cooles update, funtzt mehr, materialien noch nich ganz
This commit is contained in:
parent
4db04f28c7
commit
a853e102eb
|
@ -22,25 +22,25 @@ bool Load3ds::parse(Model *m) {
|
||||||
|
|
||||||
unsigned short ident;
|
unsigned short ident;
|
||||||
unsigned int len;
|
unsigned int len;
|
||||||
|
|
||||||
bool modelloaded = false;
|
bool modelloaded = false;
|
||||||
|
bool materialloaded = false;
|
||||||
|
|
||||||
|
Material mat;
|
||||||
ModelObject modobj;
|
ModelObject modobj;
|
||||||
m->clear();
|
m->clear();
|
||||||
std::cout << "size: " << sizeof(int) << std::endl;
|
|
||||||
while(!mfile.eof()) {
|
while(!mfile.eof()) {
|
||||||
ident = len = 0;
|
ident = len = 0;
|
||||||
mfile.read((char *)&ident, 2);
|
mfile.read((char *)&ident, 2);
|
||||||
mfile.read((char *)&len, 4);
|
mfile.read((char *)&len, 4);
|
||||||
// mfile.read((char *)&m, 1);
|
|
||||||
// mfile.read((char *)&n, 1);
|
|
||||||
std::cout << "Chunk: 0x" << std::hex << ident << " (" << std::dec << len << ")" << std::endl;
|
std::cout << "Chunk: 0x" << std::hex << ident << " (" << std::dec << len << ")" << std::endl;
|
||||||
switch(ident) {
|
switch(ident) {
|
||||||
case 0x4d4d:
|
case 0x4d4d:
|
||||||
// Main Chunk
|
// Main Chunk
|
||||||
std::cout << "yeah!" << std::endl;
|
|
||||||
break;
|
break;
|
||||||
case 0x3d3d:
|
case 0x3d3d:
|
||||||
// 3D Editor Chunk
|
// 3D Editor Chunk
|
||||||
std::cout << "editorchunk" << std::endl;
|
|
||||||
break;
|
break;
|
||||||
case 0x4000:
|
case 0x4000:
|
||||||
{
|
{
|
||||||
|
@ -50,7 +50,7 @@ bool Load3ds::parse(Model *m) {
|
||||||
modobj.clear();
|
modobj.clear();
|
||||||
}
|
}
|
||||||
modelloaded = true;
|
modelloaded = true;
|
||||||
std::cout << "namechunk" << std::endl;
|
// std::cout << "namechunk" << std::endl;
|
||||||
std::string name;
|
std::string name;
|
||||||
char c;
|
char c;
|
||||||
do {
|
do {
|
||||||
|
@ -67,6 +67,7 @@ bool Load3ds::parse(Model *m) {
|
||||||
unsigned short panz;
|
unsigned short panz;
|
||||||
Punkt3D p;
|
Punkt3D p;
|
||||||
mfile.read((char*)&panz, 2);
|
mfile.read((char*)&panz, 2);
|
||||||
|
// std::cout << "\t\t\tVertexanz: " << panz << std::endl;
|
||||||
glBegin(GL_LINE_LOOP);
|
glBegin(GL_LINE_LOOP);
|
||||||
for(unsigned int i=0; i<panz; i++) {
|
for(unsigned int i=0; i<panz; i++) {
|
||||||
mfile.read((char*)&p.x, sizeof(float));
|
mfile.read((char*)&p.x, sizeof(float));
|
||||||
|
@ -84,6 +85,7 @@ bool Load3ds::parse(Model *m) {
|
||||||
unsigned short panz, tp;
|
unsigned short panz, tp;
|
||||||
Punkt3D p;
|
Punkt3D p;
|
||||||
mfile.read((char*)&panz, 2);
|
mfile.read((char*)&panz, 2);
|
||||||
|
// std::cout << "\t\t\tPolygonanz: " << panz << std::endl;
|
||||||
for(unsigned int i=0; i<panz; i++) {
|
for(unsigned int i=0; i<panz; i++) {
|
||||||
mfile.read((char*)&tp, 2);
|
mfile.read((char*)&tp, 2);
|
||||||
p.x = tp;
|
p.x = tp;
|
||||||
|
@ -91,16 +93,40 @@ bool Load3ds::parse(Model *m) {
|
||||||
p.y = tp;
|
p.y = tp;
|
||||||
mfile.read((char*)&tp, 2);
|
mfile.read((char*)&tp, 2);
|
||||||
p.z = tp;
|
p.z = tp;
|
||||||
p.print("Polygon");
|
mfile.read((char*)&tp, 2);
|
||||||
|
tp; // flags
|
||||||
|
// p.print("Polygon");
|
||||||
modobj.polygon.push_back(p);
|
modobj.polygon.push_back(p);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
// Komischer Chunk, ein haufen Zahlen sind sich selber zugewiesen
|
||||||
|
|
||||||
|
case 0x4130:
|
||||||
|
{
|
||||||
|
std::string name;
|
||||||
|
char c;
|
||||||
|
do {
|
||||||
|
mfile.read(&c, 1);
|
||||||
|
name += c;
|
||||||
|
} while(c!=0);
|
||||||
|
modobj.mat = m->findMaterial(name);
|
||||||
|
std::cout << "Mat Name: " << name << std::endl;
