added OBJ loader
parent
509e569c64
commit
5c58595f35
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@ -17,6 +17,8 @@
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#include "AsteroidsEvents.h"
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#include "AsteroidsEvents.h"
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#include "RocketEntity.h"
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#include "RocketEntity.h"
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#include "OBJModel.h"
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#include <GL/gl.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glu.h>
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@ -77,6 +79,8 @@ int View::OnInit (int argc, char* argv[]) {
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mShipPartsSprite.LoadFromPNG (Engine::GetResourceFullPath("/data/textures/ship_parts.png"));
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mShipPartsSprite.LoadFromPNG (Engine::GetResourceFullPath("/data/textures/ship_parts.png"));
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mShipPartsSprite.SetSubSpriteCount (10);
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mShipPartsSprite.SetSubSpriteCount (10);
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mAsteroidModel = LoadOBJModel (Engine::GetResourceFullPath("/data/models/asteroid/asteroid_model.obj"));
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Engine::RegisterListener (this, EventAccelerateStart);
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Engine::RegisterListener (this, EventAccelerateStart);
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Engine::RegisterListener (this, EventAccelerateStop);
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Engine::RegisterListener (this, EventAccelerateStop);
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Engine::RegisterListener (this, EventShipExplode);
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Engine::RegisterListener (this, EventShipExplode);
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@ -265,6 +269,20 @@ void View::Draw() {
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DrawWorld ();
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DrawWorld ();
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}
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}
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glPushMatrix();
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glEnable (GL_LIGHTING);
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glEnable (GL_LIGHT0);
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glRotatef (90, 1., 0., 0.);
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// glScalef (10., 10., 10.);
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DrawOBJModel (mAsteroidModel);
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glDisable (GL_LIGHT0);
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glDisable (GL_LIGHTING);
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glPopMatrix();
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DrawUi ();
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DrawUi ();
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// Perform post-Draw actions
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// Perform post-Draw actions
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@ -140,6 +140,8 @@ class View : public Engine::ViewBase {
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Engine::Sprite mShipThrustSprite;
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Engine::Sprite mShipThrustSprite;
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Engine::Sprite mShipPartsSprite;
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Engine::Sprite mShipPartsSprite;
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Engine::OBJModelPtr mAsteroidModel;
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float screen_left;
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float screen_left;
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float screen_right;
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float screen_right;
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float screen_top;
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float screen_top;
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Binary file not shown.
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@ -0,0 +1,12 @@
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# Material Count: 1
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newmtl asteroid_asteroid_texture_full
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Ns 37.254902
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Ka 0.069978 0.069978 0.069978
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Kd 0.640000 0.640000 0.640000
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Ks 0.600000 0.600000 0.600000
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Ni 1.000000
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d 1.000000
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illum 2
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#map_Kd asteroid_texture_full.png
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map_Kd asteroid_texture_solid.png
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map_bump asteroid_normals_uv.png
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@ -0,0 +1,377 @@
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# Blender v2.55 (sub 0) OBJ File: 'asteroidfull.blend'
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# www.blender.org
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mtllib asteroid_model.mtl
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o Asteroid_Icosphere
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v -1.783176 3.157423 -2.187264
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v -0.623617 3.419646 -2.279537
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v -4.136988 -1.528819 1.175240
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v 1.622063 -3.012534 -1.107284
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v -2.764359 2.370088 -1.340167
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v 0.011242 3.019686 2.574161
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v -3.271742 2.084863 -0.140242
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v -1.924542 3.110817 -0.535404
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v -3.428460 0.084386 1.434556
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v -1.127657 -3.141940 1.362692
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v -3.526288 1.205355 -1.042213
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v -3.326865 -1.851120 -2.151031
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v 3.315345 2.078610 0.192092
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v 1.677497 2.826964 1.998395
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v -3.488970 -0.830072 -2.166265
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v 2.454325 -1.478905 -2.751490
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v 0.892076 -2.198434 3.836253
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v -0.529430 -1.099092 -4.090514
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v -1.530568 2.367935 2.067323
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v -0.082300 -2.695156 3.227212
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v -4.186931 -0.713751 0.795901
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v -3.847708 0.187925 -0.543515
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v 2.213019 2.683415 -2.315270
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v -3.271944 1.840718 0.932036
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v 0.112475 -1.622629 4.020147
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v -1.052165 1.693250 -4.113129
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v -1.423264 -0.272173 -4.052314
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v -2.335668 2.112422 -2.554989
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v 1.706754 -3.029854 0.171139
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v -2.704852 0.116766 -2.710793
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v 3.689623 1.837504 -1.209753
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v -1.948996 -3.023728 0.875353
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v 3.308379 -0.730487 -2.346540
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v -0.899223 -1.466655 3.453547
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v 3.176398 -0.164593 2.544505
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v 1.450483 3.221935 0.923732
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v -2.242297 -2.166627 2.063739
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v -1.472705 -1.333648 -3.420503
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v 3.871596 0.740806 1.546153
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v 2.533928 1.975883 1.930760
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v 0.492799 2.513122 -3.092595
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v -0.349212 3.148993 -0.029523
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v 3.267344 1.184023 2.241151
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v -4.353748 -1.612557 -0.495422
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v -1.930530 1.654793 2.510300
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v 0.573979 -0.844695 -4.044802
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v 0.528275 -3.143214 -1.789249
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v 3.692719 -1.577900 -1.071348
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v 1.168138 1.079678 3.139852
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v 3.753358 -0.623585 -0.108652
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v 3.379341 -1.003592 1.838246
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v -1.351585 2.874982 -3.067893
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v 1.766429 -1.157478 3.728364
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v 3.667178 1.594924 1.024512
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v -0.884260 1.836161 2.998022
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v -1.073378 -3.132030 -1.461949
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v -0.467529 3.159610 1.532913
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v 3.709228 0.144063 -1.087636
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v 3.605958 -1.445132 -1.878629
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v 2.660886 3.124851 -0.854361
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v -0.436671 0.126434 -4.552140
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v -2.266935 -2.809002 -1.819118
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v -2.916038 -0.990559 1.868705
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v 0.627561 3.215132 -1.810096
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v 2.894693 -2.446815 -1.574007
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v 0.482250 2.215932 3.057291
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v 2.681753 1.396219 -2.708434
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v 0.310227 -2.120141 -3.148356
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v 3.060341 -1.967882 0.490186
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v 1.224500 -2.950663 1.059580
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v 3.238048 2.395264 -1.831406
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v 2.981815 0.133216 -2.548208
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v 3.870637 0.807691 -0.134255
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v 0.576682 -3.072934 2.294799
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v -0.354720 0.674670 3.589938
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v 1.886084 -2.119545 3.151299
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v -3.599368 -2.470988 0.392379
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v 0.714642 0.489363 -4.151877
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vt 0.962265 0.728057
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vt 0.899626 0.745931
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vt 0.929662 0.684568
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vt 0.750291 0.839492
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vt 0.789824 0.780340
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vt 0.836636 0.898960
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vt 0.197601 0.657079
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vt 0.236349 0.516526
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vt 0.295964 0.556306
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vt 0.406744 0.084655
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vt 0.437681 0.165538
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vt 0.371831 0.150081
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vt 0.937341 0.802735
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vt 0.739755 0.637792
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vt 0.713864 0.558013
