OpenGL-JIN/src/DataHandling/Model3D.cpp
trotFunky 0fea63c566 Minor fixes to include paths and CMakeLists
Removed draw call from model constructor with filename
2019-10-06 20:12:53 +02:00

220 lines
5 KiB
C++

//
// Created by trotfunky on 30/09/2019.
//
#include "Model3D.h"
Model3D::Model3D() : vertex_count(0), face_count(0), texture_count(0), is_textured(false)
{}
Model3D::Model3D(const std::string& file_name) : Model3D()
{
load_ascii_off_file(file_name);
}
Model3D::~Model3D()
{
if (vertex_count > 0)
{
delete(vertices);
}
if (face_count > 0)
{
delete(faces);
}
if (is_textured && texture_count > 0)
{
delete(texture_coordinates);
delete(face_textures);
delete(normals);
}
}
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);
glRotatef(rotation_angle,rotation_axis.x,rotation_axis.y,rotation_axis.z);
glBegin(GL_TRIANGLES);
for (uint32_t i = 0;i<face_count;i++)
{
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)
{
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)
{
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)
{
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)
{
std::fstream file_stream(file_name, std::ios_base::in);
if (file_stream.fail())
{
std::cerr << "Error opening " << file_name << std::endl;
return false;
}
std::string temp;
// Discard the first line (OFF Header)
std::getline(file_stream,temp);
// Ignore comments at the beginning of the file
while (file_stream.peek() == '#')
{
if (!std::getline(file_stream,temp))
{
std::cerr << "Error while parsing OFF comments in " << file_name << std::endl;
file_stream.close();
return false;
}
}
// Parse count information (edge_count is can be safely ignored)
int edge_count;
file_stream >> vertex_count >> face_count >> edge_count;
vertices = new Vec3f[vertex_count];
faces = new Vec3i[face_count];
for (uint32_t i = 0;i<vertex_count;i++)
{
file_stream >> vertices[i];
}
for (uint32_t i = 0;i<face_count;i++)
{
// Check the the edge count of each face
file_stream >> edge_count;
if (edge_count != 3)
{
std::cerr << "Models must only have triangles !" << std::endl;
file_stream.close();
return false;
}
file_stream >> faces[i];
}
if (!file_stream)
{
std::cerr << "Unexpected EOF while reading model data in " << file_name << std::endl;
file_stream.close();
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;
}
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)
{
scaling.x = x_scale;
scaling.y = y_scale;
scaling.z = z_scale;
}
void Model3D::set_rotation(float angle, float x, float y, float z)
{
rotation_axis.x = x;
rotation_axis.y = y;
rotation_axis.z = z;
rotation_angle = angle;
}