*coord[i])[3]=='l') //material library, a file, which contain
- //all of the materials
- {
- char filen[200];
- sscanf(coord[i]->c_str(),"mtllib %s",filen); //read the filename
- std::ifstream mtlin(filen); //open the file
- if(!mtlin.is_open()) //if not opened error message, clean all memory, return with -1
- {
- std::cout << "connot open the material file" << std::endl;
- clean();
- return -1;
- }
- ismaterial=true; //we use materials
- std::vector<std::string> tmp;//contain all of the line of the file
- char c[200];
- while(!mtlin.eof())
- {
- mtlin.getline(c,200); //read all lines to tmp
- tmp.push_back(c);
- }
- char name[200]; //name of the material
- char filename[200]; //filename of the texture
- float amb[3],dif[3],spec[3],alpha,ns,ni; //colors, shininess, and something else
- int illum;
- unsigned int texture;
- bool ismat=false; //do we already have a material read in to these variables?
- strcpy(filename,"\0"); //set filename to nullbyte character
- for(int i=0;i<tmp.size();i++) //go through all lines of the mtllib file
- {
- if(tmp[i][0]=='#') //we don't care about comments
- continue;
- if(tmp[i][0]=='n' && tmp[i][1]=='e' && tmp[i][2]=='w') //new material
- {
- if(ismat) //if we have a material
- {
- if(strcmp(filename,"\0")!=0) //if we have a texture
- {
- materials.push_back(new material(name,alpha,ns,ni,dif,amb,spec,illum,texture)); //push back
- strcpy(filename,"\0");
- }else{
- materials.push_back(new material(name,alpha,ns,ni,dif,amb,spec,illum,-1)); //push back, but use -1 to texture
- }
- }
- ismat=false; //we start from a fresh material
- sscanf(tmp[i].c_str(),"newmtl %s",name); //read in the name
- }else if(tmp[i][0]=='N' && tmp[i][1]=='s') //the shininess
- {
- sscanf(tmp[i].c_str(),"Ns %f",&ns);
- ismat=true;
- }else if(tmp[i][0]=='K' && tmp[i][1]=='a') //the ambient
- {
- sscanf(tmp[i].c_str(),"Ka %f %f %f",&amb[0],&amb[1],&amb[2]);
- ismat=true;
- }else if(tmp[i][0]=='K' && tmp[i][1]=='d') //the diffuse
- {
- sscanf(tmp[i].c_str(),"Kd %f %f %f",&dif[0],&dif[1],&dif[2]);
- ismat=true;
- }else if(tmp[i][0]=='K' && tmp[i][1]=='s') //the specular
- {
- sscanf(tmp[i].c_str(),"Ks %f %f %f",&spec[0],&spec[1],&spec[2]);
- ismat=true;
- }else if(tmp[i][0]=='N' && tmp[i][1]=='i') //the I don't know what is this
- {
- sscanf(tmp[i].c_str(),"Ni %f",&ni);
- ismat=true;
- }else if(tmp[i][0]=='d' && tmp[i][1]==' ') //the alpha
- {
- sscanf(tmp[i].c_str(),"d %f",&alpha);
- ismat=true;
- }else if(tmp[i][0]=='i' && tmp[i][1]=='l') //the illum (don't ask)
- {
- sscanf(tmp[i].c_str(),"illum %d",&illum);
- ismat=true;
- }else if(tmp[i][0]=='m' && tmp[i][1]=='a') //and the texture
- {
- sscanf(tmp[i].c_str(),"map_Kd %s",filename);
- texture=loadTexture(filename); //read the filename, and use the loadTexture function to load it, and get the id.
- ismat=true;
- }
- }
- if(ismat) //there is no newmat after the last newmat, so we have to put the last material 'manually'
- {
- if(strcmp(filename,"\0")!=0)
- {
- materials.push_back(new material(name,alpha,ns,ni,dif,amb,spec,illum,texture));
- }else{
- materials.push_back(new material(name,alpha,ns,ni,dif,amb,spec,illum,-1));
- }
- }
- }else if((*coord[i])[0]=='v' && (*coord[i])[1]=='t') //back to the obj file, texture coorinate
- {
- float u,v;
- sscanf(coord[i]->c_str(),"vt %f %f",&u,&v); //read the uv coordinate
- texturecoordinate.push_back(new texcoord(u,1-v)); //I push back 1-v instead of normal v, because obj file use the upper left corner as 0,0 coorinate
- //but OpenGL use bottom left corner as 0,0, so I convert it
- istexture=true;
- }
- }
- if(materials.size()==0) //if some reason the material file doesn't contain any material, we don't have material
- ismaterial=false;
- else //else we have
- ismaterial=true;
- std::cout << vertex.size() << " " << normals.size() << " " << faces.size() << " " << materials.size() << std::endl; //test purposes
- //draw
- int num;
- num=glGenLists(1); //I generate a unique identifier for the list
- glNewList(num,GL_COMPILE);
- int last=-1; //the last material (default -1, which doesn't exist, so we use the first material)
- for(int i=0;i<faces.size();i++) //go throught all faces
- {
- if(last!=faces[i]->mat && ismaterial) //if we have a meterial AND the last material is not the same
- {
- //set all of the material property
- float diffuse[]={materials[faces[i]->mat]->dif[0],materials[faces[i]->mat]->dif[1],materials[faces[i]->mat]->dif[2],1.0};
- float ambient[]={materials[faces[i]->mat]->amb[0],materials[faces[i]->mat]->amb[1],materials[faces[i]->mat]->amb[2],1.0};
