bullet3/examples/TinyRenderer/model.cpp
erwin coumans 4a705d1e03 Add kiva_shelf to prepare for picking/grasping task
Fix uninitialized variable jointDamping/jointFriction in SDF importer
Add SDF <pose> parsing in visual, inertial, collision elements.
Slight improvement in TinyRender loading performance of largish meshes (30k vertices)
Reduce #define MAX_SDF_BODIES to 500, due to some issue in client code, todo: figure out what the issue is.
b3RobotSimAPI support SDF file loading
Tiny improvement in OpenGL hardware renderer lighting, to distinguish faces without textures
2016-07-14 00:05:57 -07:00

172 lines
5.1 KiB
C++

#include <iostream>
#include <fstream>
#include <sstream>
#include "model.h"
Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_() {
std::ifstream in;
in.open (filename, std::ifstream::in);
if (in.fail()) return;
std::string line;
while (!in.eof()) {
std::getline(in, line);
std::istringstream iss(line.c_str());
char trash;
if (!line.compare(0, 2, "v ")) {
iss >> trash;
Vec3f v;
for (int i=0;i<3;i++) iss >> v[i];
verts_.push_back(v);
} else if (!line.compare(0, 3, "vn ")) {
iss >> trash >> trash;
Vec3f n;
for (int i=0;i<3;i++) iss >> n[i];
norms_.push_back(n);
} else if (!line.compare(0, 3, "vt ")) {
iss >> trash >> trash;
Vec2f uv;
for (int i=0;i<2;i++) iss >> uv[i];
uv_.push_back(uv);
} else if (!line.compare(0, 2, "f ")) {
std::vector<Vec3i> f;
Vec3i tmp;
iss >> trash;
while (iss >> tmp[0] >> trash >> tmp[1] >> trash >> tmp[2]) {
for (int i=0; i<3; i++) tmp[i]--; // in wavefront obj all indices start at 1, not zero
f.push_back(tmp);
}
faces_.push_back(f);
}
}
std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
load_texture(filename, "_diffuse.tga", diffusemap_);
load_texture(filename, "_nm_tangent.tga", normalmap_);
load_texture(filename, "_spec.tga", specularmap_);
}
Model::Model():verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(), specularmap_()
{
}
void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight)
{
diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB);
for (int i=0;i<textureWidth;i++)
{
for (int j=0;j<textureHeight;j++)
{
TGAColor color;
color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
color.bgra[3] = 255;
color.bytespp = 3;
diffusemap_.set(i,j,color);
}
}
diffusemap_.flip_vertically();
}
void Model::loadDiffuseTexture(const char* relativeFileName)
{
diffusemap_.read_tga_file(relativeFileName);
}
void Model::reserveMemory(int numVertices, int numIndices)
{
verts_.reserve(numVertices);
norms_.reserve(numVertices);
uv_.reserve(numVertices);
faces_.reserve(numIndices);
}
void Model::addVertex(float x,float y,float z, float normalX, float normalY, float normalZ, float u, float v)
{
verts_.push_back(Vec3f(x,y,z));
norms_.push_back(Vec3f(normalX,normalY,normalZ));
uv_.push_back(Vec2f(u,v));
}
void Model::addTriangle(int vertexposIndex0, int normalIndex0, int uvIndex0,
int vertexposIndex1, int normalIndex1, int uvIndex1,
int vertexposIndex2, int normalIndex2, int uvIndex2)
{
std::vector<Vec3i> f;
f.push_back(Vec3i(vertexposIndex0, normalIndex0, uvIndex0));
f.push_back(Vec3i(vertexposIndex1, normalIndex1, uvIndex1));
f.push_back(Vec3i(vertexposIndex2, normalIndex2, uvIndex2));
faces_.push_back(f);
}
Model::~Model() {}
int Model::nverts() {
return (int)verts_.size();
}
int Model::nfaces() {
return (int)faces_.size();
}
std::vector<int> Model::face(int idx) {
std::vector<int> face;
for (int i=0; i<(int)faces_[idx].size(); i++) face.push_back(faces_[idx][i][0]);
return face;
}
Vec3f Model::vert(int i) {
return verts_[i];
}
Vec3f Model::vert(int iface, int nthvert) {
return verts_[faces_[iface][nthvert][0]];
}
void Model::load_texture(std::string filename, const char *suffix, TGAImage &img) {
std::string texfile(filename);
size_t dot = texfile.find_last_of(".");
if (dot!=std::string::npos) {
texfile = texfile.substr(0,dot) + std::string(suffix);
std::cerr << "texture file " << texfile << " loading " << (img.read_tga_file(texfile.c_str()) ? "ok" : "failed") << std::endl;
img.flip_vertically();
}
}
TGAColor Model::diffuse(Vec2f uvf) {
if (diffusemap_.get_width() && diffusemap_.get_height())
{
Vec2i uv(uvf[0]*diffusemap_.get_width(), uvf[1]*diffusemap_.get_height());
return diffusemap_.get(uv[0], uv[1]);
}
return TGAColor(255,255,255,255);
}
Vec3f Model::normal(Vec2f uvf) {
Vec2i uv(uvf[0]*normalmap_.get_width(), uvf[1]*normalmap_.get_height());
TGAColor c = normalmap_.get(uv[0], uv[1]);
Vec3f res;
for (int i=0; i<3; i++)
res[2-i] = (float)c[i]/255.f*2.f - 1.f;
return res;
}
Vec2f Model::uv(int iface, int nthvert) {
return uv_[faces_[iface][nthvert][1]];
}
float Model::specular(Vec2f uvf) {
Vec2i uv(uvf[0]*specularmap_.get_width(), uvf[1]*specularmap_.get_height());
return specularmap_.get(uv[0], uv[1])[0]/1.f;
}
Vec3f Model::normal(int iface, int nthvert) {
int idx = faces_[iface][nthvert][2];
return norms_[idx].normalize();
}