update obj loader
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@@ -9,7 +9,7 @@
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#include "../../OpenGLWindow/GLInstancingRenderer.h"
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#include "../../OpenGLWindow/GLInstanceGraphicsShape.h"
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GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tinyobj::shape_t>& shapes, bool flatShading)
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GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(const tinyobj::attrib_t& attribute, std::vector<tinyobj::shape_t>& shapes, bool flatShading)
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{
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b3AlignedObjectArray<GLInstanceVertex>* vertices = new b3AlignedObjectArray<GLInstanceVertex>;
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{
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@@ -36,19 +36,20 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
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}
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GLInstanceVertex vtx0;
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vtx0.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 0];
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vtx0.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 1];
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vtx0.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f] * 3 + 2];
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tinyobj::index_t v_0 = shape.mesh.indices[f];
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vtx0.xyzw[0] = attribute.vertices[3 * v_0.vertex_index];
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vtx0.xyzw[1] = attribute.vertices[3 * v_0.vertex_index + 1];
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vtx0.xyzw[2] = attribute.vertices[3 * v_0.vertex_index + 2];
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vtx0.xyzw[3] = 0.f;
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if (shape.mesh.texcoords.size())
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if (attribute.texcoords.size())
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{
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int uv0Index = shape.mesh.indices[f] * 2 + 0;
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int uv1Index = shape.mesh.indices[f] * 2 + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < int(shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size())))
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int uv0Index = 2 * v_0.texcoord_index;
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int uv1Index = 2 * v_0.texcoord_index + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < int(attribute.texcoords.size()) && (uv1Index < attribute.texcoords.size())))
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{
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vtx0.uv[0] = shape.mesh.texcoords[uv0Index];
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vtx0.uv[1] = shape.mesh.texcoords[uv1Index];
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vtx0.uv[0] = attribute.texcoords[uv0Index];
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vtx0.uv[1] = attribute.texcoords[uv1Index];
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}
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else
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{
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@@ -64,19 +65,20 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
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}
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GLInstanceVertex vtx1;
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vtx1.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 0];
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vtx1.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 1];
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vtx1.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f + 1] * 3 + 2];
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tinyobj::index_t v_1 = shape.mesh.indices[f + 1];
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vtx1.xyzw[0] = attribute.vertices[3 * v_1.vertex_index];
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vtx1.xyzw[1] = attribute.vertices[3 * v_1.vertex_index + 1];
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vtx1.xyzw[2] = attribute.vertices[3 * v_1.vertex_index + 2];
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vtx1.xyzw[3] = 0.f;
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if (shape.mesh.texcoords.size())
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if (attribute.texcoords.size())
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{
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int uv0Index = shape.mesh.indices[f + 1] * 2 + 0;
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int uv1Index = shape.mesh.indices[f + 1] * 2 + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size()))
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int uv0Index = 2 * v_1.texcoord_index;
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int uv1Index = 2 * v_1.texcoord_index + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < attribute.texcoords.size()) && (uv1Index < attribute.texcoords.size()))
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{
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vtx1.uv[0] = shape.mesh.texcoords[uv0Index];
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vtx1.uv[1] = shape.mesh.texcoords[uv1Index];
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vtx1.uv[0] = attribute.texcoords[uv0Index];
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vtx1.uv[1] = attribute.texcoords[uv1Index];
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}
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else
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{
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@@ -92,18 +94,20 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
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}
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GLInstanceVertex vtx2;
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vtx2.xyzw[0] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 0];
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vtx2.xyzw[1] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 1];
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vtx2.xyzw[2] = shape.mesh.positions[shape.mesh.indices[f + 2] * 3 + 2];
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tinyobj::index_t v_2 = shape.mesh.indices[f + 2];
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vtx2.xyzw[0] = attribute.vertices[3 * v_2.vertex_index];
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vtx2.xyzw[1] = attribute.vertices[3 * v_2.vertex_index + 1];
