/****************************************************************************** Class:OBJMesh Implements:Mesh, MD5MeshInstance Author:Rich Davison Description: Implementation of the Wavefront OBJ mesh format. This was going to be a full tutorial, and then I implemented it and was reminded of how horrific OBJ files can be, so just dumped the code in the framework, instead. You'll very quickly find OBJ meshes that can't be loaded by this loader. First up - any mesh with anything other than triangles in it won't work. Quads should be trivial to add in, n-sided polygons should be OK if they are convex (add a point in the middle and create triangles out of pairs of points). Some OBJ meshes use negative indices, which won't work. In both cases, loading the OBJ into Blender or maybe Milkshape, and exporting them out as OBJs again might create a file more likely to load. OBJ files are ok for simple geometry (the tutorial series uses them for 2 slightly different cubes, and an icosphere), but generally don't work very well for 'big' geometry. The simple loader doesn't do anything fancy with indices - have fun trying to get that working! The 'Stanford Bunny' OBJ does load up with this though, if you really want to see a rabbit. *** ** ** ** ** ** ** **** ** ** ** **** ** ** * ** ** ** * * ** *** ** ** * * ** ** * ** ** ** ** ** ** ** ** * * * * * 0 0 * * / @ \ * * \__/ \__/ * * W * ** ** ***** -_-_-_-_-_-_-_,------, _-_-_-_-_-_-_-| /\_/\ NYANYANYAN -_-_-_-_-_-_-~|__( ^ .^) / _-_-_-_-_-_-_-"" "" *////////////////////////////////////////////////////////////////////////////// /* As this tutorial series progresses, you'll learn how to generate normals, tangents, and how to use bumpmaps. In order for this class to compile before these features are introduced, 'advanced' functionality has been disabled using the preprocessor. If you want to play around with OBJMeshes in the first real time lighting tutorial, uncomment the OBJ_USE_NORMALS define. If you want to use an OBJMesh in the second real time lighting tutorial, uncomment both OBJ_USE_NORMALS and OBJ_USE_TANGENTS_BUMPMAPS */ #include "common.h" //#ifdef WEEK_2_CODE //#define OBJ_USE_NORMALS //#define OBJ_USE_TANGENTS_BUMPMAPS //New! #define OBJ_FIX_TEXTURES #pragma once #include #include #include #include #include "Vector3.h" #include "Vector2.h" #include "Mesh.h" #include "ChildMeshInterface.h" #define OBJOBJECT "object" //the current line of the obj file defines the start of a new material #define OBJMTLLIB "mtllib" #define OBJUSEMTL "usemtl" //the current line of the obj file defines the start of a new material #define OBJMESH "g" //the current line of the obj file defines the start of a new face #define OBJCOMMENT "#" //The current line of the obj file is a comment #define OBJVERT "v" //the current line of the obj file defines a vertex #define OBJTEX "vt" //the current line of the obj file defines texture coordinates #define OBJNORM "vn" //the current line of the obj file defines a normal #define OBJFACE "f" //the current line of the obj file defines a face #define MTLNEW "newmtl" #define MTLDIFFUSE "Kd" #define MTLSPEC "Ks" #define MTLSPECWT "Ns" #define MTLTRANS "d" #define MTLTRANSALT "Tr" #define MTLILLUM "illum" #define MTLDIFFUSEMAP "map_Kd" #define MTLBUMPMAP "map_bump" #define MTLBUMPMAPALT "bump" /* OBJSubMesh structs are used to temporarily keep the data loaded in from the OBJ files, before being parsed into a series of Meshes */ struct OBJSubMesh { std::vector texIndices; std::vector vertIndices; std::vector normIndices; int indexOffset; string mtlType; string mtlSrc; }; struct MTLInfo { string bump; string diffuse; GLuint bumpNum; GLuint diffuseNum; MTLInfo() { bumpNum = 0; diffuseNum = 0; } //this is all we care about... }; class OBJMesh : public Mesh, public ChildMeshInterface { public: OBJMesh(void){}; OBJMesh(std::string filename){LoadOBJMesh(filename);}; ~OBJMesh(void){}; bool LoadOBJMesh(std::string filename); virtual void Draw(); protected: void SetTexturesFromMTL(string &mtlFile, string &mtlType); void FixTextures(MTLInfo &info); map materials; }; //#endif