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vt 0.790163 0.605118
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vt 0.466004 0.054740
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vt 0.531386 0.156801
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vt 0.407272 0.036392
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vt 0.227384 0.053071
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vt 0.204144 0.126771
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vt 0.146542 0.125405
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vt 0.861072 0.549518
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vt 0.871220 0.610164
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vt 0.540887 0.052625
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vt 0.483144 0.379133
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vt 0.531410 0.373100
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vt 0.566293 0.430810
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vt 0.066866 0.123562
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vt 0.065190 0.224005
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vt 0.002406 0.127618
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vt 0.881327 0.854767
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vt 0.500670 0.000000
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vt 0.321590 0.676758
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vt 0.371831 0.718807
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vt 0.319555 0.758685
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vt 0.885719 0.501947
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vt 0.883607 0.391689
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vt 0.934425 0.485845
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vt 0.000000 0.251617
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vt 0.741391 0.942675
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vt 0.814392 0.974820
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vt 0.777879 1.000000
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vt 0.635861 0.539129
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vt 0.561478 0.627398
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vt 0.446596 0.581324
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vt 0.695576 0.850029
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vt 0.128100 0.635461
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vt 0.141764 0.513552
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vt 0.359817 0.484969
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vt 0.371774 0.529646
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vt 0.372111 0.218880
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vt 0.062065 0.038661
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vt 0.000031 0.066144
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vt 0.752155 0.392965
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vt 0.762496 0.520997
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vt 0.699231 0.418395
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vt 0.845722 0.651852
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vt 0.741723 0.694331
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vt 0.371831 0.596760
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vt 0.426111 0.638510
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vt 0.365584 0.589421
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vt 0.395927 0.271007
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vt 0.515240 0.285039
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vt 0.501419 0.319046
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vt 0.561706 0.232608
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vt 0.118925 0.447635
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vt 0.173827 0.444650
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vt 0.066425 0.272682
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vt 0.752460 0.638720
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vt 0.864116 0.319046
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vt 0.634457 0.598443
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vt 0.643782 0.659783
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vt 0.207013 0.293435
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vt 0.808222 0.487833
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vt 0.608847 0.000134
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vt 0.695638 0.677489
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vt 0.696948 0.736016
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vt 0.157426 0.707879
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vt 0.668226 0.056560
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vt 0.671934 0.003912
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vt 0.198776 0.481993
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vt 0.273634 0.449727
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vt 0.804622 0.216599
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vt 0.791229 0.301115
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vt 0.747758 0.249256
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vt 0.721640 0.137550
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vt 0.191523 0.354536
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vt 0.820792 0.282262
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vt 0.950867 0.369066
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vt 0.324779 0.115257
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vt 0.323095 0.062677
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vt 0.695576 0.356821
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vt 0.647322 0.164260
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vt 0.005872 0.513634
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vt 0.041462 0.548754
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vt 0.006022 0.612097
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vt 0.429869 0.368933
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vt 0.426298 0.477853
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vt 0.044569 0.356401
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vt 0.330651 0.269674
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vt 0.101029 0.677297
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vt 0.075503 0.599948
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vt 0.682265 0.212902
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vt 0.721592 0.099681
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vt 0.985494 0.451521
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vt 0.944144 0.577592
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vt 0.268275 0.230026
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vt 0.265275 0.163033
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||||||
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vt 0.610146 0.272739
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||||||
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vt 1.000000 0.368928
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vt 0.371831 0.160502
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vt 0.294827 0.352889
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vt 0.179156 0.406072
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vt 0.695576 0.633236
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vt 0.912297 0.560646
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||||||
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vt 0.068301 0.408852
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||||||
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vt 0.837648 0.638720
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vt 0.183490 0.418129
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||||||
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vt 0.674900 0.548703
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vt 0.360881 0.086504
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vt 0.170343 0.000000
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vt 0.499177 0.455094
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vt 0.730293 0.321189
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vt 0.945692 0.869305
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vt 0.006033 0.668066
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vt 0.005872 0.612097
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||||||
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vt 0.055275 0.612495
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vt 0.953257 0.914727
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vt 0.586418 0.354851
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||||||
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vt 0.666332 0.438154
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||||||
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vt 0.252839 0.408852
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||||||
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vt 0.328739 0.431163
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vt 0.388098 0.659674
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||||||
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vt 0.000000 0.475701
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||||||
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vt 0.041462 0.408852
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||||||
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vt 0.041403 0.513634
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||||||
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vt 0.489351 0.319046
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||||||
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vt 0.721592 0.319046
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vt 0.354845 0.326581
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vt 0.240882 0.751040
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usemtl asteroid_asteroid_normals_uv.p
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s 1
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f 1/1 28/2 52/3
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f 15/4 30/5 22/6
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f 78/7 72/8 67/9
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f 1/10 8/11 5/12
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f 1/1 5/13 28/2
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f 48/14 69/15 50/16
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f 2/17 42/18 8/11
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f 8/11 1/10 2/17
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f 2/17 1/10 52/19
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f 69/20 29/21 70/22
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f 50/16 39/23 73/24
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f 2/17 64/25 42/18
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f 3/26 21/27 9/28
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f 74/29 10/30 20/31
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f 30/5 28/2 11/32
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f 41/33 64/25 2/17
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f 41/34 2/35 52/36
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f 43/37 49/38 40/39
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f 37/40 20/31 10/30
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f 44/41 21/42 3/43
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f 45/44 75/45 34/46
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f 12/47 30/5 15/4
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f 46/48 16/49 72/8
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f 72/8 31/50 71/51
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f 5/12 8/11 7/52
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f 45/44 34/46 9/28
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f 30/5 11/32 22/6
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f 76/53 74/29 17/54
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f 53/55 51/56 76/57
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f 26/58 28/2 30/5
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f 51/56 50/16 69/15
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f 46/48 72/8 78/7
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f 26/58 30/5 27/59
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f 10/30 74/29 70/22
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f 20/60 34/46 25/61
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f 67/9 23/62 41/34
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f 24/63 19/64 45/65
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f 53/55 49/38 43/37
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f 76/53 69/20 70/22
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f 24/63 7/52 8/11
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f 24/63 8/11 57/66
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f 24/63 57/66 19/64
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f 65/67 59/68 16/49
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|
f 26/58 52/3 28/2
|
Binary file not shown.
