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object_points.cpp
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object_points.cpp
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#include "stdafx.h"
#include "tools.h"
/*
struct d3_points {
char * mwaveformname;
GLuint vbo_vertices;
GLuint vbo_normals;
GLuint vbo_texcoord;
GLuint vbo_tangents;
Gluint vbo_bitangents;
unsigned int size;
};*/
std::vector<d3_points*> points;
std::vector<glm::vec4> suzanne_vertices;
std::vector<glm::vec3> suzanne_normals;
std::vector<GLushort> suzanne_elements;
std::vector<GLushort> suzanne_texture_elements;
std::vector<glm::vec2> suzanne_texture_points;
std::vector<glm::vec3> suzanne_tangents;
std::vector<glm::vec3> suzanne_bitangents;
void offset_mesh(std::vector<glm::vec4> * list_of_points, glm::vec3 offset)
{
unsigned int i;
for (i = 1; i < list_of_points->size(); i++)
{
(*list_of_points)[i].x += offset.x;
(*list_of_points)[i].y += offset.y;
(*list_of_points)[i].z += offset.z;
}
}
struct d3_points * get_points(char * filename, char * resource)
{
unsigned int i;
for (i = 0; i < points.size(); i++) {
if (strncmp(filename, points[i]->mwaveformname, strlen(filename)) == 0)
return points[i];
}
suzanne_vertices.clear();
suzanne_normals.clear();
suzanne_elements.clear();
suzanne_texture_elements.clear();
suzanne_texture_points.clear();
suzanne_tangents.clear();
suzanne_bitangents.clear();
//points not found in database so add it
struct d3_points * new_points = (struct d3_points*)malloc(sizeof(struct d3_points));
load_obj(resource, filename, &suzanne_vertices, &suzanne_normals, &suzanne_elements, &suzanne_texture_points, &suzanne_texture_elements, &suzanne_tangents, &suzanne_bitangents);
new_points->dimensions = get_box_dimensions(&suzanne_vertices, true);
new_points->vbo_vertices = gen_buffers(sizeof suzanne_vertices[0] * suzanne_vertices.size(), suzanne_vertices.data());
new_points->vbo_normals = gen_buffers(sizeof suzanne_normals[0] * suzanne_normals.size(), suzanne_normals.data());
new_points->vbo_tangents = gen_buffers(sizeof suzanne_tangents[0] * suzanne_tangents.size(), suzanne_tangents.data());
new_points->vbo_bitangents = gen_buffers(sizeof suzanne_bitangents[0] * suzanne_bitangents.size(), suzanne_bitangents.data());
new_points->vbo_texcoord = gen_buffers(sizeof suzanne_texture_points[0] * suzanne_texture_points.size(), suzanne_texture_points.data());
new_points->size = suzanne_vertices.size();
new_points->mwaveformname = malloc_string(filename);
//new_points->mesh_points = std::vector<glm::vec4>();
//new_points->mesh_points.reserve(suzanne_vertices.size());
//new_points->mesh_points = suzanne_vertices;
//opy_vectors(new_points->mesh_points, suzanne_vertices);
points.push_back(new_points);
return new_points;
}
void load_obj(char * resource_filename, char* filename, std::vector<glm::vec4> * vertices, std::vector<glm::vec3> * normals, std::vector<GLushort> * elements, std::vector<glm::vec2> * texture_points, std::vector<GLushort> * texture_elements, std::vector<glm::vec3> * tangents, std::vector<glm::vec3> * bitangents)
{
/*std::ifstream in(filename, std::ios::in);
if (!in)
{
std::cerr << "Cannot open " << filename << std::endl; exit(1);
} */
int filesize;
char * in = get_char_from_file(resource_filename,filename, &filesize);
if (filesize == 0) {
printf(" couldn't load object %s from resource %s\n", filename, resource_filename);
}
in[filesize-1] = '\0';
std::vector<glm::vec4> vertices_long;
std::vector<glm::vec2> texture_points_long;
std::vector<glm::vec4> vertices_test;
std::vector<glm::vec2> texture_points_test;
//std::string line;
char * line = strtok(in, (const char *)"\n\r");
while (line)//getline(in, line))
{
//printf("%s\n", line);
if (strncmp(line,"v ",2) == 0)//line.substr(0,2) == "v ")
{
//std::istringstream s(line.substr(2));
glm::vec4 v;
sscanf(line, "v %f %f %f", &v.x, &v.y, &v.z);
// s >> v.x; s >> v.y; s >> v.z;
v.w = 1.0f;
vertices_test.push_back(v);
//printf("vertices (%f %f %f)\n", v.x, v.y, v.z);
}
else if (strncmp(line,"f ",2) == 0)
{
unsigned int a,b,c;
unsigned int fa,fb,fc;
//sscanf(line.c_str(),"f %i/%i %i/%i %i/%i", &a,&fa, &b,&fb, &c,&fc);
sscanf(line,"f %i/%i %i/%i %i/%i", &a,&fa, &b,&fb, &c,&fc);
//printf("List of thigns %i/%i %i/%i %i/%i\n",a,fa,b,fb,c,fc);
a--; b--; c--; fa--; fb--; fc--;
//elements.push_back(a); elements.push_back(b); elements.push_back(c);
