Added texture loading and displaying for 3D models

This commit is contained in:
trotFunky 2019-09-30 19:20:10 +02:00
parent 01ad1a2317
commit 4050410039
4 changed files with 89 additions and 8 deletions

BIN
resources/RAPTOR.tga Normal file

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@ -35,6 +35,16 @@ Model3D::~Model3D()
void Model3D::draw_model()
{
if (is_textured)
{
glEnable(GL_ALPHA_TEST);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glBindTexture(GL_TEXTURE_2D,texture->opengl_id[0]);
glColor4f(1.0f, 1.0f, 1.0f,1.00);
}
glPushMatrix();
glScalef(scaling.x,scaling.y,scaling.z);
@ -46,31 +56,45 @@ void Model3D::draw_model()
{
Vec3i face = faces[i];
Vec3i face_texture;
if (is_textured)
{
face_texture = face_textures[i];
}
// FIXME : Find a better way to draw the three vertices
Vec3f vertex = vertices[face.x];
if (is_textured)
{
// TODO : Draw texture
Vec2f vertex_texture = texture_coordinates[face_texture.x];
glTexCoord2f(vertex_texture.x,vertex_texture.y);
}
glVertex3f(vertex.x,vertex.y,vertex.z);
vertex = vertices[face.y];
if (is_textured)
{
// TODO : Draw texture
Vec2f vertex_texture = texture_coordinates[face_texture.y];
glTexCoord2f(vertex_texture.x,vertex_texture.y);
}
glVertex3f(vertex.x,vertex.y,vertex.z);
vertex = vertices[face.z];
if (is_textured)
{
// TODO : Draw texture
Vec2f vertex_texture = texture_coordinates[face_texture.z];
glTexCoord2f(vertex_texture.x,vertex_texture.y);
}
glVertex3f(vertex.x,vertex.y,vertex.z);
}
glEnd();
glPopMatrix();
if (is_textured)
{
glDisable(GL_ALPHA_TEST);
}
}
bool Model3D::load_ascii_off_file(const std::string& file_name)
@ -129,12 +153,56 @@ bool Model3D::load_ascii_off_file(const std::string& file_name)
return false;
}
while(std::getline(file_stream,temp) && temp.find("EXT"));
file_stream >> texture_count;
if (texture_count > 0)
{
is_textured = true;
texture_coordinates = new Vec2f[texture_count];
face_textures = new Vec3i[face_count];
normals = new Vec3f[face_count];
// Parse U,V coordinates
for (uint32_t i = 0;i<texture_count;i++)
{
file_stream >> texture_coordinates[i];
}
// Assign U,V coordinates to vertices
for (uint32_t i = 0;i<face_count;i++)
{
file_stream >> face_textures[i];
}
for (uint32_t i=0;i<vertex_count;i++)
{
file_stream >> normals[i];
}
if (!file_stream)
{
std::cerr << "Error while parsing texture data in " << file_name << std::endl;
file_stream.close();
return false;
}
}
return true;
}
void Model3D::assign_texture(Texture& new_texture)
bool Model3D::assign_texture(Texture& new_texture)
{
if (is_textured)
{
texture = &new_texture;
return true;
}
else
{
return false;
}
}
void Model3D::set_scaling(float x_scale, float y_scale, float z_scale)

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@ -21,7 +21,7 @@ public:
/// Loads an ASCII OFF file. Detects if there is texture data. Only triangles are supported.
bool load_ascii_off_file(const std::string& file_name);
void assign_texture(Texture& new_texture);
bool assign_texture(Texture& new_texture);
void set_scaling(float x_scale, float y_scale, float z_scale);
void set_rotation(float angle, float x, float y, float z);
@ -37,7 +37,7 @@ private:
Vec3f* vertices{};
/// Indices of the vertices making up each face
Vec3i* faces{};
/// Normals of each face
/// Normals of each vertex
Vec3f* normals{};
uint32_t texture_count;

View file

@ -9,6 +9,7 @@
volatile unsigned long long int timer_ticks = 0;
static Texture tree_texture;
static Model3D raptor;
static Texture raptor_texture;
void display()
{
@ -22,7 +23,7 @@ void display()
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(10, 10, 10,
gluLookAt(7.5, 7.5, 7.5,
0, 0, 1,
0, 1, 0);
@ -33,7 +34,10 @@ void display()
display_tree(0,-5,0,3,5,tree_texture);
glPushMatrix();
glRotatef(angleY,0,-1,0);
raptor.draw_model();
glPopMatrix();
glutSwapBuffers();
}
@ -75,7 +79,16 @@ int main(int argc, char** argv)
glBindTexture(GL_TEXTURE_2D,tree_texture.opengl_id[0]);
gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA8,tree_texture.width,tree_texture.height,GL_RGBA,GL_UNSIGNED_BYTE,tree_texture.image_data);
// Load and generate raptor texture
raptor_texture.load_rgb_tga("resources/RAPTOR.tga");
glGenTextures(1, raptor_texture.opengl_id);
// TODO : Put in the Texture class
glBindTexture(GL_TEXTURE_2D, raptor_texture.opengl_id[0]);
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB8, raptor_texture.width, raptor_texture.height, GL_RGB, GL_UNSIGNED_BYTE, raptor_texture.image_data);
raptor.load_ascii_off_file("resources/RAPTOR.off");
raptor.assign_texture(raptor_texture);
raptor.set_scaling(0.01,0.01,0.01);
raptor.set_rotation(-90,1,0,0);