After Width: | Height: | Size: 786 KiB |
Binary file not shown.
After Width: | Height: | Size: 5.6 KiB |
|
@ -0,0 +1,63 @@
|
||||||
|
Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a
|
||||||
|
copy of this software and associated documentation files (the "Software"),
|
||||||
|
to deal in the Software without restriction, including without limitation
|
||||||
|
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||||
|
and/or sell copies of the Software, and to permit persons to whom the
|
||||||
|
Software is furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||||
|
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||||
|
IN THE SOFTWARE.
|
||||||
|
|
||||||
|
-------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
Per-fragment Blinn-Phong shader for a single directional light source.
|
||||||
|
|
||||||
|
[vert]
|
||||||
|
|
||||||
|
#version 110
|
||||||
|
|
||||||
|
varying vec3 normal;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
normal = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
|
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
}
|
||||||
|
|
||||||
|
[frag]
|
||||||
|
|
||||||
|
#version 110
|
||||||
|
|
||||||
|
uniform sampler2D colorMap;
|
||||||
|
uniform float materialAlpha;
|
||||||
|
|
||||||
|
varying vec3 normal;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 n = normalize(normal);
|
||||||
|
|
||||||
|
float nDotL = max(0.0, dot(n, gl_LightSource[0].position.xyz));
|
||||||
|
float nDotH = max(0.0, dot(normal, vec3(gl_LightSource[0].halfVector)));
|
||||||
|
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
|
||||||
|
|
||||||
|
vec4 ambient = gl_FrontLightProduct[0].ambient;
|
||||||
|
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
|
||||||
|
vec4 specular = gl_FrontLightProduct[0].specular * power;
|
||||||
|
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
|
||||||
|
|
||||||
|
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
|
||||||
|
gl_FragColor.a = materialAlpha;
|
||||||
|
}
|
|
@ -0,0 +1,89 @@
|
||||||
|
Copyright (c) 2006-2007 dhpoware. All Rights Reserved.
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a
|
||||||
|
copy of this software and associated documentation files (the "Software"),
|
||||||
|
to deal in the Software without restriction, including without limitation
|
||||||
|
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||||
|
and/or sell copies of the Software, and to permit persons to whom the
|
||||||
|
Software is furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in
|
||||||
|
all copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||||
|
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||||
|
IN THE SOFTWARE.
|
||||||
|
|
||||||
|
-------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
Tangent space normal mapping shader for a single directional light source.
|
||||||
|
|
||||||
|
The tangent vector is passed to the vertex shader in gl_MultiTexCoord1. The
|
||||||
|
tangent vector is assumed to be a four component vector. The tangent vector's
|
||||||
|
w component indicates the handedness of the local tangent space at this vertex.
|
||||||
|
The handedness is used to calculate the bitangent vector. The reason for the
|
||||||
|
inclusion of the handedness component is to allow for triangles with mirrored
|
||||||
|
texture mappings.
|
||||||
|
|
||||||
|
-------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
[vert]
|
||||||
|
|
||||||
|
#version 110
|
||||||
|
|
||||||
|
varying vec3 lightDir;
|
||||||
|
varying vec3 halfVector;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
|
||||||
|
gl_TexCoord[0] = gl_MultiTexCoord0;
|
||||||
|
|
||||||
|
vec3 n = normalize(gl_NormalMatrix * gl_Normal);
|
||||||
|
vec3 t = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
|
||||||
|
vec3 b = cross(n, t) * gl_MultiTexCoord1.w;
|
||||||
|
|
||||||
|
mat3 tbnMatrix = mat3(t.x, b.x, n.x,
|
||||||
|
t.y, b.y, n.y,
|
||||||
|
t.z, b.z, n.z);
|
||||||
|
|
||||||
|
lightDir = gl_LightSource[0].position.xyz;
|
||||||
|
lightDir = tbnMatrix * lightDir;
|
||||||
|
|
||||||
|
halfVector = gl_LightSource[0].halfVector.xyz;
|
||||||
|
halfVector = tbnMatrix * halfVector;
|
||||||
|
}
|
||||||
|
|
||||||
|
[frag]
|
||||||
|
|
||||||
|
#version 110
|
||||||
|
|
||||||
|
uniform sampler2D colorMap;
|
||||||
|
uniform sampler2D normalMap;
|
||||||
|
uniform float materialAlpha;
|
||||||
|
|
||||||
|
varying vec3 lightDir;
|
||||||
|
varying vec3 halfVector;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 n = normalize(texture2D(normalMap, gl_TexCoord[0].st).rgb * 2.0 - 1.0);
|
||||||
|
vec3 l = normalize(lightDir);
|
||||||
|
vec3 h = normalize(halfVector);
|
||||||
|
|
||||||
|
float nDotL = max(0.0, dot(n, l));
|
||||||
|
float nDotH = max(0.0, dot(n, h));
|
||||||
|
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
|
||||||
|
|
||||||
|
vec4 ambient = gl_FrontLightProduct[0].ambient;
|
||||||
|
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
|
||||||
|
vec4 specular = gl_FrontLightProduct[0].specular * power;
|
||||||
|
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
|
||||||
|
|
||||||
|
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
|
||||||
|
gl_FragColor.a = materialAlpha;
|
||||||
|
}
|
|
@ -34,6 +34,7 @@ SET ( ENGINE_SRCS
|
||||||
VariablesCommands.cc
|
VariablesCommands.cc
|
||||||
SimpleConsoleOverlay.cc
|
SimpleConsoleOverlay.cc
|
||||||
Sprite.cc
|
Sprite.cc
|
||||||
|
OBJModel.cc
|
||||||
IMGUIControls.cc
|
IMGUIControls.cc
|
||||||
|
|
||||||
Engine.cc
|
Engine.cc
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,244 @@
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Copyright (c) 2007 dhpoware. All Rights Reserved.
|
||||||
|
//
|
||||||
|
// Permission is hereby granted, free of charge, to any person obtaining a
|
||||||
|
// copy of this software and associated documentation files (the "Software"),
|
||||||
|
// to deal in the Software without restriction, including without limitation
|
||||||
|
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||||
|
// and/or sell copies of the Software, and to permit persons to whom the
|
||||||
|
// Software is furnished to do so, subject to the following conditions:
|
||||||
|
//
|
||||||
|
// The above copyright notice and this permission notice shall be included in
|
||||||
|
// all copies or substantial portions of the Software.
|
||||||
|
//
|
||||||
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
||||||
|
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||||
|
// IN THE SOFTWARE.
