Added more structure, added abstraction to existing parts
This commit is contained in:
@@ -1,4 +1,6 @@
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#pragma once
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#include "Header.h"
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class Controller
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{
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public:
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@@ -151,6 +151,7 @@
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClInclude Include="Controller.h" />
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<ClInclude Include="Enemy.h" />
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<ClInclude Include="Header.h" />
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<ClInclude Include="Keyboard.h" />
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<ClInclude Include="LoadingState.h" />
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@@ -158,13 +159,17 @@
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<ClInclude Include="Model.h" />
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<ClInclude Include="ModelLoader.h" />
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<ClInclude Include="Mouse.h" />
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<ClInclude Include="Player.h" />
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<ClInclude Include="State.h" />
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<ClInclude Include="StateHandler.h" />
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<ClInclude Include="Vector.h" />
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<ClInclude Include="Weapon.h" />
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<ClInclude Include="WorldModel.h" />
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<ClInclude Include="WorldState.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Controller.cpp" />
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<ClCompile Include="Enemy.cpp" />
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<ClCompile Include="Keyboard.cpp" />
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<ClCompile Include="LoadingState.cpp" />
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<ClCompile Include="Main.cpp" />
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@@ -172,8 +177,11 @@
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<ClCompile Include="Model.cpp" />
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<ClCompile Include="ModelLoader.cpp" />
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<ClCompile Include="Mouse.cpp" />
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<ClCompile Include="Player.cpp" />
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<ClCompile Include="State.cpp" />
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<ClCompile Include="StateHandler.cpp" />
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<ClCompile Include="Vector.cpp" />
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<ClCompile Include="Weapon.cpp" />
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<ClCompile Include="WorldModel.cpp" />
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<ClCompile Include="WorldState.cpp" />
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</ItemGroup>
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@@ -22,6 +22,9 @@
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<Filter Include="Source Files\Model">
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<UniqueIdentifier>{842778c9-ff0f-4a6d-9c86-0a178ad40fcc}</UniqueIdentifier>
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</Filter>
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<Filter Include="Source Files\Model\Enemy">
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<UniqueIdentifier>{1be14b84-6fa7-4cfb-94b9-666f3ee14198}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Model.h">
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@@ -60,6 +63,18 @@
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<ClInclude Include="WorldState.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Enemy.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Player.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Weapon.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Vector.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Main.cpp">
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@@ -98,5 +113,17 @@
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<ClCompile Include="WorldState.cpp">
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<Filter>Source Files\State</Filter>
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</ClCompile>
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<ClCompile Include="Enemy.cpp">
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<Filter>Source Files\Model\Enemy</Filter>
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</ClCompile>
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<ClCompile Include="Player.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="Weapon.cpp">
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<Filter>Source Files\Model</Filter>
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</ClCompile>
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<ClCompile Include="Vector.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@@ -0,0 +1,10 @@
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#pragma once
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#include "Header.h"
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class Enemy
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{
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public:
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Enemy();
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~Enemy();
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};
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@@ -12,10 +12,9 @@
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#include <fstream>
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#include <iostream>
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#include <algorithm>
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#include <vector>
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#include <windows.h>
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#include <gl/GL.h>
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//Own files
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#include "Model.h"
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#include "ModelLoader.h"
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using namespace std;
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@@ -1,4 +1,6 @@
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#pragma once
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#include "Header.h"
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class Keyboard
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{
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public:
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@@ -1,4 +1,6 @@
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#pragma once
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#include "Header.h"
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class LoadingState
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{
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public:
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@@ -1,4 +1,5 @@
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#include "Header.h"
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#include "Model.h"
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//Prototypes
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void bindFuncOpenGL(void);
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@@ -11,7 +12,7 @@ static int Height;
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float lastFrameTime = 0;
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bool keys[255];
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vector<ObjModel*> models;
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vector<Model*> models;
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int currentModel = 0;
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struct Camera
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@@ -169,5 +170,5 @@ void configureOpenGL()
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void loadModels()
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{
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models.push_back(new ObjModel("models/ship/shipA_OBJ.obj"));
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models.push_back(new Model("models/ship/shipA_OBJ.obj"));
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}
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@@ -1,4 +1,6 @@
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#pragma once
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#include "Header.h"
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class MenuState
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{
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public:
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@@ -1,10 +1,236 @@
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#include "Model.h"
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Model::Model()
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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Model::Model(string fileName)
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{
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std::string dirName = fileName;
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if (dirName.rfind("/") != std::string::npos)
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dirName = dirName.substr(0, dirName.rfind("/"));
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if (dirName.rfind("\\") != std::string::npos)
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dirName = dirName.substr(0, dirName.rfind("\\"));
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if (fileName == dirName)
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dirName = "";
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std::ifstream pFile(fileName.c_str());
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if (!pFile.is_open())
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{
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std::cout << "Could not open file " << fileName << std::endl;
