added skybox and multitexture feature in .obj

This commit is contained in:
Sandro Sobczyński
2020-10-28 16:19:24 +01:00
parent bde819903b
commit 18e00f8e17
9 changed files with 142 additions and 87 deletions
+1 -1
View File
@@ -25,7 +25,7 @@ public:
void load(ObjModel *o_result, char *t_fileName, float t_scale);
private:
void setObjDataQuantities(FILE *t_file, ObjModel *t_result);
void allocateObjMemory(FILE *t_file, ObjModel *t_result);
};
#endif
+13 -6
View File
@@ -15,28 +15,35 @@
#include <math3d.h>
#include "math/vector3.hpp"
struct ObjMaterial
{
char *materialName;
u32 facesCount;
u32 *verticeFaces, *coordinateFaces, *normalFaces;
};
/** Class which have common types for all 3D objects */
class ObjModel
{
public:
u32 verticesCount, coordinatesCount, normalsCount, facesCount;
u32 verticesCount, coordinatesCount, normalsCount, materialsCount;
Vector3 *vertices __attribute__((aligned(16))),
*coordinates __attribute__((aligned(16))),
*normals __attribute__((aligned(16)));
u32 *verticeFaces, *coordinateFaces, *normalFaces;
/** File name without extension */
char *filename;
ObjMaterial *materials;
ObjModel(char *t_objFile);
~ObjModel();
u32 getDrawData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled);
void allocateMemory();
u32 getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled);
u32 getFacesCount();
u8 isMemoryAllocated;
private:
void fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_getI, u32 t_setI);
u8 isMemoryAllocated;
void fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_materialI, u32 t_getI, u32 t_setI);
};
#endif
+3
View File
@@ -51,6 +51,8 @@ void BmpLoader::load(Texture &o_texture, char *t_subfolder, char *t_name, char *
o_texture.height = height;
o_texture.data = new unsigned char[width * height * 3];
printf("BMPLoader - width: %d | height: %d\n", width, height);
if (width > 128 || height > 128)
PRINT_ERR("Given texture is big for PS2. Please strict to 128x128 max");
u64 rowPadded = (width * 3 + 3) & (~3);
@@ -76,4 +78,5 @@ void BmpLoader::load(Texture &o_texture, char *t_subfolder, char *t_name, char *
}
delete[] t_path;
delete[] data;
// fclose(file); // wtf?
}
+61 -21
View File
@@ -11,6 +11,7 @@
#include "../include/loaders/obj_loader.hpp"
#include "../include/utils/debug.hpp"
#include "../include/utils/string.hpp"
#include <string.h>
// ----
@@ -25,15 +26,18 @@ ObjLoader::~ObjLoader() {}
// Methods
// ----
/** Load, parse .obj file and load data into given MeshSpec */
/** Parse .obj file, allocate output data and store it. Multitexture support
* Notice: At this moment textures names are MATERIAL names from .obj file!
*/
void ObjLoader::load(ObjModel *o_result, char *t_filename, float t_scale)
{
FILE *file = fopen(t_filename, "rb");
if (file == NULL)
PRINT_ERR("Failed to load .obj file!");
setObjDataQuantities(file, o_result);
o_result->allocateMemory();
u32 verticesI = 0, cordsI = 0, normalsI = 0, i = 0, vertexIndex[3], coordIndex[3], normalIndex[3];
allocateObjMemory(file, o_result);
fseek(file, 0, SEEK_SET);
u32 verticesI = 0, cordsI = 0, normalsI = 0, faceI = 0, vertexIndex[3], coordIndex[3], normalIndex[3];
s16 materialsI = -1;
while (1)
{
char lineHeader[128]; // read the first word of the line
@@ -58,6 +62,13 @@ void ObjLoader::load(ObjModel *o_result, char *t_filename, float t_scale)
fscanf(file, "%f %f %f\n", &vector.x, &vector.y, &vector.z);
o_result->normals[normalsI++] = vector;
}
else if (strcmp(lineHeader, "usemtl") == 0)
{
char temp[30];
fscanf(file, "%s\n", temp);
o_result->materials[++materialsI].materialName = String::createCopy(temp);
faceI = 0;
}
else if (strcmp(lineHeader, "f") == 0)
{
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%d\n",
@@ -68,18 +79,18 @@ void ObjLoader::load(ObjModel *o_result, char *t_filename, float t_scale)