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#ifndef _OBJMODEL_H
|
||||||
|
#define _OBJMODEL_H
|
||||||
|
|
||||||
|
#include <map>
|
||||||
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
// Alias|Wavefront OBJ file loader.
|
||||||
|
//
|
||||||
|
// This OBJ file loader contains the following restrictions:
|
||||||
|
// 1. Group information is ignored. Faces are grouped based on the material
|
||||||
|
// that each face uses.
|
||||||
|
// 2. Object information is ignored. This loader will merge everything into a
|
||||||
|
// single object.
|
||||||
|
// 3. The MTL file must be located in the same directory as the OBJ file. If
|
||||||
|
// it isn't then the MTL file will fail to load and a default material is
|
||||||
|
// used instead.
|
||||||
|
// 4. This loader triangulates all polygonal faces during importing.
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
namespace Engine {
|
||||||
|
|
||||||
|
class OBJModel
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
struct Material
|
||||||
|
{
|
||||||
|
float ambient[4];
|
||||||
|
float diffuse[4];
|
||||||
|
float specular[4];
|
||||||
|
float shininess; // [0 = min shininess, 1 = max shininess]
|
||||||
|
float alpha; // [0 = fully transparent, 1 = fully opaque]
|
||||||
|
|
||||||
|
std::string name;
|
||||||
|
std::string colorMapFilename;
|
||||||
|
std::string bumpMapFilename;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Vertex
|
||||||
|
{
|
||||||
|
float position[3];
|
||||||
|
float texCoord[2];
|
||||||
|
float normal[3];
|
||||||
|
float tangent[4];
|
||||||
|
float bitangent[3];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct Mesh
|
||||||
|
{
|
||||||
|
int startIndex;
|
||||||
|
int triangleCount;
|
||||||
|
const Material *pMaterial;
|
||||||
|
};
|
||||||
|
|
||||||
|
OBJModel();
|
||||||
|
~OBJModel();
|
||||||
|
|
||||||
|
void destroy();
|
||||||
|
bool import(const char *pszFilename, bool rebuildNormals = false);
|
||||||
|
void normalize(float scaleTo = 1.0f, bool center = true);
|
||||||
|
void reverseWinding();
|
||||||
|
|
||||||
|
// Getter methods.
|
||||||
|
|
||||||
|
void getCenter(float &x, float &y, float &z) const;
|
||||||
|
float getWidth() const;
|
||||||
|
float getHeight() const;
|
||||||
|
float getLength() const;
|
||||||
|
float getRadius() const;
|
||||||
|
|
||||||
|
const int *getIndexBuffer() const;
|
||||||
|
int getIndexSize() const;
|
||||||
|
|
||||||
|
const Material &getMaterial(int i) const;
|
||||||
|
const Mesh &getMesh(int i) const;
|
||||||
|
|
||||||
|
int getNumberOfIndices() const;
|
||||||
|
int getNumberOfMaterials() const;
|
||||||
|
int getNumberOfMeshes() const;
|
||||||
|
int getNumberOfTriangles() const;
|
||||||
|
int getNumberOfVertices() const;
|
||||||
|
|
||||||
|
const std::string &getPath() const;
|
||||||
|
|
||||||
|
const Vertex &getVertex(int i) const;
|
||||||
|
const Vertex *getVertexBuffer() const;
|
||||||
|
int getVertexSize() const;
|
||||||
|
|
||||||
|
bool hasNormals() const;
|
||||||
|
bool hasPositions() const;
|
||||||
|
bool hasTangents() const;
|
||||||
|
bool hasTextureCoords() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
void addTrianglePos(int index, int material,
|
||||||
|
int v0, int v1, int v2);
|
||||||
|
void addTrianglePosNormal(int index, int material,
|
||||||
|
int v0, int v1, int v2,
|
||||||
|
int vn0, int vn1, int vn2);
|
||||||
|
void addTrianglePosTexCoord(int index, int material,
|
||||||
|
int v0, int v1, int v2,
|
||||||
|
int vt0, int vt1, int vt2);
|
||||||
|
void addTrianglePosTexCoordNormal(int index, int material,
|
||||||
|
int v0, int v1, int v2,
|
||||||
|
int vt0, int vt1, int vt2,
|
||||||
|
int vn0, int vn1, int vn2);
|
||||||
|
int addVertex(int hash, const Vertex *pVertex);
|
||||||
|
void bounds(float center[3], float &width, float &height,
|
||||||
|
float &length, float &radius) const;
|
||||||
|
void buildMeshes();
|
||||||
|
void generateNormals();
|
||||||
|
void generateTangents();
|
||||||
|
void importGeometryFirstPass(FILE *pFile);
|
||||||
|
void importGeometrySecondPass(FILE *pFile);
|
||||||
|
bool importMaterials(const char *pszFilename);
|
||||||
|
void scale(float scaleFactor, float offset[3]);
|
||||||
|
|
||||||
|
bool m_hasPositions;
|
||||||
|
bool m_hasTextureCoords;
|
||||||
|
bool m_hasNormals;
|
||||||
|
bool m_hasTangents;
|
||||||
|
|
||||||
|
int m_numberOfVertexCoords;
|
||||||
|
int m_numberOfTextureCoords;
|
||||||
|
int m_numberOfNormals;
|
||||||
|
int m_numberOfTriangles;
|
||||||
|
int m_numberOfMaterials;
|
||||||
|
int m_numberOfMeshes;
|
||||||
|
|
||||||
|
float m_center[3];
|
||||||
|
float m_width;
|
||||||
|
float m_height;
|
||||||
|
float m_length;
|
||||||
|
float m_radius;
|
||||||
|
|
||||||
|
std::string m_directoryPath;
|
||||||
|
|
||||||
|
std::vector<Mesh> m_meshes;
|
||||||
|
std::vector<Material> m_materials;
|
||||||
|
std::vector<Vertex> m_vertexBuffer;
|
||||||
|
std::vector<int> m_indexBuffer;
|
||||||
|
std::vector<int> m_attributeBuffer;
|
||||||
|
std::vector<float> m_vertexCoords;
|
||||||
|
std::vector<float> m_textureCoords;
|
||||||
|
std::vector<float> m_normals;
|
||||||
|
|
||||||
|
std::map<std::string, int> m_materialCache;
|
||||||
|
std::map<int, std::vector<int> > m_vertexCache;
|
||||||
|
};
|
||||||
|
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
inline void OBJModel::getCenter(float &x, float &y, float &z) const