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return;
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}
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ObjGroup* currentGroup = new ObjGroup();
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currentGroup->materialIndex = -1;
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while (!pFile.eof())
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{
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std::string line;
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std::getline(pFile, line);
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line = replace(line, "\t", " ");
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while (line.find(" ") != std::string::npos)
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line = replace(line, " ", " ");
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if (line == "")
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continue;
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if (line[0] == ' ')
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line = line.substr(1);
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if (line == "")
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continue;
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if (line[line.length() - 1] == ' ')
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line = line.substr(0, line.length() - 1);
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if (line == "")
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continue;
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if (line[0] == '#')
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continue;
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std::vector<std::string> params = split(line, " ");
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params[0] = toLower(params[0]);
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if (params[0] == "v")
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vertices.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
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else if (params[0] == "vn")
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normals.push_back(Vec3f((float)atof(params[1].c_str()), (float)atof(params[2].c_str()), (float)atof(params[3].c_str())));
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else if (params[0] == "vt")
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texcoords.push_back(Vec2f((float)atof(params[1].c_str()), (float)atof(params[2].c_str())));
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else if (params[0] == "f")
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{
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for (size_t ii = 4; ii <= params.size(); ii++)
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{
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Face face;
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for (size_t i = ii - 3; i < ii; i++) //magische forlus om van quads triangles te maken ;)
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{
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Vertex vertex;
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std::vector<std::string> indices = split(params[i == (ii - 3) ? 1 : i], "/");
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if (indices.size() >= 1) //er is een positie
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vertex.position = atoi(indices[0].c_str()) - 1;
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if (indices.size() == 2) //alleen texture
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vertex.texcoord = atoi(indices[1].c_str()) - 1;
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if (indices.size() == 3) //v/t/n of v//n
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{
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if (indices[1] != "")
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vertex.texcoord = atoi(indices[1].c_str()) - 1;
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vertex.normal = atoi(indices[2].c_str()) - 1;
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}
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face.vertices.push_back(vertex);
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}
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currentGroup->faces.push_back(face);
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}
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}
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else if (params[0] == "s")
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{//smoothing
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}
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else if (params[0] == "mtllib")
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{
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loadMaterialFile(dirName + "/" + params[1], dirName);
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}
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else if (params[0] == "usemtl")
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{
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if (currentGroup->faces.size() != 0)
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groups.push_back(currentGroup);
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currentGroup = new ObjGroup();
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currentGroup->materialIndex = -1;
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for (size_t i = 0; i < materials.size(); i++)
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{
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MaterialInfo* info = materials[i];
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if (info->name == params[1])
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{
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currentGroup->materialIndex = i;
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break;
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}
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}
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if (currentGroup->materialIndex == -1)
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std::cout << "Could not find material name " << params[1] << std::endl;
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}
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}
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groups.push_back(currentGroup);
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}
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Model::~Model(void)
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{
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}
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Model::~Model()
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void Model::draw()
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{
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for (auto &g : groups)
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{
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if (materials[g->materialIndex]->hasTexture)
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{
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glEnable(GL_TEXTURE_2D);
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materials[g->materialIndex]->texture->bind();
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}
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glBegin(GL_TRIANGLES);
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for (auto &f : g->faces)
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{
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for (auto &v : f.vertices)
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{
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glNormal3f(normals[v.normal].x, normals[v.normal].y, normals[v.normal].z);
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glTexCoord2f(texcoords[v.texcoord].x, texcoords[v.texcoord].y);
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glVertex3f(vertices[v.position].x, vertices[v.position].y, vertices[v.position].z);
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}
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}
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glEnd();
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}
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}
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void Model::loadMaterialFile(std::string fileName, std::string dirName)
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{
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std::ifstream pFile(fileName.c_str());
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if (!pFile.is_open())
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{
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std::cout << "Could not open file " << fileName << std::endl;
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return;
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}
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MaterialInfo* currentMaterial = NULL;
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while (!pFile.eof())
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{
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std::string line;
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std::getline(pFile, line);
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line = replace(line, "\t", " ");
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while (line.find(" ") != std::string::npos)
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line = replace(line, " ", " ");
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if (line == "")
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continue;
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if (line[0] == ' ')
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line = line.substr(1);
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if (line == "")
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continue;
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if (line[line.length() - 1] == ' ')
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line = line.substr(0, line.length() - 1);
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if (line == "")
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continue;
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if (line[0] == '#')
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continue;