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vtx2.xyzw[2] = attribute.vertices[3 * v_2.vertex_index + 2];
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vtx2.xyzw[3] = 0.f;
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if (shape.mesh.texcoords.size())
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if (attribute.texcoords.size())
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{
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int uv0Index = shape.mesh.indices[f + 2] * 2 + 0;
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int uv1Index = shape.mesh.indices[f + 2] * 2 + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < shape.mesh.texcoords.size()) && (uv1Index < shape.mesh.texcoords.size()))
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int uv0Index = 2 * v_2.texcoord_index;
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int uv1Index = 2 * v_2.texcoord_index + 1;
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if (uv0Index >= 0 && uv1Index >= 0 && (uv0Index < attribute.texcoords.size()) && (uv1Index < attribute.texcoords.size()))
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{
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vtx2.uv[0] = shape.mesh.texcoords[uv0Index];
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vtx2.uv[1] = shape.mesh.texcoords[uv1Index];
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vtx2.uv[0] = attribute.texcoords[uv0Index];
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vtx2.uv[1] = attribute.texcoords[uv1Index];
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}
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else
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{
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@@ -123,16 +127,21 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
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btVector3 v2(vtx2.xyzw[0], vtx2.xyzw[1], vtx2.xyzw[2]);
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unsigned int maxIndex = 0;
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f] * 3 + 0);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f] * 3 + 1);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f] * 3 + 2);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 1] * 3 + 0);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 1] * 3 + 1);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 1] * 3 + 2);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 2] * 3 + 0);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 2] * 3 + 1);
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maxIndex = b3Max(maxIndex, shape.mesh.indices[f + 2] * 3 + 2);
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bool hasNormals = (shape.mesh.normals.size() && maxIndex < shape.mesh.normals.size());
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unsigned n0Index = shape.mesh.indices[f].normal_index;
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unsigned n1Index = shape.mesh.indices[f + 1].normal_index;
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unsigned n2Index = shape.mesh.indices[f + 2].normal_index;
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maxIndex = b3Max(maxIndex, 3 * n0Index + 0);
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maxIndex = b3Max(maxIndex, 3 * n0Index + 1);
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maxIndex = b3Max(maxIndex, 3 * n0Index + 2);
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maxIndex = b3Max(maxIndex, 3 * n1Index + 0);
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maxIndex = b3Max(maxIndex, 3 * n1Index + 1);
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maxIndex = b3Max(maxIndex, 3 * n1Index + 2);
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maxIndex = b3Max(maxIndex, 3 * n2Index + 0);
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maxIndex = b3Max(maxIndex, 3 * n2Index + 1);
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maxIndex = b3Max(maxIndex, 3 * n2Index + 2);
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bool hasNormals = (attribute.normals.size() && maxIndex < attribute.normals.size());
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if (flatShading || !hasNormals)
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{
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@@ -159,15 +168,15 @@ GLInstanceGraphicsShape* btgCreateGraphicsShapeFromWavefrontObj(std::vector<tiny
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}
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else
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{
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vtx0.normal[0] = shape.mesh.normals[shape.mesh.indices[f] * 3 + 0];
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vtx0.normal[1] = shape.mesh.normals[shape.mesh.indices[f] * 3 + 1];
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vtx0.normal[2] = shape.mesh.normals[shape.mesh.indices[f] * 3 + 2]; //shape.mesh.indices[f+1]*3+0
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vtx1.normal[0] = shape.mesh.normals[shape.mesh.indices[f + 1] * 3 + 0];
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vtx1.normal[1] = shape.mesh.normals[shape.mesh.indices[f + 1] * 3 + 1];
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vtx1.normal[2] = shape.mesh.normals[shape.mesh.indices[f + 1] * 3 + 2];
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vtx2.normal[0] = shape.mesh.normals[shape.mesh.indices[f + 2] * 3 + 0];
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vtx2.normal[1] = shape.mesh.normals[shape.mesh.indices[f + 2] * 3 + 1];
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vtx2.normal[2] = shape.mesh.normals[shape.mesh.indices[f + 2] * 3 + 2];
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vtx0.normal[0] = attribute.normals[3 * n0Index+ 0];
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vtx0.normal[1] = attribute.normals[3 * n0Index+ 1];
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vtx0.normal[2] = attribute.normals[3 * n0Index+ 2];
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vtx1.normal[0] = attribute.normals[3 * n1Index+ 0];
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vtx1.normal[1] = attribute.normals[3 * n1Index+ 1];
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vtx1.normal[2] = attribute.normals[3 * n1Index+ 2];
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vtx2.normal[0] = attribute.normals[3 * n2Index+ 0];
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vtx2.normal[1] = attribute.normals[3 * n2Index+ 1];
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vtx2.normal[2] = attribute.normals[3 * n2Index+ 2];
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}
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vertices->push_back(vtx0);
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vertices->push_back(vtx1);
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