|
||||||
|
{ x = m_center[0]; y = m_center[1]; z = m_center[2]; }
|
||||||
|
|
||||||
|
inline float OBJModel::getWidth() const
|
||||||
|
{ return m_width; }
|
||||||
|
|
||||||
|
inline float OBJModel::getHeight() const
|
||||||
|
{ return m_height; }
|
||||||
|
|
||||||
|
inline float OBJModel::getLength() const
|
||||||
|
{ return m_length; }
|
||||||
|
|
||||||
|
inline float OBJModel::getRadius() const
|
||||||
|
{ return m_radius; }
|
||||||
|
|
||||||
|
inline const int *OBJModel::getIndexBuffer() const
|
||||||
|
{ return &m_indexBuffer[0]; }
|
||||||
|
|
||||||
|
inline int OBJModel::getIndexSize() const
|
||||||
|
{ return static_cast<int>(sizeof(int)); }
|
||||||
|
|
||||||
|
inline const OBJModel::Material &OBJModel::getMaterial(int i) const
|
||||||
|
{ return m_materials[i]; }
|
||||||
|
|
||||||
|
inline const OBJModel::Mesh &OBJModel::getMesh(int i) const
|
||||||
|
{ return m_meshes[i]; }
|
||||||
|
|
||||||
|
inline int OBJModel::getNumberOfIndices() const
|
||||||
|
{ return m_numberOfTriangles * 3; }
|
||||||
|
|
||||||
|
inline int OBJModel::getNumberOfMaterials() const
|
||||||
|
{ return m_numberOfMaterials; }
|
||||||
|
|
||||||
|
inline int OBJModel::getNumberOfMeshes() const
|
||||||
|
{ return m_numberOfMeshes; }
|
||||||
|
|
||||||
|
inline int OBJModel::getNumberOfTriangles() const
|
||||||
|
{ return m_numberOfTriangles; }
|
||||||
|
|
||||||
|
inline int OBJModel::getNumberOfVertices() const
|
||||||
|
{ return static_cast<int>(m_vertexBuffer.size()); }
|
||||||
|
|
||||||
|
inline const std::string &OBJModel::getPath() const
|
||||||
|
{ return m_directoryPath; }
|
||||||
|
|
||||||
|
inline const OBJModel::Vertex &OBJModel::getVertex(int i) const
|
||||||
|
{ return m_vertexBuffer[i]; }
|
||||||
|
|
||||||
|
inline const OBJModel::Vertex *OBJModel::getVertexBuffer() const
|
||||||
|
{ return &m_vertexBuffer[0]; }
|
||||||
|
|
||||||
|
inline int OBJModel::getVertexSize() const
|
||||||
|
{ return static_cast<int>(sizeof(Vertex)); }
|
||||||
|
|
||||||
|
inline bool OBJModel::hasNormals() const
|
||||||
|
{ return m_hasNormals; }
|
||||||
|
|
||||||
|
inline bool OBJModel::hasPositions() const
|
||||||
|
{ return m_hasPositions; }
|
||||||
|
|
||||||
|
inline bool OBJModel::hasTangents() const
|
||||||
|
{ return m_hasTangents; }
|
||||||
|
|
||||||
|
inline bool OBJModel::hasTextureCoords() const
|
||||||
|
{ return m_hasTextureCoords; }
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -11,6 +11,8 @@
|
||||||
#include <GL/gl.h>
|
#include <GL/gl.h>
|
||||||
#include <GL/glu.h>
|
#include <GL/glu.h>
|
||||||
|
|
||||||
|
#include "OBJModel.h"
|
||||||
|
|
||||||
#include "DrawingsGL.h"
|
#include "DrawingsGL.h"
|
||||||
|
|
||||||
using namespace std;
|
using namespace std;
|
||||||
|
@ -103,16 +105,14 @@ int ViewBase::OnInit (int argc, char* argv[]) {
|
||||||
else
|
else
|
||||||
mUseShaders = false;
|
mUseShaders = false;
|
||||||
|
|
||||||
/*
|
|
||||||
// load the shaders if possible
|
// load the shaders if possible
|
||||||
if (mUseShaders) {
|
if (mUseShaders) {
|
||||||
mBlinnPhongShader = LoadShaderProgram ("./data/shaders/blinn_phong.glsl");
|
mBlinnPhongShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/blinn_phong.glsl"));
|
||||||
mNormalMappingShader = LoadShaderProgram ("./data/shaders/normal_mapping.glsl");
|
mNormalMappingShader = LoadShaderProgram (GetResourceFullPath("/data/shaders/normal_mapping.glsl"));
|
||||||
} else {
|
} else {
|
||||||
mBlinnPhongShader = 0;
|
mBlinnPhongShader = 0;
|
||||||
mNormalMappingShader = 0;
|
mNormalMappingShader = 0;
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
|
|
||||||
// Create a null texture that can be used for objects without textures
|
// Create a null texture that can be used for objects without textures
|
||||||
// taken from http://www.dhpoware.com/demos/glslNormalMapping.html
|
// taken from http://www.dhpoware.com/demos/glslNormalMapping.html
|
||||||
|
@ -468,6 +468,501 @@ GLuint ViewBase::LoadTextureFromPNG (const std::string &filename) {
|
||||||
return temp_sprite.GetGLTextureName();
|
return temp_sprite.GetGLTextureName();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* OBJModel loading and drawing
|
||||||
|
*/
|
||||||
|
|
||||||
|
|
||||||
|
OBJModelPtr ViewBase::LoadOBJModel (const std::string &model_filename) {
|
||||||
|
LogDebug ("Loading OBJ model %s", model_filename.c_str());
|
||||||
|
|
||||||
|
OBJModelPtr result_model (new OBJModel);
|
||||||
|
|
||||||
|
if(!result_model->import (model_filename.c_str(), true)) {
|
||||||
|
LogError("Could not load model %s", model_filename.c_str());
|
||||||
|
return result_model;
|
||||||
|
}
|
||||||
|
|
||||||
|
result_model->normalize();
|
||||||
|
result_model->reverseWinding();
|
||||||
|
|
||||||
|
// Load any associated textures.
|
||||||
|
// Note the path where the textures are assumed to be located.
|
||||||
|
|
||||||
|
const OBJModel::Material *pMaterial = 0;
|
||||||
|
GLuint textureId = 0;
|
||||||
|
std::string::size_type offset = 0;
|
||||||
|
std::string filename;
|
||||||
|
|
||||||
|
for (int i = 0; i < result_model->getNumberOfMaterials(); ++i)
|
||||||
|
{
|
||||||
|
pMaterial = &result_model->getMaterial(i);
|
||||||
|
|
||||||
|
// Look for and load any diffuse color map textures.
|
||||||
|
if (!pMaterial->colorMapFilename.empty()) {
|
||||||
|
// Try load the texture using the path in the .MTL file.