PRINT_ERR(".obj can't be read by this simple parser. Try exporting with other options");
else
{
o_result->verticeFaces[i] = vertexIndex[0] - 1;
o_result->verticeFaces[i + 1] = vertexIndex[1] - 1;
o_result->verticeFaces[i + 2] = vertexIndex[2] - 1;
o_result->materials[materialsI].verticeFaces[faceI] = vertexIndex[0] - 1;
o_result->materials[materialsI].verticeFaces[faceI + 1] = vertexIndex[1] - 1;
o_result->materials[materialsI].verticeFaces[faceI + 2] = vertexIndex[2] - 1;
o_result->coordinateFaces[i] = coordIndex[0] - 1;
o_result->coordinateFaces[i + 1] = coordIndex[1] - 1;
o_result->coordinateFaces[i + 2] = coordIndex[2] - 1;
o_result->materials[materialsI].coordinateFaces[faceI] = coordIndex[0] - 1;
o_result->materials[materialsI].coordinateFaces[faceI + 1] = coordIndex[1] - 1;
o_result->materials[materialsI].coordinateFaces[faceI + 2] = coordIndex[2] - 1;
o_result->normalFaces[i] = normalIndex[0] - 1;
o_result->normalFaces[i + 1] = normalIndex[1] - 1;
o_result->normalFaces[i + 2] = normalIndex[2] - 1;
i += 3;
o_result->materials[materialsI].normalFaces[faceI] = normalIndex[0] - 1;
o_result->materials[materialsI].normalFaces[faceI + 1] = normalIndex[1] - 1;
o_result->materials[materialsI].normalFaces[faceI + 2] = normalIndex[2] - 1;
faceI += 3;
}
}
}
@@ -89,15 +100,14 @@ void ObjLoader::load(ObjModel *o_result, char *t_filename, float t_scale)
fclose(file);
}
/** Calculate how many vertices(v), coordinates(vt), normals(vn) and faces(f) have .obj file
* When done, file read offset is resetted to the begginning of file
*/
void ObjLoader::setObjDataQuantities(FILE *t_file, ObjModel *o_result)
/** Calculate how many vertices(v), coordinates(vt), normals(vn) and faces(f) have .obj file */
void ObjLoader::allocateObjMemory(FILE *t_file, ObjModel *o_result)
{
o_result->verticesCount = 0;
o_result->coordinatesCount = 0;
o_result->normalsCount = 0;
o_result->facesCount = 0;
o_result->materialsCount = 0;
while (1)
{
char lineHeader[128];
@@ -110,11 +120,41 @@ void ObjLoader::setObjDataQuantities(FILE *t_file, ObjModel *o_result)
o_result->coordinatesCount += 1;
else if (strcmp(lineHeader, "vn") == 0)
o_result->normalsCount += 1;
else if (strcmp(lineHeader, "f") == 0)
o_result->facesCount += 3;
else if (strcmp(lineHeader, "usemtl") == 0)
o_result->materialsCount += 1;
}
else
break;
}
o_result->materials = new ObjMaterial[o_result->materialsCount];
s16 currentMatI = -1;
fseek(t_file, 0, SEEK_SET);
while (1)
{
char lineHeader[128];
int res = fscanf(t_file, "%s", lineHeader);
if (res != EOF)
{
if (strcmp(lineHeader, "usemtl") == 0)
o_result->materials[++currentMatI].facesCount = 0;
else if (strcmp(lineHeader, "f") == 0)
o_result->materials[currentMatI].facesCount += 3;
}
else
break;
}
for (u16 i = 0; i < o_result->materialsCount; i++)
{
o_result->materials[i].coordinateFaces = new u32[o_result->materials[i].facesCount];
o_result->materials[i].normalFaces = new u32[o_result->materials[i].facesCount];
o_result->materials[i].verticeFaces = new u32[o_result->materials[i].facesCount];
}
o_result->vertices = new Vector3[o_result->verticesCount];
o_result->coordinates = new Vector3[o_result->coordinatesCount];
o_result->normals = new Vector3[o_result->normalsCount];
o_result->isMemoryAllocated = true;
}
+15 -9
View File
@@ -87,7 +87,7 @@ void Mesh::loadObj(char *t_subfolder, char *t_objFile, Vector3 &t_initPos, float
loader.load(obj, objPath, t_scale);
delete[] objPath;
position = t_initPos;
setVerticesReference(obj->facesCount, obj->vertices);
setVerticesReference(obj->getFacesCount(), obj->vertices);
setDefaultColor();
isObjLoaded = true;
loadTextures(t_subfolder, ".bmp");
@@ -100,7 +100,7 @@ void Mesh::setObj(Vector3 &t_initPos, ObjModel *t_objModel, MeshSpec *t_spec)
spec = t_spec;
isSpecInitialized = true;
obj = t_objModel;
setVerticesReference(obj->facesCount, obj->vertices);