|
||||||
|
unsigned short panz, tp;
|
||||||
|
mfile.read((char*)&panz, 2);
|
||||||
|
mfile.ignore(panz*2);
|
||||||
|
// for(unsigned int i=0; i<panz; i++) {
|
||||||
|
// mfile.read((char*)&tp, 2);
|
||||||
|
// std::cout << i << " ==> " << tp << std::endl;
|
||||||
|
// }
|
||||||
|
}
|
||||||
|
break;
|
||||||
case 0x4140:
|
case 0x4140:
|
||||||
{
|
{
|
||||||
unsigned short panz;
|
unsigned short panz;
|
||||||
Punkt2D p;
|
Punkt2D p;
|
||||||
mfile.read((char*)&panz, 2);
|
mfile.read((char*)&panz, 2);
|
||||||
|
// std::cout << "\t\t\tUV-Anz: " << panz << std::endl;
|
||||||
for(unsigned int i=0; i<panz; i++) {
|
for(unsigned int i=0; i<panz; i++) {
|
||||||
mfile.read((char*)&p.x, sizeof(float));
|
mfile.read((char*)&p.x, sizeof(float));
|
||||||
mfile.read((char*)&p.y, sizeof(float));
|
mfile.read((char*)&p.y, sizeof(float));
|
||||||
|
@ -108,25 +134,94 @@ bool Load3ds::parse(Model *m) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case 0xafff:
|
||||||
|
// Materialchunk
|
||||||
|
break;
|
||||||
|
case 0xa000:
|
||||||
|
{
|
||||||
|
if(materialloaded) {
|
||||||
|
m->addMaterial(mat);
|
||||||
|
mat.clear();
|
||||||
|
}
|
||||||
|
materialloaded = true;
|
||||||
|
std::string name;
|
||||||
|
char c;
|
||||||
|
do {
|
||||||
|
mfile.read(&c, 1);
|
||||||
|
name += c;
|
||||||
|
} while(c!=0);
|
||||||
|
mat.name = name;
|
||||||
|
std::cout << "Mat Name: " << name << std::endl;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 0xa010:
|
||||||
|
{
|
||||||
|
GLColor col;
|
||||||
|
col = readColorChunk(&mfile);
|
||||||
|
mat.ambient = col;
|
||||||
|
std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 0xa020:
|
||||||
|
{
|
||||||
|
GLColor col;
|
||||||
|
col = readColorChunk(&mfile);
|
||||||
|
mat.diffuse = col;
|
||||||
|
std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 0xa030:
|
||||||
|
{
|
||||||
|
GLColor col;
|
||||||
|
col = readColorChunk(&mfile);
|
||||||
|
mat.specular = col;
|
||||||
|
std::cout << col.r << ", " << col.g << ", " << col.b << std::endl;
|
||||||
|
}
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
//Switch Chunk
|
//Switch Chunk
|
||||||
std::cout << "einfach ignorieren..." << std::endl;
|
// std::cout << "einfach ignorieren..." << std::endl;
|
||||||
mfile.ignore(len-6);
|
mfile.ignore(len-6);
|
||||||
|
// std::cout << "moep" << std::endl;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
if(materialloaded)
|
||||||
|
m->addMaterial(mat);
|
||||||
|
|
||||||
if(modelloaded) {
|
if(modelloaded) {
|
||||||
modobj.calcNormales();
|
modobj.calcNormales();
|
||||||
|
modobj.mat = m->findMaterial(modobj.getName());
|
||||||
m->addObject(modobj);
|
m->addObject(modobj);
|
||||||
modobj.clear();
|
|
||||||
}
|
}
|
||||||
|
std::cout << "Ende Load" << std::endl;
|
||||||
mfile.close();
|
mfile.close();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GLColor Load3ds::readColorChunk(std::ifstream *file) {
|
||||||
|
GLColor col;
|
||||||
|
unsigned short id, tp;
|
||||||
|
unsigned int clen;
|
||||||
|
file->read((char*)&id, 2); // Color, warscheinlich nur bytes, wenn nich implementiere funktion
|
||||||
|
file->read((char*)&clen, 4); // len, gleiches wie oben
|
||||||
|
switch(id) {
|
||||||
|
case 0x11:
|
||||||
|
file->read((char*)&tp, 1);
|
||||||
|
col.r = tp/255.0f;
|
||||||
|
file->read((char*)&tp, 1);
|
||||||
|
col.g = tp/255.0f;
|
||||||
|
file->read((char*)&tp, 1);
|
||||||
|
col.b = tp/255.0f;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
file->ignore(clen-6);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
|
||||||
void Load3ds::unload() {
|
void Load3ds::unload() {
