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
+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!");