setVerticesReference(obj->getFacesCount(), obj->vertices);
setDefaultColor();
isObjLoaded = true;
}
@@ -134,7 +134,7 @@ u32 Mesh::getVertexCount()
if (isMd2Loaded)
return md2->trianglesCount * 3;
else if (isObjLoaded)
return obj->facesCount;
return obj->getFacesCount();
else if (isDffLoaded)
return dff->clump.geometryList.geometries[0].data.dataHeader.triangleCount * 3;
else
@@ -157,13 +157,19 @@ void Mesh::setDefaultWrapSettings(texwrap_t &t_wrapSettings)
void Mesh::loadTextures(char *t_subfolder, char *t_extension)
{
BmpLoader bmpLoader = BmpLoader();
if (isMd2Loaded || isObjLoaded)
if (isObjLoaded)
{
spec->textures = new Texture[obj->materialsCount];
for (u8 i = 0; i < obj->materialsCount; i++)
{
bmpLoader.load(spec->textures[i], t_subfolder, obj->materials[i].materialName, t_extension);
setDefaultWrapSettings(spec->textures[i].wrapSettings);
}
}
else if (isMd2Loaded)
{
spec->textures = new Texture[1];
if (isMd2Loaded)
bmpLoader.load(spec->textures[0], t_subfolder, md2->filename, t_extension);
if (isObjLoaded)
bmpLoader.load(spec->textures[0], t_subfolder, obj->filename, t_extension);
bmpLoader.load(spec->textures[0], t_subfolder, md2->filename, t_extension);
setDefaultWrapSettings(spec->textures[0].wrapSettings);
}
else if (isDffLoaded)
@@ -186,7 +192,7 @@ u32 Mesh::getDrawData(u32 splitIndex, VECTOR *t_vertices, VECTOR *t_normals, VEC
if (isMd2Loaded)
return md2->getCurrentFrameData(t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
else if (isObjLoaded)
return obj->getDrawData(t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
return obj->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
else if (isDffLoaded)
return dff->getDrawData(splitIndex, t_vertices, t_normals, t_coordinates, t_colors, t_cameraPos, scale, shouldBeBackfaceCulled);
PRINT_ERR("Can't get draw data, because no 3D model was loaded!");
+33 -39
View File
@@ -29,10 +29,14 @@ ObjModel::~ObjModel()
delete[] vertices;
delete[] coordinates;
delete[] normals;
delete[] verticeFaces;
delete[] coordinateFaces;
delete[] normalFaces;
for (u16 i = 0; i < materialsCount; i++)
{
delete[] materials[i].verticeFaces;
delete[] materials[i].coordinateFaces;
delete[] materials[i].normalFaces;
delete[] materials[i].materialName;
}
delete[] materials;
}
}
@@ -40,55 +44,45 @@ ObjModel::~ObjModel()
// Methods
// ----
u32 ObjModel::getDrawData(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
u32 ObjModel::getFacesCount()
{
u32 result = 0;
for (u16 i = 0; i < materialsCount; i++)
result += materials[i].facesCount;
return result;
}
u32 ObjModel::getDrawData(u32 t_materialIndex, VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, Vector3 &t_cameraPos, float t_scale, u8 t_shouldBeBackfaceCulled)
{
u32 addedFaces = 0;
for (u32 i = 0; i < facesCount; i += 3)
for (u32 j = 0; j < materials[t_materialIndex].facesCount; j += 3)
if (!t_shouldBeBackfaceCulled || Vector3::shouldBeBackfaceCulled(
&t_cameraPos,
&vertices[verticeFaces[i]],
&vertices[verticeFaces[i + 1]],
&vertices[verticeFaces[i + 2]]) == 0)
&vertices[materials[t_materialIndex].verticeFaces[j]],
&vertices[materials[t_materialIndex].verticeFaces[j + 1]],
&vertices[materials[t_materialIndex].verticeFaces[j + 2]]) == 0)
{
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, i, addedFaces++);
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, i + 1, addedFaces++);
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, i + 2, addedFaces++);
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, t_materialIndex, j, addedFaces++);
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, t_materialIndex, j + 1, addedFaces++);
fillNextFace(o_vertices, o_normals, o_coordinates, o_colors, t_materialIndex, j + 2, addedFaces++);
}
return addedFaces;
}
/** Allocate memory for vertices,coords etc.