|
||||||
|
textureId = LoadTextureFromPNG(pMaterial->colorMapFilename.c_str());
|
||||||
|
|
||||||
|
if (!textureId)
|
||||||
|
{
|
||||||
|
offset = pMaterial->colorMapFilename.find_last_of('\\');
|
||||||
|
|
||||||
|
if (offset != std::string::npos)
|
||||||
|
filename = pMaterial->colorMapFilename.substr(++offset);
|
||||||
|
else
|
||||||
|
filename = pMaterial->colorMapFilename;
|
||||||
|
|
||||||
|
// Try loading the texture from the same directory as the OBJ file.
|
||||||
|
textureId = LoadTextureFromPNG((filename).c_str());
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
LogMessage ("No diffuse color map found!");
|
||||||
|
}
|
||||||
|
|
||||||
|
// Look for and load any normal map textures.
|
||||||
|
if (!pMaterial->bumpMapFilename.empty()) {
|
||||||
|
|
||||||
|
// Try load the texture using the path in the .MTL file.
|
||||||
|
textureId = LoadTextureFromPNG((pMaterial->bumpMapFilename).c_str());
|
||||||
|
|
||||||
|
if (!textureId)
|
||||||
|
{
|
||||||
|
offset = pMaterial->bumpMapFilename.find_last_of('\\');
|
||||||
|
|
||||||
|
if (offset != std::string::npos)
|
||||||
|
filename = pMaterial->bumpMapFilename.substr(++offset);
|
||||||
|
else
|
||||||
|
filename = pMaterial->bumpMapFilename;
|
||||||
|
|
||||||
|
// Try loading the texture from the same directory as the OBJ file.
|
||||||
|
textureId = LoadTextureFromPNG((result_model->getPath() + filename).c_str());
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
LogMessage ("Material has no bumpmap!");
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update the window caption.
|
||||||
|
|
||||||
|
LogMessage ("Loaded model %s successful, dimensions (whl): %f, %f, %f meshes %d vertices %d triangles: %d",
|
||||||
|
model_filename.c_str(),
|
||||||
|
result_model->getWidth(),
|
||||||
|
result_model->getHeight(),
|
||||||
|
result_model->getLength(),
|
||||||
|
result_model->getNumberOfMeshes(),
|
||||||
|
result_model->getNumberOfVertices(),
|
||||||
|
result_model->getNumberOfTriangles()
|
||||||
|
);
|
||||||
|
|
||||||
|
return result_model;
|
||||||
|
}
|
||||||
|
|
||||||
|
void ViewBase::DrawOBJModel (OBJModelPtr obj_model) {
|
||||||
|
if (mUseShaders) {
|
||||||
|
DrawOBJModelShaded(obj_model);
|
||||||
|
} else {
|
||||||
|
DrawOBJModelSolid (obj_model);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ViewBase::DrawOBJModelSolid (OBJModelPtr obj_model) {
|
||||||
|
const OBJModel::Mesh *pMesh = 0;
|
||||||
|
const OBJModel::Material *pMaterial = 0;
|
||||||
|
const OBJModel::Vertex *pVertices = 0;
|
||||||
|
std::map<std::string, GLuint>::const_iterator iter;
|
||||||
|
|
||||||
|
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
|
||||||
|
{
|
||||||
|
pMesh = &obj_model->getMesh(i);
|
||||||
|
pMaterial = pMesh->pMaterial;
|
||||||
|
pVertices = obj_model->getVertexBuffer();
|
||||||
|
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
|
||||||
|
|
||||||
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
|
||||||
|
|
||||||
|
if (pMaterial->colorMapFilename.size() > 0)
|
||||||
|
{
|
||||||
|
iter = mGLTextures.find(pMaterial->colorMapFilename);
|
||||||
|
|
||||||
|
if (iter == mGLTextures.end())
|
||||||
|
{
|
||||||
|
LogError ("Could not find required colormap '%s'", pMaterial->colorMapFilename.c_str());
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, iter->second);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasPositions())
|
||||||
|
{
|
||||||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||||||
|
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->position);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasTextureCoords())
|
||||||
|
{
|
||||||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->texCoord);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasNormals())
|
||||||
|
{
|
||||||
|
glEnableClientState(GL_NORMAL_ARRAY);
|
||||||
|
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
|
||||||
|
obj_model->getIndexBuffer() + pMesh->startIndex);
|
||||||
|
|
||||||
|
if (obj_model->hasNormals())
|
||||||
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||||||
|
|
||||||
|
if (obj_model->hasTextureCoords())
|
||||||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
|
||||||
|
if (obj_model->hasPositions())
|
||||||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||||||
|
|
||||||
|
// disable texture drawing if active
|
||||||
|
if (pMaterial->colorMapFilename.size() > 0)
|
||||||
|
glDisable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ViewBase::DrawOBJModelShaded (OBJModelPtr obj_model) {
|
||||||
|
const OBJModel::Mesh *pMesh = 0;
|
||||||
|
const OBJModel::Material *pMaterial = 0;
|
||||||
|
const OBJModel::Vertex *pVertices = 0;
|
||||||
|
std::map<std::string, GLuint>::const_iterator iter;
|
||||||
|
GLuint texture = 0;
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
for (int i = 0; i < obj_model->getNumberOfMeshes(); ++i)
|
||||||
|
{
|
||||||
|
pMesh = &obj_model->getMesh(i);
|
||||||
|
pMaterial = pMesh->pMaterial;
|
||||||
|
pVertices = obj_model->getVertexBuffer();
|
||||||
|
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, pMaterial->ambient);
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, pMaterial->diffuse);
|
||||||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, pMaterial->specular);
|
||||||
|
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, pMaterial->shininess * 128.0f);
|
||||||
|
|
||||||
|
// if there is no bumpmap we will simply use a blinn phong shader and draw
|
||||||
|
// the color map onto our model
|
||||||
|
if (pMaterial->bumpMapFilename.empty())
|
||||||
|
{
|
||||||
|
// LogMessage ("using Blinn Phong shader");
|
||||||
|
// Per fragment Blinn-Phong code path.
|
||||||
|
glUseProgram(mBlinnPhongShader);
|
||||||
|
|
||||||
|
// Bind the color map texture.
|
||||||
|
|
||||||
|
texture = mNullTexture;
|
||||||
|
|
||||||
|
if (pMaterial->colorMapFilename.size() > 0) {
|
||||||
|
iter = mGLTextures.find(pMaterial->colorMapFilename);
|
||||||
|
|
||||||
|
if (iter != mGLTextures.end())
|
||||||
|
texture = iter->second;
|
||||||
|
|
||||||
|
} else {
|
||||||
|
LogMessage ("Disabling textures");
|
||||||
|
}
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
|
||||||
|
// Update shader parameters.
