Add OpenGL4 to existing project. Added stbi

This commit is contained in:
2016-05-23 10:36:26 +02:00
parent 1c8ad334d5
commit 48847f8598
15 changed files with 7187 additions and 40 deletions
@@ -4,6 +4,9 @@
#include <cmath>
#include <vector>
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
float lastFrameTime = 0;
int width, height;
+326
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@@ -0,0 +1,326 @@
#include "ObjModel.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <fstream>
#include <iostream>
#include <vector>
#include <algorithm>
std::string replace(std::string str, std::string toReplace, std::string replacement)
{
size_t index = 0;
while (true)
{
index = str.find(toReplace, index);
if (index == std::string::npos)
break;
str.replace(index, toReplace.length(), replacement);
++index;
}
return str;
}
std::vector<std::string> split(std::string str, std::string sep)
{
std::vector<std::string> ret;
size_t index;
while(true)
{
index = str.find(sep);
if(index == std::string::npos)
break;
ret.push_back(str.substr(0, index));
str = str.substr(index+1);
}
ret.push_back(str);
return ret;
}
inline std::string toLower(std::string data)
{
std::transform(data.begin(), data.end(), data.begin(), ::tolower);
return data;
}
ObjModel::ObjModel(std::string fileName)
{
std::string dirName = fileName;
if(dirName.rfind("/") != std::string::npos)
dirName = dirName.substr(0, dirName.rfind("/"));
if(dirName.rfind("\\") != std::string::npos)
dirName = dirName.substr(0, dirName.rfind("\\"));
if(fileName == dirName)
dirName = "";
std::ifstream pFile(fileName.c_str());
if (!pFile.is_open())
{
std::cout << "Could not open file " << fileName << std::endl;
return;
}
ObjGroup* currentGroup = new ObjGroup();
currentGroup->materialIndex = -1;
while(!pFile.eof())
{
std::string line;
std::getline(pFile, line);
line = replace(line, "\t", " ");
while(line.find(" ") != std::string::npos)
line = replace(line, " ", " ");
if(line == "")
continue;
if(line[0] == ' ')
line = line.substr(1);
if(line == "")
continue;
if(line[line.length()-1] == ' ')
line = line.substr(0, line.length()-1);
if(line == "")
continue;
if(line[0] == '#')
continue;
std::vector<std::string> params = split(line, " ");
params[0] = toLower(params[0]);
if(params[0] == "v")
vertices.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
else if(params[0] == "vn")
normals.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
else if(params[0] == "vt")
texcoords.push_back(Vec2f((float)atof(params[1].c_str()), (float)atof(params[2].c_str())));
else if(params[0] == "f")
{
for(size_t ii = 4; ii <= params.size(); ii++)
{
Face face;
for(size_t i = ii-3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
{
Vertex vertex;
std::vector<std::string> indices = split(params[i == (ii-3) ? 1 : i], "/");
if (indices.size() >= 1) //er is een positie
vertex.position = atoi(indices[0].c_str()) - 1;
if(indices.size() == 2) //alleen texture
vertex.texcoord = atoi(indices[1].c_str())-1;
if(indices.size() == 3) //v/t/n of v//n
{
if( indices[1] != "")
vertex.texcoord = atoi(indices[1].c_str())-1;
vertex.normal = atoi(indices[2].c_str())-1;
}
face.vertices.push_back(vertex);
}
currentGroup->faces.push_back(face);
}
}
else if(params[0] == "s")
{//smoothing
}
else if(params[0] == "mtllib")
{
loadMaterialFile(dirName + "/" + params[1], dirName);
}
else if(params[0] == "usemtl")
{
if(currentGroup->faces.size() != 0)
groups.push_back(currentGroup);
currentGroup = new ObjGroup();
currentGroup->materialIndex = -1;
for(size_t i = 0; i < materials.size(); i++)
{
MaterialInfo* info = materials[i];
if(info->name == params[1])
{
currentGroup->materialIndex = i;
break;
}
}
if(currentGroup->materialIndex == -1)
std::cout<<"Could not find material name "<<params[1]<<std::endl;
}
}
groups.push_back(currentGroup);
}
ObjModel::~ObjModel(void)
{
}
void ObjModel::draw()
{
for(auto &g : groups)
{
if (materials[g->materialIndex]->hasTexture)
{
glEnable(GL_TEXTURE_2D);
materials[g->materialIndex]->texture->bind();
}
glBegin(GL_TRIANGLES);
for(auto &f : g->faces)
{
for(auto &v : f.vertices)
{
glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
}
}
glEnd();
}
}
void ObjModel::loadMaterialFile( std::string fileName, std::string dirName )
{
std::ifstream pFile(fileName.c_str());
if (!pFile.is_open())
{
std::cout << "Could not open file " << fileName << std::endl;
return;
}
MaterialInfo* currentMaterial = NULL;
while(!pFile.eof())
{
std::string line;
std::getline(pFile, line);