|
||||||
parsed = false;
|
parsed = false;
|
||||||
error = false;
|
error = false;
|
||||||
|
|
|
@ -6,6 +6,7 @@
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include "model.h"
|
#include "model.h"
|
||||||
|
#include "../glcolor.h"
|
||||||
|
|
||||||
class Chunk {
|
class Chunk {
|
||||||
private:
|
private:
|
||||||
|
@ -24,6 +25,8 @@ class Load3ds {
|
||||||
|
|
||||||
bool parsed;
|
bool parsed;
|
||||||
bool error;
|
bool error;
|
||||||
|
|
||||||
|
GLColor readColorChunk(std::ifstream *file);
|
||||||
public:
|
public:
|
||||||
Load3ds(std::string _fname, bool parse=true);
|
Load3ds(std::string _fname, bool parse=true);
|
||||||
|
|
||||||
|
|
|
@ -13,35 +13,70 @@ void ModelObject::clear() {
|
||||||
|
|
||||||
void ModelObject::calcNormales() {
|
void ModelObject::calcNormales() {
|
||||||
normal.clear();
|
normal.clear();
|
||||||
Punkt3D a, b;
|
Punkt3D a, b, c;
|
||||||
for(unsigned int i=0; i<polygon.size(); i++) {
|
for(unsigned int i=0; i<polygon.size(); i++) {
|
||||||
a = vertex.at((unsigned short)polygon[i].x) - vertex.at((unsigned short)polygon[i].z);
|
a = vertex.at((unsigned short)polygon[i].x) - vertex.at((unsigned short)polygon[i].z);
|
||||||
b = vertex.at((unsigned short)polygon[i].y) - vertex.at((unsigned short)polygon[i].z);
|
b = vertex.at((unsigned short)polygon[i].y) - vertex.at((unsigned short)polygon[i].z);
|
||||||
normal.push_back(a.kreuzprodukt(b));
|
c = a.kreuzprodukt(b);
|
||||||
|
c.normalize();
|
||||||
|
normal.push_back(c);
|
||||||
|
// c.print("Normale");
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelObject::render() {
|
void ModelObject::render() {
|
||||||
std::cout << "render " << name << std::endl;
|
// std::cout << "render " << name << " mit " << polygon.size()<< std::endl;
|
||||||
|
// std::cout << "Vertex: " << vertex.size() << std::endl;
|
||||||
glBegin(GL_TRIANGLES);
|
glBegin(GL_TRIANGLES);
|
||||||
for(unsigned int i=0; i<polygon.size(); i++) {
|
for(unsigned int i=0; i<polygon.size(); i++) {
|
||||||
// glNormal3f(normal.at( (unsigned short)polygon[i].x));
|
// std::cout << "whee nr " <<i << std::endl;
|
||||||
// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].x));
|
// polygon[i].print();
|
||||||
|
// std::cout << "Stat: " << polygon.size() << " " << vertex.size() << " " << mapcoord.size() << " " << normal.size() << std::endl;
|
||||||
|
// glNormal3f(normal.at( (unsigned short)polygon[i].x));
|
||||||
|
// glColor3f(mat.diffuse.r, mat.diffuse.g, mat.diffuse.b);
|
||||||
|
glColorGLC(mat.ambient);
|
||||||
|
// std::cout << mat.ambient.r << ", " << mat.ambient.g << ", " << mat.ambient.b << std::endl;
|
||||||
|
|
||||||
|
glNormal3f(normal.at(i));
|
||||||
|
|
||||||
|
glTexCoord2f(mapcoord.at((unsigned short)polygon[i].x));
|
||||||
glVertex3f(vertex.at( (unsigned short)polygon[i].x));
|
glVertex3f(vertex.at( (unsigned short)polygon[i].x));
|
||||||
|
|
||||||
// glNormal3f(normal.at( (unsigned short)polygon[i].y));
|
|
||||||
// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].y));
|
glTexCoord2f(mapcoord.at((unsigned short)polygon[i].y));
|
||||||
glVertex3f(vertex.at( (unsigned short)polygon[i].y));
|
glVertex3f(vertex.at( (unsigned short)polygon[i].y));
|
||||||
|
|
||||||
// glNormal3f(normal.at( (unsigned short)polygon[i].z));
|
|
||||||
// glTexCoord2f(mapcoord.at((unsigned short)polygon[i].z));
|
glTexCoord2f(mapcoord.at((unsigned short)polygon[i].z));
|
||||||
glVertex3f(vertex.at( (unsigned short)polygon[i].z));
|
glVertex3f(vertex.at( (unsigned short)polygon[i].z));
|
||||||
vertex.at( (unsigned short)polygon[i].x).print();
|
// vertex.at( (unsigned short)polygon[i].x).print();