|
||||||
|
assert (glIsProgram (mBlinnPhongShader) == GL_TRUE);
|
||||||
|
assert (glGetUniformLocation(mBlinnPhongShader, "materialAlpha") != -1);
|
||||||
|
assert (glGetUniformLocation(mBlinnPhongShader, "colorMap") != -1);
|
||||||
|
glUniform1i(glGetUniformLocation(
|
||||||
|
mBlinnPhongShader, "colorMap"), 0);
|
||||||
|
glUniform1f(glGetUniformLocation(
|
||||||
|
mBlinnPhongShader, "materialAlpha"), pMaterial->alpha);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// if there is a bumpmap we use both the bump map and the color map and
|
||||||
|
// apply it on our model
|
||||||
|
|
||||||
|
// LogMessage ("using Normal Mapping Shader");
|
||||||
|
// Normal mapping code path.
|
||||||
|
|
||||||
|
glUseProgram(mNormalMappingShader);
|
||||||
|
|
||||||
|
// Bind the normal map texture.
|
||||||
|
|
||||||
|
iter = mGLTextures.find(pMaterial->bumpMapFilename);
|
||||||
|
|
||||||
|
if (iter != mGLTextures.end()) {
|
||||||
|
texture = iter->second;
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
} else {
|
||||||
|
LogMessage ("bumpmap %s not found", pMaterial->bumpMapFilename.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
|
// Bind the color map texture.
|
||||||
|
|
||||||
|
texture = mNullTexture;
|
||||||
|
|
||||||
|
if (pMaterial->colorMapFilename.size() > 0)
|
||||||
|
{
|
||||||
|
iter = mGLTextures.find(pMaterial->colorMapFilename);
|
||||||
|
|
||||||
|
if (iter != mGLTextures.end()) {
|
||||||
|
texture = iter->second;
|
||||||
|
} else {
|
||||||
|
LogMessage ("color map %s not found", pMaterial->colorMapFilename.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glEnable(GL_TEXTURE_2D);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, texture);
|
||||||
|
|
||||||
|
// Update shader parameters.
|
||||||
|
assert (glGetUniformLocation(mNormalMappingShader, "colorMap") != -1);
|
||||||
|
assert (glGetUniformLocation(mNormalMappingShader, "normalMap") != -1);
|
||||||
|
assert (glGetUniformLocation(mNormalMappingShader, "materialAlpha") != -1);
|
||||||
|
|
||||||
|
glUniform1i(glGetUniformLocation(
|
||||||
|
mNormalMappingShader, "colorMap"), 0);
|
||||||
|
glUniform1i(glGetUniformLocation(
|
||||||
|
mNormalMappingShader, "normalMap"), 1);
|
||||||
|
glUniform1f(glGetUniformLocation(
|
||||||
|
mNormalMappingShader, "materialAlpha"), pMaterial->alpha);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Render mesh.
|
||||||
|
|
||||||
|
if (obj_model->hasPositions())
|
||||||
|
{
|
||||||
|
glEnableClientState(GL_VERTEX_ARRAY);
|
||||||
|
glVertexPointer(3, GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->position);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasTextureCoords())
|
||||||
|
{
|
||||||
|
glClientActiveTexture(GL_TEXTURE0);
|
||||||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glTexCoordPointer(2, GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->texCoord);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasNormals())
|
||||||
|
{
|
||||||
|
glEnableClientState(GL_NORMAL_ARRAY);
|
||||||
|
glNormalPointer(GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasTangents())
|
||||||
|
{
|
||||||
|
glClientActiveTexture(GL_TEXTURE1);
|
||||||
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
glTexCoordPointer(4, GL_FLOAT, obj_model->getVertexSize(),
|
||||||
|
obj_model->getVertexBuffer()->tangent);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDrawElements(GL_TRIANGLES, pMesh->triangleCount * 3, GL_UNSIGNED_INT,
|
||||||
|
obj_model->getIndexBuffer() + pMesh->startIndex);
|
||||||
|
|
||||||
|
if (obj_model->hasTangents())
|
||||||
|
{
|
||||||
|
glClientActiveTexture(GL_TEXTURE1);
|
||||||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasNormals())
|
||||||
|
glDisableClientState(GL_NORMAL_ARRAY);
|
||||||
|
|
||||||
|
if (obj_model->hasTextureCoords())
|
||||||
|
{
|
||||||
|
glClientActiveTexture(GL_TEXTURE0);
|
||||||
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (obj_model->hasPositions())
|
||||||
|
glDisableClientState(GL_VERTEX_ARRAY);
|
||||||
|
}
|
||||||
|
|
||||||
|
// as we might be using multiple textures (at least for the normal mapping
|
||||||
|
// case) we have to disable both textures
|
||||||
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
glActiveTexture(GL_TEXTURE1);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
glUseProgram(0);
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
|
||||||
|
// disable texture drawing
|
||||||
|
// glDisable(GL_TEXTURE_2D);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Shader loading, compiling, linking
|
||||||
|
*/
|
||||||
|
/** Compiles a shader program
|
||||||
|
*
|
||||||
|
* This function contains code mainly taken from dhpowares excellent
|
||||||
|
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
|
||||||
|
*/
|
||||||
|
GLuint ViewBase::CompileShader (GLenum type, const GLchar *source, GLint length) {
|
||||||
|
GLuint shader = glCreateShader(type);
|
||||||
|
|
||||||
|
if (shader) {
|
||||||
|
GLint compiled = 0;
|
||||||
|
|
||||||
|
glShaderSource (shader, 1, &source, &length);
|
||||||
|
glCompileShader(shader);
|
||||||
|
glGetShaderiv (shader, GL_COMPILE_STATUS, &compiled);
|
||||||
|
|
||||||
|
if (!compiled) {
|
||||||
|
GLsizei info_log_size = 0;
|
||||||
|
std::string info_log;
|
||||||
|
|
||||||
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_size);
|
||||||
|
info_log.resize (info_log_size);
|
||||||
|
glGetShaderInfoLog (shader, info_log_size, &info_log_size, &info_log[0]);
|
||||||
|
|
||||||
|
LogError ("Error compiling shader: %s", info_log.c_str());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Links the given shader programs
|
||||||
|
*
|
||||||
|
* This function contains code mainly taken from dhpowares excellent
|
||||||
|
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
|
||||||
|
*/
|
||||||
|
GLuint ViewBase::LinkShaders (GLuint vertex_shader, GLuint fragment_shader) {
|
||||||
|
GLuint program = glCreateProgram();
|
||||||
|
|
||||||
|
if (program) {
|
||||||
|
GLint linked = 0;
|
||||||
|
|
||||||
|
if (vertex_shader)
|
||||||
|
glAttachShader (program, vertex_shader);
|
||||||
|
|
||||||
|
if (fragment_shader)
|
||||||
|
glAttachShader (program, fragment_shader);
|
||||||
|
|
||||||
|
glLinkProgram (program);
|
||||||
|
glGetProgramiv (program, GL_LINK_STATUS, &linked);
|
||||||
|
|
||||||
|
if (!linked) {
|
||||||
|
GLsizei info_log_size = 0;
|
||||||
|
std::string info_log;
|
||||||
|
|
||||||
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_size);
|
||||||
|
info_log.resize (info_log_size);
|
||||||
|
glGetProgramInfoLog (program, info_log_size, &info_log_size, &info_log[0]);
|
||||||
|
|
||||||
|
LogError ("Error linking shaders vert: %d, frag: %d", vertex_shader, fragment_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (vertex_shader)
|
||||||
|
glDeleteShader (vertex_shader);
|
||||||
|
|
||||||
|
if (fragment_shader)
|
||||||
|
glDeleteShader (fragment_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
return program;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/** Loads a vertex or fragment shader program
|
||||||
|
*
|
||||||
|
* This function contains code mainly taken from dhpowares excellent
|
||||||
|
* objviewer example (see http://www.dhpoware.com/demos/gl3NormalMapping.html ).
