123 lines
4.8 KiB
C++
123 lines
4.8 KiB
C++
//
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// Created by karl on 12.01.20.
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//
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#ifndef ECSGAME_OBJMESH_H
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#define ECSGAME_OBJMESH_H
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#include "Mesh.h"
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#include "../../Util/OBJ_Loader.h"
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struct ObjMesh : public Mesh {
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struct Settings {
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Settings(float minDistanceForRender, float maxDistanceForRender) : minDistanceForRender(
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minDistanceForRender), maxDistanceForRender(maxDistanceForRender) {}
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Settings() = default;
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float minDistanceForRender = 0.0;
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float maxDistanceForRender = 1000.0;
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};
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explicit ObjMesh(const std::string &path, const Settings &settings) : Mesh(getVerticesFromFile(path), getIndicesFromFile(path)),
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minDistance(settings.minDistanceForRender),
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maxDistance(settings.maxDistanceForRender) {}
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float minDistance;
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float maxDistance;
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private:
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static std::vector<float> getVerticesFromFile(const std::string &path) {
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objl::Loader loader;
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bool loadout = loader.LoadFile(path);
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if (loadout) {
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// TODO: Currently only the first mesh is used
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objl::Mesh curMesh = loader.LoadedMeshes[0];
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std::vector<float> vertexData = std::vector<float>();
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// Go through each vertex
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for (auto &Vertice : curMesh.Vertices) {
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vertexData.emplace_back(Vertice.Position.X);
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vertexData.emplace_back(Vertice.Position.Y);
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vertexData.emplace_back(Vertice.Position.Z);
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vertexData.emplace_back(Vertice.Normal.X);
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vertexData.emplace_back(Vertice.Normal.Y);
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vertexData.emplace_back(Vertice.Normal.Z);
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vertexData.emplace_back(Vertice.TextureCoordinate.X);
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vertexData.emplace_back(Vertice.TextureCoordinate.Y);
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}
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return vertexData;
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} else {
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// Output Error
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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}
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}
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static std::vector<unsigned int> getIndicesFromFile(const std::string &path) {
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objl::Loader loader;
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bool loadout = loader.LoadFile(path);
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if (loadout) {
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// TODO: Currently only the first mesh is used
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objl::Mesh curMesh = loader.LoadedMeshes[0];
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std::vector<unsigned int> indices = std::vector<unsigned int>();
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// Emplace indices into the float vector
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for (int j = 0; j < curMesh.Indices.size(); j++) {
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indices.emplace_back(curMesh.Indices[j]);
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}
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return indices;
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} else {
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// Output Error
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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}
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}
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// TODO: Only prints at the moment
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static std::vector<float> getMaterialFromFile(const std::string &path) {
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objl::Loader loader;
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bool loadout = loader.LoadFile(path);
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if (loadout) {
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// TODO: Currently only the first mesh is used
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objl::Mesh curMesh = loader.LoadedMeshes[0];
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std::vector<float> vertexData = std::vector<float>();
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// Print Material
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std::cout << "Material: " << curMesh.MeshMaterial.name << "\n";
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std::cout << "Ambient Color: " << curMesh.MeshMaterial.Ka.X << ", " << curMesh.MeshMaterial.Ka.Y << ", "
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<< curMesh.MeshMaterial.Ka.Z << "\n";
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std::cout << "Diffuse Color: " << curMesh.MeshMaterial.Kd.X << ", " << curMesh.MeshMaterial.Kd.Y << ", "
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<< curMesh.MeshMaterial.Kd.Z << "\n";
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std::cout << "Specular Color: " << curMesh.MeshMaterial.Ks.X << ", " << curMesh.MeshMaterial.Ks.Y << ", "
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<< curMesh.MeshMaterial.Ks.Z << "\n";
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std::cout << "Specular Exponent: " << curMesh.MeshMaterial.Ns << "\n";
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std::cout << "Optical Density: " << curMesh.MeshMaterial.Ni << "\n";
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std::cout << "Dissolve: " << curMesh.MeshMaterial.d << "\n";
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std::cout << "Illumination: " << curMesh.MeshMaterial.illum << "\n";
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std::cout << "Ambient Texture Map: " << curMesh.MeshMaterial.map_Ka << "\n";
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std::cout << "Diffuse Texture Map: " << curMesh.MeshMaterial.map_Kd << "\n";
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std::cout << "Specular Texture Map: " << curMesh.MeshMaterial.map_Ks << "\n";
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std::cout << "Alpha Texture Map: " << curMesh.MeshMaterial.map_d << "\n";
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std::cout << "Bump Map: " << curMesh.MeshMaterial.map_bump << "\n";
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return vertexData;
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} else {
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// Output Error
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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}
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}
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};
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#endif //ECSGAME_OBJMESH_H
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