|
||||||
}
|
}
|
||||||
glEnd();
|
glEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
std::string ModelObject::getName() {
|
||||||
|
return name;
|
||||||
|
}
|
||||||
|
|
||||||
|
Material::Material() {
|
||||||
|
clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Material::clear() {
|
||||||
|
name = "";
|
||||||
|
|
||||||
|
ambient.set(0.0f, 0.0f, 0.0f);
|
||||||
|
diffuse.set(0.0f, 0.0f, 0.0f);
|
||||||
|
specular.set(0.0f, 0.0f, 0.0f);
|
||||||
|
percent = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string Material::getName() {
|
||||||
|
return name;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
Model::Model() {
|
Model::Model() {
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -55,7 +90,21 @@ void Model::addObject(ModelObject c) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Model::render() {
|
void Model::render() {
|
||||||
std::cout << "Render Model " << objects.size() << std::endl;
|
// std::cout << "Render Model " << objects.size() << std::endl;
|
||||||
for(unsigned int i=0; i<objects.size(); i++)
|
for(unsigned int i=0; i<objects.size(); i++)
|
||||||
objects[i].render();
|
objects[i].render();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Model::addMaterial(Material m) {
|
||||||
|
materials.push_back(m);
|
||||||
|
}
|
||||||
|
|
||||||
|
Material Model::findMaterial(std::string name) {
|
||||||
|
for(unsigned int i=0; i<materials.size(); i++) {
|
||||||
|
if(name==materials[i].getName()) {
|
||||||
|
std::cout<<"found!"<<std::endl;
|
||||||
|
return materials[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return Material();
|
||||||
|
}
|
||||||
|
|
|
@ -6,8 +6,28 @@
|
||||||
#include "../punkt2d.h"
|
#include "../punkt2d.h"
|
||||||
#include "../punkt3d.h"
|
#include "../punkt3d.h"
|
||||||
#include "../gltexture.h"
|
#include "../gltexture.h"
|
||||||
|
#include "../glcolor.h"
|
||||||
// #include "load3ds.h"
|
// #include "load3ds.h"
|
||||||
|
|
||||||
|
|
||||||
|
class Material {
|
||||||
|
friend class Load3ds;
|
||||||
|
friend class ModelObject;
|
||||||
|
private:
|
||||||
|
std::string name;
|
||||||
|
|
||||||
|
GLColor ambient;
|
||||||
|
GLColor diffuse;
|
||||||
|
GLColor specular;
|
||||||
|
float percent;
|
||||||
|
public:
|
||||||
|
Material();
|
||||||
|
|
||||||
|
void clear();
|
||||||
|
std::string getName();
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class ModelObject {
|
class ModelObject {
|
||||||
friend class Load3ds;
|
friend class Load3ds;
|
||||||
private:
|
private:
|
||||||
|
@ -17,9 +37,12 @@ class ModelObject {
|
||||||
std::vector<Punkt3D> polygon;
|
std::vector<Punkt3D> polygon;
|
||||||
void calcNormales();
|
void calcNormales();
|
||||||
std::string name;
|
std::string name;
|
||||||
|
|
||||||
|
Material mat;
|
||||||
public:
|
public:
|
||||||
ModelObject();
|
ModelObject();
|
||||||
|
|
||||||
|
std::string getName();
|
||||||
void render();
|
void render();
|
||||||
void clear();
|
void clear();
|
||||||
|
|
||||||
|
@ -28,13 +51,16 @@ class ModelObject {
|
||||||
class Model {
|
class Model {
|
||||||
private:
|
private:
|
||||||
std::vector<ModelObject> objects;
|
std::vector<ModelObject> objects;
|
||||||
|
std::vector<Material> materials;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Model();
|
Model();
|
||||||
void addObject(ModelObject c);
|
void addObject(ModelObject c);
|
||||||
|
void addMaterial(Material m);
|
||||||
void clear();
|
void clear();
|
||||||
void render();
|
void render();
|
||||||
|
|
||||||
|
Material findMaterial(std::string name);
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
Loading…
Reference in New Issue