Working on model

This commit is contained in:
Vladislav Khorev 2025-03-01 11:45:16 +03:00
parent f5940c729c
commit 4a784036bd
8 changed files with 29446 additions and 14 deletions

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@ -40,6 +40,7 @@ namespace ZL
static const std::regex pattern_int(R"([-]?\d+)");
static const std::regex pattern_boneChildren(R"(\'([^\']+)\')");
static const std::regex pattern_bone_weight(R"(\'([^\']+)\'.*?([-]?\d+\.\d+))");
std::smatch match;
int numberBones;
@ -219,7 +220,7 @@ namespace ZL
vertices[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
}
std::getline(f, tempLine); //vertice count
std::getline(f, tempLine); //triangle count
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {

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Kitchen_ceramics.bmp Normal file

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222
TextModel.cpp Normal file
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@ -0,0 +1,222 @@
#include "TextModel.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
namespace ZL
{
VertexDataStruct LoadFromTextFile(const std::string& fileName)
{
VertexDataStruct result;
std::ifstream f(fileName);
//Skip first 5 lines
std::string tempLine;
std::getline(f, tempLine);
static const std::regex pattern_count(R"(\d+)");
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
static const std::regex pattern_int(R"([-]?\d+)");
std::smatch match;
int numberVertices;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberVertices = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Vector3f> vertices;
vertices.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
vertices[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
}
std::cout << "Hello x1" << std::endl;
std::getline(f, tempLine); //===UV Coordinates:
std::getline(f, tempLine); //triangle count
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberTriangles = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
// Now process UVs
std::vector<std::array<Vector2f, 3>> uvCoords;
uvCoords.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine); //Face 0
int uvCount;
std::getline(f, tempLine);
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
uvCount = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
if (uvCount != 3)
{
throw std::runtime_error("more than 3 uvs");
}
std::vector<float> floatValues;
for (int j = 0; j < 3; j++)
{
std::getline(f, tempLine); //UV <Vector (-0.3661, -1.1665)>
auto b = tempLine.cbegin();
auto e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
if (floatValues.size() != 2)
{
throw std::runtime_error("more than 2 uvs---");
}
uvCoords[i][j] = Vector2f{ floatValues[0],floatValues[1] };
}
}
std::cout << "Hello eee" << std::endl;
std::getline(f, tempLine); //===Normals:
std::vector<Vector3f> normals;
normals.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
normals[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
}
std::cout << "Hello x4" << std::endl;
std::getline(f, tempLine); //===Triangles: 3974
std::vector<std::array<int, 3>> triangles;
triangles.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine);
std::vector<int> intValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_int)) {
intValues.push_back(std::stoi(match.str()));
b = match.suffix().first;
}
triangles[i] = { intValues[0], intValues[1], intValues[2] };
}
std::cout << "Hello x5" << std::endl;
// Now let's process bone weights and vertices
for (int i = 0; i < numberTriangles; i++)
{
result.PositionData.push_back(vertices[triangles[i][0]]);
result.PositionData.push_back(vertices[triangles[i][1]]);
result.PositionData.push_back(vertices[triangles[i][2]]);
result.NormalData.push_back(normals[triangles[i][0]]);
result.NormalData.push_back(normals[triangles[i][1]]);
result.NormalData.push_back(normals[triangles[i][2]]);
result.TexCoordData.push_back(uvCoords[i][0]);
result.TexCoordData.push_back(uvCoords[i][1]);
result.TexCoordData.push_back(uvCoords[i][2]);
}
//Swap from Blender format to OpenGL format
for (int i = 0; i < result.PositionData.size(); i++)
{
Vector3f tempVec = result.PositionData[i];
result.PositionData[i].v[0] = tempVec.v[1];
result.PositionData[i].v[1] = tempVec.v[2];
result.PositionData[i].v[2] = tempVec.v[0];
tempVec = result.NormalData[i];
result.NormalData[i].v[0] = tempVec.v[1];
result.NormalData[i].v[1] = tempVec.v[2];
result.NormalData[i].v[2] = tempVec.v[0];
}
return result;
}
}

14
TextModel.h Normal file
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@ -0,0 +1,14 @@
#pragma once
#include "Math.h"
#include "Renderer.h"
#include <unordered_map>
namespace ZL
{
VertexDataStruct LoadFromTextFile(const std::string& fileName);
}

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@ -155,6 +155,7 @@
<ClCompile Include="Physics.cpp" />
<ClCompile Include="Renderer.cpp" />
<ClCompile Include="ShaderManager.cpp" />
<ClCompile Include="TextModel.cpp" />
<ClCompile Include="TextureManager.cpp" />
<ClCompile Include="Utils.cpp" />
</ItemGroup>
@ -169,6 +170,7 @@
<ClInclude Include="Physics.h" />
<ClInclude Include="Renderer.h" />
<ClInclude Include="ShaderManager.h" />
<ClInclude Include="TextModel.h" />
<ClInclude Include="TextureManager.h" />
<ClInclude Include="Utils.h" />
</ItemGroup>

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@ -51,6 +51,9 @@
<ClCompile Include="BoneAnimatedModel.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="TextModel.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="TextureManager.h">
@ -89,5 +92,8 @@
<ClInclude Include="BoneAnimatedModel.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="TextModel.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -15,6 +15,7 @@
#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "TextModel.h"
namespace ZL
{
@ -25,7 +26,7 @@ namespace ZL
int width = 0;
int height = 0;
/*
Vector2f birdStartPos;
float backgroundSectionWidth;
@ -33,12 +34,13 @@ namespace ZL
int getActualClientHeight()
{
return height - windowHeaderHeight;
}
}*/
}
namespace GameObjects
{
std::shared_ptr<Texture> testObjTexturePtr;
std::shared_ptr<Texture> roomTexturePtr;
VertexDataStruct colorCubeMesh;
VertexRenderStruct colorCubeMeshMutable;
@ -49,6 +51,9 @@ namespace ZL
BoneSystem bx;
VertexRenderStruct bxMutable;
VertexDataStruct textMesh;
VertexRenderStruct textMeshMutable;
}
static SDL_Window* window = NULL;
@ -85,21 +90,31 @@ namespace ZL
glViewport(0, 0, Env::width, Env::height);
//renderer.shaderManager.PushShader(defaultShaderName);
renderer.shaderManager.PushShader(colorShaderName);
//renderer.RenderUniform1i(textureUniformName, 0);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
//renderer.EnableVertexAttribArray(vTexCoordName);
renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width) / static_cast<float>(Env::height), 0.1, 1000);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width) / static_cast<float>(Env::height), 10, 50000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -200 });
renderer.TranslateMatrix({ 0,0, -4000 });
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
float t = 0.7;
renderer.RotateMatrix(QuatFromRotateAroundX(t * M_PI / 2.0));
GameObjects::textMeshMutable.AssignFrom(GameObjects::textMesh);
GameObjects::textMeshMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, GameObjects::roomTexturePtr->getTexID());
renderer.DrawVertexRenderStruct(GameObjects::textMeshMutable);
//renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
//renderer.RotateMatrix(QuatFromRotateAroundZ(-M_PI / 4.0));
/*
@ -137,16 +152,16 @@ namespace ZL
GameObjects::bxMutable.AssignFrom(GameObjects::bx.mesh);
GameObjects::bxMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(GameObjects::bxMutable);
//GameObjects::bxMutable.AssignFrom(GameObjects::bx.mesh);
//GameObjects::bxMutable.RefreshVBO();
//renderer.DrawVertexRenderStruct(GameObjects::bxMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
//renderer.DisableVertexAttribArray(vTexCoordName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
@ -246,6 +261,8 @@ namespace ZL
std::cout << "Hello test 3" << std::endl;
CheckGlError();
GameObjects::roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
GameObjects::colorCubeMesh = CreateCube3D(5.0);
@ -258,6 +275,7 @@ namespace ZL
GameObjects::testObjMeshMutable.data = GameObjects::testObjMesh;
GameObjects::testObjMeshMutable.RefreshVBO();
GameObjects::textMesh = LoadFromTextFile("./mesh001.txt");
std::cout << "Hello test 4x" << std::endl;

29169
mesh001.txt Normal file

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