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std::vector<std::string> params = split(line, " ");
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params[0] = toLower(params[0]);
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if (params[0] == "newmtl")
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{
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if (currentMaterial != NULL)
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{
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materials.push_back(currentMaterial);
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}
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currentMaterial = new MaterialInfo();
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currentMaterial->name = params[1];
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}
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else if (params[0] == "map_kd")
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{
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currentMaterial->hasTexture = true;
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currentMaterial->texture = new Texture(dirName + "/" + params[1]);
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}
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else
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std::cout << "Didn't parse " << params[0] << " in material file" << std::endl;
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}
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if (currentMaterial != NULL)
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materials.push_back(currentMaterial);
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}
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Model::MaterialInfo::MaterialInfo()
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{
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Texture *texture;
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hasTexture = false;
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}
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Model::Texture::Texture(const std::string & fileName)
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{
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int width, height, bpp;
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stbi_set_flip_vertically_on_load(true);
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unsigned char* imgData = stbi_load(fileName.c_str(), &width, &height, &bpp, 4);
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glGenTextures(1, &index);
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glBindTexture(GL_TEXTURE_2D, index);
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glTexImage2D(GL_TEXTURE_2D,
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0, //level
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GL_RGBA, //internal format
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width, //width
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height, //height
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0, //border
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GL_RGBA, //data format
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GL_UNSIGNED_BYTE, //data type
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imgData); //data
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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stbi_image_free(imgData);
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}
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void Model::Texture::bind()
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{
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glBindTexture(GL_TEXTURE_2D, index);
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}
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@@ -1,8 +1,60 @@
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#pragma once
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#include "Header.h"
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#include "ModelLoader.h"
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#include "Vector.h"
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class Model
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{
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public:
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Model();
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~Model();
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};
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private:
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class Vertex
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{
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public:
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int position;
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int normal;
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int texcoord;
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};
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class Face
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{
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public:
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list<Vertex> vertices;
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};
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class Texture
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{
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GLuint index;
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public:
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Texture(const std::string &fileName);
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void bind();
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};
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class MaterialInfo
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{
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public:
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MaterialInfo();
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std::string name;
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Texture* texture;
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bool hasTexture;
|
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};
|
||||
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||||
class ObjGroup
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||||
{
|
||||
public:
|
||||
std::string name;
|
||||
int materialIndex;
|
||||
list<Face> faces;
|
||||
};
|
||||
|
||||
std::vector<Vec3f> vertices;
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std::vector<Vec3f> normals;
|
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std::vector<Vec2f> texcoords;
|
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std::vector<ObjGroup*> groups;
|
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std::vector<MaterialInfo*> materials;
|
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|
||||
void loadMaterialFile(std::string fileName, std::string dirName);
|
||||
public:
|
||||
Model(std::string filename);
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~Model(void);
|
||||
|
||||
void draw();
|
||||
};
|
||||
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||||
+2
-303
@@ -1,19 +1,7 @@
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#include "Header.h"
|
||||
#include "ModelLoader.h"
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||||
|
||||
#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
|
||||
|
||||
ModelLoader::ModelLoader()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
ModelLoader::~ModelLoader()
|
||||
{
|
||||
}
|
||||
|
||||
std::string replace(std::string str, std::string toReplace, std::string replacement)
|
||||
string replace(string str, string toReplace, string replacement)
|
||||
{
|
||||
size_t index = 0;
|
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while (true)
|
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@@ -27,7 +15,7 @@ std::string replace(std::string str, std::string toReplace, std::string replacem
|
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return str;
|
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}
|
||||
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std::vector<std::string> split(std::string str, std::string sep)
|
||||
vector<string> split(string str, string sep)
|
||||
{
|
||||
std::vector<std::string> ret;
|
||||
size_t index;
|
||||
@@ -41,293 +29,4 @@ std::vector<std::string> split(std::string str, std::string sep)
|
||||
}
|
||||
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);
|
||||
}
|
||||
+8
-99
@@ -1,101 +1,10 @@
|
||||
#include "Header.h"
|
||||
using namespace std;
|
||||
|
||||
#pragma once
|
||||
class ModelLoader
|
||||
#include "Header.h"
|
||||
|
||||
string replace(string str, string toReplace, string replacement);
|
||||
vector<string> split(string str, string sep);
|
||||
inline string toLower(string data)
|
||||
{
|
||||
public:
|
||||
ModelLoader();
|
||||
~ModelLoader();
|
||||
};
|
||||
|
||||
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();
|
||||
};
|
||||
std::transform(data.begin(), data.end(), data.begin(), ::tolower);
|
||||
return data;
|
||||
}
|
||||
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
#include "Player.h"
|
||||
|
||||
|
||||
|
||||
Player::Player()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Player::~Player()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
#include "Weapon.h"
|
||||
|
||||
class Player
|
||||
{
|
||||
public:
|
||||
Player();
|
||||
~Player();
|
||||
private:
|
||||
int level;
|
||||
int xp;
|
||||
Weapon rigth;
|
||||
Weapon left;
|
||||
vector<Weapon> weapons;
|
||||
};
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
|
||||
class StateHandler
|
||||
{
|
||||
public:
|
||||
|
||||
+48
@@ -0,0 +1,48 @@
|
||||
#include "Vector.h"
|
||||
|
||||
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];
|
||||
}
|
||||
@@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
#include "Weapon.h"
|
||||
|
||||
Weapon::Weapon()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Weapon::~Weapon()
|
||||
{
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
|
||||
class Weapon
|
||||
{
|
||||
public:
|
||||
Weapon();
|
||||
~Weapon();
|
||||
};
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
|
||||
class WorldModel
|
||||
{
|
||||
public:
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
#pragma once
|
||||
#include "Header.h"
|
||||
|
||||
class WorldState
|
||||
{
|
||||
public:
|
||||
|
||||
Reference in New Issue
Block a user