//texture_elements.push_back(fa); texture_elements.push_back(fb); texture_elements.push_back(fc);
texture_points->push_back(texture_points_test[fa]); texture_points->push_back(texture_points_test[fb]); texture_points->push_back(texture_points_test[fc]);
vertices->push_back(vertices_test[a]); vertices->push_back(vertices_test[b]); vertices->push_back(vertices_test[c]);
//vertices2[fa] = vertices[a]; vertices2[fb] = vertices[b]; vertices2[fc] = vertices[c]; // make the vertices index the same as the texture index
}
else if (line[0] == '#')
{
/* ignoring this line */
}
else if (strncmp(line,"vt",2) == 0) //texture coords
{
glm::vec2 fv;
//sscanf(line.c_str(), "vt %f %f", &fv.x, &fv.y);
sscanf(line, "vt %f %f", &fv.x, &fv.y);
fv.y = 1 - fv.y;
texture_points_test.push_back(fv);
//vertices2.push_back(glm::vec4(0.0,0.0,0.0,0.0));
//printf("texture coords (%f, %f)\n", fv.x, fv.y);
}
else
{
/* ignoring this line */
}
line = strtok(NULL, (const char *)"\n\r");
}
//vertices.resize(vertices2.size(), glm::vec4(0.0, 0.0, 0.0, 0.0) );
//vertices= vertices2; // make these vertices adjusted to texture stuff
//normals.resize(vertices_long.size(), glm::vec3(0.0, 0.0, 0.0));
for (unsigned int i = 0; i < vertices->size(); i+=3)
{
GLushort ia = i;
GLushort ib = i+1;
GLushort ic = i+2;
glm::vec3 vertex1 = glm::vec3((*vertices)[ia]);
glm::vec3 vertex2 = glm::vec3((*vertices)[ib]);
glm::vec3 vertex3 = glm::vec3((*vertices)[ic]);
glm::vec3 normal = glm::normalize(glm::cross(
vertex2 - vertex1,
vertex3 - vertex1));
normals->push_back(normal); normals->push_back(normal); normals->push_back(normal);
//normals[ia] = normals[ib] = normals[ic] = normal;
//normals[i] = normals[i+1] = normals[i+2] = normal;
//printf("Normal = %i:%f, %i:%f, %i:%f\n", ia, normal.x, ib, normal.y, ic, normal.z);
glm::vec3 & v0 = vertex1;
glm::vec3 & v1 = vertex2;
glm::vec3 & v2 = vertex3;
glm::vec2 & uv0 = glm::vec2((*texture_points)[ia]);
glm::vec2 & uv1 = glm::vec2((*texture_points)[ib]);
glm::vec2 & uv2 = glm::vec2((*texture_points)[ic]);
glm::vec3 deltaPos1 = v1-v0;
glm::vec3 deltaPos2 = v2-v0;
glm::vec2 deltaUV1 = uv1-uv0;
glm::vec2 deltaUV2 = uv2-uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = glm::normalize((deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r);
glm::vec3 bitangent = glm::normalize((deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r);
tangents->push_back(tangent); tangents->push_back(tangent); tangents->push_back(tangent);
bitangents->push_back(bitangent); bitangents->push_back(bitangent); bitangents->push_back(bitangent);
}
// create tangents...
// It's actually very complicated to make tangents and I don't know what this shit does
//tangents.resize(vertices_long.size(), glm::vec3(1.0, 1.0, 1.0));
//bitangents.resize(vertices_long.size(), glm::vec3(1.0, 1.0, 1.0));
// for (int i = 0; i < vertices->size(); i+=3)
// {
//GLushort ia = i;
//GLushort ib = i+1;
//GLushort ic = i+2;
// glm::vec3 tangent;
//printf("tangent: (%f, %f, %f)\n", tangent.x, tangent.y, tangent.z);
//glm::vec3 vecNormal = normals[ia];
//tangent = glm::vec3((c3c1b * v2v1.x - c2c1b * v3v1.x), (c3c1b * v2v1.y - c2c1b * v3v1.y), (c3c1b * v2v1.z - c2c1b * v3v1.z));
//tangent = glm::vec3((c3c1b * v2v1.y - c2c1b * v3v1.y),(c3c1b * v2v1.z - c2c1b * v3v1.z) , (c3c1b * v2v1.x - c2c1b * v3v1.x));
/*tangent.x = glm::vec3(vertices[ib]).x - glm::vec3(vertices[ia]).x;
tangent.y = glm::vec3(vertices[ib]).y - glm::vec3(vertices[ia]).y;
tangent.z = glm::vec3(vertices[ib]).z - glm::vec3(vertices[ia]).z;
*/
//tangents[ia] = tangents[ib] = tangents[ic] = tangent;
//printf("tangents = x:%f, y:%f, z:%f\n", tangent.x, tangent.y, tangent.z);
// }
//vertices = vertices_long;
//texture_points = texture_points_long;
//in.close();
delete in;
}
void delete_points(struct d3_points * points2delete)
{
unsigned int i;
for (i = 0; i < points.size(); i++) {
if (strncmp(points2delete->mwaveformname, points[i]->mwaveformname, strlen(points2delete->mwaveformname)) == 0)
points.erase(points.begin() + i);//return points[i];
}
free(points2delete->mwaveformname);
glDeleteBuffers(1, &points2delete->vbo_vertices);
glDeleteBuffers(1, &points2delete->vbo_normals);
glDeleteBuffers(1, &points2delete->vbo_texcoord);
glDeleteBuffers(1, &points2delete->vbo_tangents);
glDeleteBuffers(1, &points2delete->vbo_bitangents);
free(points2delete);
}