line = replace(line, "\t", " ");
while(line.find(" ") != std::string::npos)
line = replace(line, " ", " ");
if(line == "")
continue;
if(line[0] == ' ')
line = line.substr(1);
if(line == "")
continue;
if(line[line.length()-1] == ' ')
line = line.substr(0, line.length()-1);
if(line == "")
continue;
if(line[0] == '#')
continue;
std::vector<std::string> params = split(line, " ");
params[0] = toLower(params[0]);
if(params[0] == "newmtl")
{
if(currentMaterial != NULL)
{
materials.push_back(currentMaterial);
}
currentMaterial = new MaterialInfo();
currentMaterial->name = params[1];
}
else if(params[0] == "map_kd")
{
currentMaterial->hasTexture = true;
currentMaterial->texture = new Texture(dirName + "/" + params[1]);
}
else
std::cout<<"Didn't parse "<<params[0]<<" in material file"<<std::endl;
}
if(currentMaterial != NULL)
materials.push_back(currentMaterial);
}
ObjModel::MaterialInfo::MaterialInfo()
{
Texture *texture;
hasTexture = false;
}
Vec3f::Vec3f(float x, float y, float z)
{
this->x = x;
this->y = y;
this->z = z;
}
Vec3f::Vec3f()
{
this->x = 0;
this->y = 0;
this->z = 0;
}
Vec3f::Vec3f(Vec3f &other)
{
this->x = other.x;
this->y = other.y;
this->z = other.z;
}
float& Vec3f::operator [](int index)
{
return v[index];
}
Vec2f::Vec2f(float x, float y)
{
this->x = x;
this->y = y;
}
Vec2f::Vec2f()
{
this->x = 0;
this->y = 0;
}
Vec2f::Vec2f(Vec2f &other)
{
this->x = other.x;
this->y = other.y;
}
float& Vec2f::operator [](int index)
{
return v[index];
}
ObjModel::Texture::Texture(const std::string & fileName)
{
int width, height, bpp;
stbi_set_flip_vertically_on_load(true);
unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
glGenTextures(1, &index);
glBindTexture(GL_TEXTURE_2D, index);
glTexImage2D(GL_TEXTURE_2D,
0, //level
GL_RGBA, //internal format
width, //width
height, //height
0, //border
GL_RGBA, //data format
GL_UNSIGNED_BYTE, //data type
imgData); //data
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
stbi_image_free(imgData);
}
void ObjModel::Texture::bind()
{
glBindTexture(GL_TEXTURE_2D, index);
}
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@@ -0,0 +1,101 @@
#pragma once
#include <string>
#include <vector>
#include <list>
#include <windows.h>
#include <gl/GL.h>
using namespace std;
class Vec3f
{
public:
union
{
struct
{
float x,y,z;
};
float v[3];
};
Vec3f();
Vec3f(Vec3f &other);
Vec3f(float x, float y, float z);
float& operator [](int);
};
class Vec2f
{
public:
union
{
struct
{
float x,y;
};
float v[2];
};
Vec2f();
Vec2f(float x, float y);
Vec2f(Vec2f &other);
float& operator [](int);
};
class ObjModel
{
private:
class Vertex
{
public:
int position;
int normal;
int texcoord;
};
class Face
{
public:
list<Vertex> vertices;
};
class Texture
{
GLuint index;
public:
Texture(const std::string &fileName);
void bind();
};
class MaterialInfo
{
public:
MaterialInfo();
std::string name;
Texture* texture;
bool hasTexture;
};
class ObjGroup
{
public:
std::string name;
int materialIndex;
list<Face> faces;
};
std::vector<Vec3f> vertices;
std::vector<Vec3f> normals;
std::vector<Vec2f> texcoords;
std::vector<ObjGroup*> groups;
std::vector<MaterialInfo*> materials;
void loadMaterialFile(std::string fileName, std::string dirName);
public:
ObjModel(std::string filename);
~ObjModel(void);
void draw();
};
@@ -19,9 +19,9 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{A48AE72D-7CD7-4525-8917-81A5B2F50E2B}</ProjectGuid>
<ProjectGuid>{ADE3B882-A837-4B44-8B2F-645FE22BBB39}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>wk5_arrays</RootNamespace>
<RootNamespace>OpenGL4</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
@@ -88,12 +88,10 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>freeglut/include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>freeglut/lib</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
@@ -118,14 +116,12 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>freeglut/include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>freeglut/lib</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -146,7 +142,6 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
@@ -14,9 +14,4 @@
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>
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@@ -1,28 +0,0 @@
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Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|x64 = Release|x64
Release|x86 = Release|x86
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