- float specular[]={materials[faces[i]->mat]->spec[0],materials[faces[i]->mat]->spec[1],materials[faces[i]->mat]->spec[2],1.0};
- glMaterialfv(GL_FRONT,GL_DIFFUSE,diffuse);
- glMaterialfv(GL_FRONT,GL_AMBIENT,ambient);
- glMaterialfv(GL_FRONT,GL_SPECULAR,specular);
- glMaterialf(GL_FRONT,GL_SHININESS,materials[faces[i]->mat]->ns);
- last=faces[i]->mat; //set the current to last
- if(materials[faces[i]->mat]->texture==-1) //if we don't have texture, disable it, else enable it
- glDisable(GL_TEXTURE_2D);
- else{
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D,materials[faces[i]->mat]->texture); //and use it
- }
- }
- if(faces[i]->four) //if quad
- {
- glBegin(GL_QUADS);
- if(isnormals) //if there are normals
- glNormal3f(normals[faces[i]->facenum-1]->x,normals[faces[i]->facenum-1]->y,normals[faces[i]->facenum-1]->z); //use them
- if(istexture && materials[faces[i]->mat]->texture!=-1) //if there are textures
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[0]-1]->u,texturecoordinate[faces[i]->texcoord[0]-1]->v); //set the texture coorinate
- glVertex3f(vertex[faces[i]->faces[0]-1]->x,vertex[faces[i]->faces[0]-1]->y,vertex[faces[i]->faces[0]-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[1]-1]->u,texturecoordinate[faces[i]->texcoord[1]-1]->v);
- glVertex3f(vertex[faces[i]->faces[1]-1]->x,vertex[faces[i]->faces[1]-1]->y,vertex[faces[i]->faces[1]-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[2]-1]->u,texturecoordinate[faces[i]->texcoord[2]-1]->v);
- glVertex3f(vertex[faces[i]->faces[2]-1]->x,vertex[faces[i]->faces[2]-1]->y,vertex[faces[i]->faces[2]-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[3]-1]->u,texturecoordinate[faces[i]->texcoord[3]-1]->v);
- glVertex3f(vertex[faces[i]->faces[3]-1]->x,vertex[faces[i]->faces[3]-1]->y,vertex[faces[i]->faces[3]-1]->z);
- glEnd();
- }else{
- glBegin(GL_TRIANGLES);
- if(isnormals) //if there are normals
- glNormal3f(normals[faces[i]->facenum-1]->x,normals[faces[i]->facenum-1]->y,normals[faces[i]->facenum-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[0]-1]->u,texturecoordinate[faces[i]->texcoord[0]-1]->v);
- glVertex3f(vertex[faces[i]->faces[0]-1]->x,vertex[faces[i]->faces[0]-1]->y,vertex[faces[i]->faces[0]-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[1]-1]->u,texturecoordinate[faces[i]->texcoord[1]-1]->v);
- glVertex3f(vertex[faces[i]->faces[1]-1]->x,vertex[faces[i]->faces[1]-1]->y,vertex[faces[i]->faces[1]-1]->z);
- if(istexture && materials[faces[i]->mat]->texture!=-1)
- glTexCoord2f(texturecoordinate[faces[i]->texcoord[2]-1]->u,texturecoordinate[faces[i]->texcoord[2]-1]->v);
- glVertex3f(vertex[faces[i]->faces[2]-1]->x,vertex[faces[i]->faces[2]-1]->y,vertex[faces[i]->faces[2]-1]->z);
- glEnd();
- }
- }
- glEndList();
- clean();
- lists.push_back(num);
- return num;
- }
- void objloader::clean()
- {
- //delete all the dynamically allocated memory
- for(int i=0;i<coord.size();i++)
- delete coord[i];
- for(int i=0;i<faces.size();i++)
- delete faces[i];
- for(int i=0;i<normals.size();i++)
- delete normals[i];
- for(int i=0;i<vertex.size();i++)
- delete vertex[i];
- for(int i=0;i<materials.size();i++)
- delete materials[i];
- for(int i=0;i<texturecoordinate.size();i++)
- delete texturecoordinate[i];
- //and all elements from the vector
- coord.clear();
- faces.clear();
- normals.clear();
- vertex.clear();
- materials.clear();
- texturecoordinate.clear();
- }
- objloader::~objloader()
- {
- //delete lists and textures
- for(std::vector<unsigned int>::const_iterator it=texture.begin();it!=texture.end();it++)
- {
- glDeleteTextures(1,&(*it));
- }
- for(std::vector<unsigned int>::const_iterator it=lists.begin();it!=lists.end();it++)
- {
- glDeleteLists(*it,1);
- }
- }
- //load the filename textures (only BMP, R5G6B5 format)
- unsigned int objloader::loadTexture(const char* filename)
- {
- //nothing new in here
- unsigned int num;
- glGenTextures(1,&num);
- SDL_Surface* img=SDL_LoadBMP(filename);
- glBindTexture(GL_TEXTURE_2D,num);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,img->w,img->h,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,img->pixels);
- glTexEnvi(GL_TEXTURE_2D,GL_TEXTURE_ENV_MODE,GL_MODULATE); //maybe just this
- SDL_FreeSurface(img);
- texture.push_back(num);
- return num;
- }
- objloader::objloader()
- {
- //at default we set all booleans to false, so we don't use anything
- ismaterial=false;
- isnormals=false;
- istexture=false;
- }
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