|
||||||
|
*/
|
||||||
|
GLuint ViewBase::LoadShaderProgram (const std::string &filename) {
|
||||||
|
LogDebug ("Loading shader program %s", filename.c_str());
|
||||||
|
|
||||||
|
std::ifstream program_file (filename.c_str());
|
||||||
|
if (!program_file) {
|
||||||
|
LogError ("Could not open file '%s' while loading shader program", filename.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
|
// read the whole file into a string
|
||||||
|
std::string shader_program ((std::istreambuf_iterator<char>(program_file)), std::istreambuf_iterator<char>());
|
||||||
|
|
||||||
|
program_file.close();
|
||||||
|
|
||||||
|
GLuint program = 0;
|
||||||
|
|
||||||
|
if (shader_program.size() > 0) {
|
||||||
|
const GLchar *source;
|
||||||
|
GLint length = 0;
|
||||||
|
GLuint vertex_shader = 0;
|
||||||
|
GLuint fragment_shader = 0;
|
||||||
|
|
||||||
|
std::string::size_type vertex_shader_offset = shader_program.find("[vert]");
|
||||||
|
std::string::size_type fragment_shader_offset = shader_program.find("[frag]");
|
||||||
|
|
||||||
|
if (vertex_shader_offset != std::string::npos) {
|
||||||
|
// skip over the [vert] tag
|
||||||
|
vertex_shader_offset += 6;
|
||||||
|
source = reinterpret_cast<const GLchar *> (&shader_program[vertex_shader_offset]);
|
||||||
|
length = static_cast<GLint>(fragment_shader_offset - vertex_shader_offset);
|
||||||
|
vertex_shader = CompileShader (GL_VERTEX_SHADER, source, length);
|
||||||
|
|
||||||
|
LogMessage ("Compiled vertex shader with id %d", vertex_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fragment_shader_offset != std::string::npos) {
|
||||||
|
// skip over the [vert] tag
|
||||||
|
fragment_shader_offset += 6;
|
||||||
|
source = reinterpret_cast<const GLchar *> (&shader_program[fragment_shader_offset]);
|
||||||
|
length = static_cast<GLint>(shader_program.length() - fragment_shader_offset - 1);
|
||||||
|
fragment_shader = CompileShader (GL_FRAGMENT_SHADER, source, length);
|
||||||
|
|
||||||
|
LogMessage ("Compiled fragment shader with id %d", fragment_shader);
|
||||||
|
}
|
||||||
|
|
||||||
|
program = LinkShaders (vertex_shader, fragment_shader);
|
||||||
|
|
||||||
|
LogMessage ("Successfully linked shaders vert: %d frag: %d from file %s into program %d", vertex_shader, fragment_shader, filename.c_str(), program);
|
||||||
|
}
|
||||||
|
|
||||||
|
mShaderPrograms[filename] = program;
|
||||||
|
|
||||||
|
return program;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Camera and other auxillary functions
|
||||||
|
*/
|
||||||
|
|
||||||
void ViewBase::GetCamereEye (float *eye_out) {
|
void ViewBase::GetCamereEye (float *eye_out) {
|
||||||
assert (mCamera);
|
assert (mCamera);
|
||||||
mCamera->GetEye (eye_out);
|
mCamera->GetEye (eye_out);
|
||||||
|
|
|
@ -16,6 +16,9 @@ namespace Engine {
|
||||||
class Module;
|
class Module;
|
||||||
class ModelBase;
|
class ModelBase;
|
||||||
class CameraBase;
|
class CameraBase;
|
||||||
|
class OBJModel;
|
||||||
|
|
||||||
|
typedef boost::shared_ptr<OBJModel> OBJModelPtr;
|
||||||
|
|
||||||
/** \brief Performs the actual drawing based on Camera and Model
|
/** \brief Performs the actual drawing based on Camera and Model
|
||||||
*/
|
*/
|
||||||
|
@ -134,9 +137,21 @@ class ViewBase : public Module{
|
||||||
/** \brief All loaded textures */
|
/** \brief All loaded textures */
|
||||||
std::map<std::string, GLuint> mGLTextures;
|
std::map<std::string, GLuint> mGLTextures;
|
||||||
|
|
||||||
|
OBJModelPtr LoadOBJModel (const std::string &model_filename);
|
||||||
|
void DrawOBJModel (OBJModelPtr mesh);
|
||||||
|
void DrawOBJModelSolid (OBJModelPtr mesh);
|
||||||
|
void DrawOBJModelShaded (OBJModelPtr mesh);
|
||||||
|
std::map<std::string, OBJModelPtr> mOBJModeles;
|
||||||
|
|
||||||
/** \brief Whether we can use shader programs */
|
/** \brief Whether we can use shader programs */
|
||||||
bool mUseShaders;
|
bool mUseShaders;
|
||||||
|
|
||||||
|
GLuint CompileShader (GLenum type, const GLchar *source, GLint length);
|
||||||
|
GLuint LinkShaders (GLuint vertex_shader, GLuint fragment_shader);
|
||||||
|
GLuint LoadShaderProgram (const std::string &filename);
|
||||||
|
|
||||||
|
std::map<std::string, GLuint> mShaderPrograms;
|
||||||
|
|
||||||
GLuint mBlinnPhongShader;
|
GLuint mBlinnPhongShader;
|
||||||
GLuint mNormalMappingShader;
|
GLuint mNormalMappingShader;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue