#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#define KEY_ESCAPE 27
using namespace std;
/************************************************************************
Window
************************************************************************/
typedef struct {
int width;
int height;
char* title;
float field_of_view_angle;
float z_near;
float z_far;
} glutWindow;
/***************************************************************************
OBJ Loading
***************************************************************************/
class Model_OBJ
{
public:
Model_OBJ();
float calculateNormal(const float* coord1,float* coord2,float* coord3 );
int Load(char *filename); // Loads the model
void Draw(); // Draws the model on the screen
void Release(); // Release the model
float* normals; // Stores the normals
float* Faces_Triangles; // Stores the triangles
float* vertexBuffer; // Stores the points which make the object
long TotalConnectedPoints; // Stores the total number of connected verteces
long TotalConnectedTriangles; // Stores the total number of connected triangles
};
#define POINTS_PER_VERTEX 3
#define TOTAL_FLOATS_IN_TRIANGLE 9
using namespace std;
Model_OBJ::Model_OBJ()
{
this->TotalConnectedTriangles = 0;
this->TotalConnectedPoints = 0;
}
float Model_OBJ::calculateNormal( const float* coord1,float* coord2,float* coord3 )
{
/* calculate Vector1 and Vector2 */
float va[3], vb[3], vr[3], val;
va[0] = coord1[0] - coord2[0];
va[1] = coord1[1] - coord2[1];
va[2] = coord1[2] - coord2[2];
vb[0] = coord1[0] - coord3[0];
vb[1] = coord1[1] - coord3[1];
vb[2] = coord1[2] - coord3[2];
/* cross product */
vr[0] = va[1] * vb[2] - vb[1] * va[2];
vr[1] = vb[0] * va[2] - va[0] * vb[2];
vr[2] = va[0] * vb[1] - vb[0] * va[1];
/* normalization factor */
val = sqrt( vr[0]*vr[0] + vr[1]*vr[1] + vr[2]*vr[2] );
float norm[3];
norm[0] = vr[0]/val;
norm[1] = vr[1]/val;
norm[2] = vr[2]/val;
return* norm;
}
int Model_OBJ::Load(char* filename)
{
string line;
ifstream objFile (filename);
if (objFile.is_open()) // If obj file is open, continue
{
objFile.seekg (0, ios::end); // Go to end of the file,
long fileSize = objFile.tellg(); // get file size
objFile.seekg (0, ios::beg); // we'll use this to register memory for our 3d model
vertexBuffer = (float*) malloc (fileSize); // Allocate memory for the verteces
Faces_Triangles = (float*) malloc(fileSize*sizeof(float)); // Allocate memory for the triangles
normals = (float*) malloc(fileSize*sizeof(float)); // Allocate memory for the normals
int triangle_index = 0; // Set triangle index to zero
int normal_index = 0; // Set normal index to zero
while (! objFile.eof() ) // Start reading file data
{
getline (objFile,line); // Get line from file
if (line.c_str()[0] == 'v') // The first character is a v: on this line is a vertex stored.
{
line[0] = ' '; // Set first character to 0. This will allow us to use sscanf
sscanf(line.c_str(),"%f %f %f ", // Read floats from the line: v X Y Z
&vertexBuffer[TotalConnectedPoints],
&vertexBuffer[TotalConnectedPoints+1],
&vertexBuffer[TotalConnectedPoints+2]);
TotalConnectedPoints += POINTS_PER_VERTEX; // Add 3 to the total connected points
}
if (line.c_str()[0] == 'f') // The first character is an 'f': on this line is a point stored
{
line[0] = ' '; // Set first character to 0. This will allow us to use sscanf
int vertexNumber[4] = { 0, 0, 0 };
sscanf(line.c_str(),"%i%i%i", // Read integers from the line: f 1 2 3
&vertexNumber[0], // First point of our triangle. This is an
&vertexNumber[1], // pointer to our vertexBuffer list
&vertexNumber[2] ); // each point represents an X,Y,Z.
vertexNumber[0] -= 1; // OBJ file starts counting from 1
vertexNumber[1] -= 1; // OBJ file starts counting from 1
vertexNumber[2] -= 1; // OBJ file starts counting from 1
/********************************************************************
* Create triangles (f 1 2 3) from points: (v X Y Z) (v X Y Z) (v X Y Z).
* The vertexBuffer contains all verteces
* The triangles will be created using the verteces we read previously
*/
int tCounter = 0;
for (int i = 0; i < POINTS_PER_VERTEX; i++)
{
Faces_Triangles[triangle_index + tCounter ] = vertexBuffer[3*vertexNumber[i] ];
Faces_Triangles[triangle_index + tCounter +1 ] = vertexBuffer[3*vertexNumber[i]+1 ];
Faces_Triangles[triangle_index + tCounter +2 ] = vertexBuffer[3*vertexNumber[i]+2 ];
tCounter += POINTS_PER_VERTEX;
}
/*********************************************************************
* Calculate all normals, used for lighting
*/
float coord1[3] = { Faces_Triangles[triangle_index], Faces_Triangles[triangle_index+1],Faces_Triangles[triangle_index+2]};
float coord2[3] = {Faces_Triangles[triangle_index+3],Faces_Triangles[triangle_index+4],Faces_Triangles[triangle_index+5]};
float coord3[3] = {Faces_Triangles[triangle_index+6],Faces_Triangles[triangle_index+7],Faces_Triangles[triangle_index+8]};
float* norm = this->calculateNormal( coord1, coord2, coord3 );
tCounter = 0;
for (int i = 0; i < POINTS_PER_VERTEX; i++)
{
normals[normal_index + tCounter ] = norm[0];
normals[normal_index + tCounter +1] = norm[1];
normals[normal_index + tCounter +2] = norm[2];
tCounter += POINTS_PER_VERTEX;
}
triangle_index += TOTAL_FLOATS_IN_TRIANGLE;
normal_index += TOTAL_FLOATS_IN_TRIANGLE;
TotalConnectedTriangles += TOTAL_FLOATS_IN_TRIANGLE;
}
}
objFile.close(); // Close OBJ file
}
Instructions
1
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mysql>
From here, varchar values can be converted into floating point numbers.
2
......
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else
{
cout << "Unable to open file";
}
return 0;
}
void Model_OBJ::Release()
{
free(this->Faces_Triangles);
free(this->normals);
free(this->vertexBuffer);
}
void Model_OBJ::Draw()
{
glEnableClientState(GL_VERTEX_ARRAY); // Enable vertex arrays
glEnableClientState(GL_NORMAL_ARRAY); // Enable normal arrays
glVertexPointer(3,GL_FLOAT, 0,Faces_Triangles); // Vertex Pointer to triangle array
glNormalPointer(GL_FLOAT, 0, normals); // Normal pointer to normal array
glDrawArrays(GL_TRIANGLES, 0, TotalConnectedTriangles); // Draw the triangles
glDisableClientState(GL_VERTEX_ARRAY); // Disable vertex arrays
glDisableClientState(GL_NORMAL_ARRAY); // Disable normal arrays
}
/***************************************************************************
Model_OBJ obj;
float g_rotation;
glutWindow win;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt( 0,1,4, 0,0,0, 0,1,0);
glPushMatrix();
glRotatef(g_rotation,0,1,0);
glRotatef(90,0,1,0);
g_rotation++;
obj.Draw();
glPopMatrix();
glutSwapBuffers();
}
void initialize ()
{
glMatrixMode(GL_PROJECTION);
glViewport(0, 0, win.width, win.height);
GLfloat aspect = (GLfloat) win.width / win.height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(win.field_of_view_angle, aspect, win.z_near, win.z_far);
glMatrixMode(GL_MODELVIEW);
glShadeModel( GL_SMOOTH );
glClearColor( 0.0f, 0.1f, 0.0f, 0.5f );
glClearDepth( 1.0f );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
GLfloat amb_light[] = { 0.1, 0.1, 0.1, 1.0 };
GLfloat diffuse[] = { 0.6, 0.6, 0.6, 1 };
GLfloat specular[] = { 0.7, 0.7, 0.3, 1 };
glLightModelfv( GL_LIGHT_MODEL_AMBIENT, amb_light );
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
glEnable( GL_LIGHT0 );
glEnable( GL_COLOR_MATERIAL );
glShadeModel( GL_SMOOTH );
glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void keyboard ( unsigned char key, int x, int y )
{
switch ( key ) {
case KEY_ESCAPE:
exit ( 0 );
break;
default:
break;
}
}
int main(int argc, char **argv)
{
// set window values
win.width = 640;
win.height = 480;
win.title = "OpenGL/GLUT OBJ Loader.";
win.field_of_view_angle = 45;
win.z_near = 1.0f;
win.z_far = 500.0f;
// initialize and run program
glutInit(&argc, argv); // GLUT initialization
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH ); // Display Mode
glutInitWindowSize(win.width,win.height); // set window size
glutCreateWindow(win.title); // create Window
glutDisplayFunc(display); // register Display Function
glutIdleFunc( display ); // register Idle Function
glutKeyboardFunc( keyboard ); // register Keyboard Handler
initialize();
obj.Load("atena.obj");
glutMainLoop(); // run GLUT mainloop
return 0;
}