* Called by ObjLoader
*/
void ObjModel::allocateMemory()
void ObjModel::fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_materialI, u32 t_getI, u32 t_setI)
{
PRINT_LOG("Allocating 3D object specification memory");
vertices = new Vector3[verticesCount];
coordinates = new Vector3[coordinatesCount];
normals = new Vector3[normalsCount];
verticeFaces = new u32[facesCount];
coordinateFaces = new u32[facesCount];
normalFaces = new u32[facesCount];
isMemoryAllocated = true;
PRINT_LOG("3D object specification memory allocated!");
}
void ObjModel::fillNextFace(VECTOR *o_vertices, VECTOR *o_normals, VECTOR *o_coordinates, VECTOR *o_colors, u32 t_getI, u32 t_setI)
{
o_vertices[t_setI][0] = vertices[verticeFaces[t_getI]].x;
o_vertices[t_setI][1] = vertices[verticeFaces[t_getI]].y;
o_vertices[t_setI][2] = vertices[verticeFaces[t_getI]].z;
o_vertices[t_setI][0] = vertices[materials[t_materialI].verticeFaces[t_getI]].x;
o_vertices[t_setI][1] = vertices[materials[t_materialI].verticeFaces[t_getI]].y;
o_vertices[t_setI][2] = vertices[materials[t_materialI].verticeFaces[t_getI]].z;
o_vertices[t_setI][3] = 1.0F;
o_normals[t_setI][0] = normals[normalFaces[t_getI]].x;
o_normals[t_setI][1] = normals[normalFaces[t_getI]].y;
o_normals[t_setI][2] = normals[normalFaces[t_getI]].z;
o_normals[t_setI][0] = normals[materials[t_materialI].normalFaces[t_getI]].x;
o_normals[t_setI][1] = normals[materials[t_materialI].normalFaces[t_getI]].y;
o_normals[t_setI][2] = normals[materials[t_materialI].normalFaces[t_getI]].z;
o_normals[t_setI][3] = 1.0F;
o_coordinates[t_setI][0] = coordinates[coordinateFaces[t_getI]].x;
o_coordinates[t_setI][1] = coordinates[coordinateFaces[t_getI]].y;
o_coordinates[t_setI][0] = coordinates[materials[t_materialI].coordinateFaces[t_getI]].x;
o_coordinates[t_setI][1] = coordinates[materials[t_materialI].coordinateFaces[t_getI]].y;
o_coordinates[t_setI][2] = 1.0F;
o_coordinates[t_setI][3] = 1.0F;
+8 -1
View File
@@ -180,7 +180,14 @@ void Renderer::draw(Mesh *t_mesh, LightBulb *t_bulbs, u16 t_bulbsCount)
VECTOR *normals = new VECTOR[vertCount];
VECTOR *coordinates = new VECTOR[vertCount];
VECTOR *colors = new VECTOR[vertCount];
if (t_mesh->isObjLoaded || t_mesh->isMd2Loaded)
if (t_mesh->isObjLoaded)
for (u32 i = 0; i < t_mesh->obj->materialsCount; i++)
{
changeTexture(t_mesh, i);
vertCount = t_mesh->getDrawData(i, vertices, normals, coordinates, colors, *renderData.cameraPosition);
vifSender->drawMesh(&renderData, perspective, vertCount, vertices, normals, coordinates, colors, t_mesh, t_bulbs, t_bulbsCount);
}
else if (t_mesh->isMd2Loaded)
{
changeTexture(t_mesh, 0);
vertCount = t_mesh->getDrawData(0, vertices, normals, coordinates, colors, *renderData.cameraPosition);