.dae integrated
This commit is contained in:
Youssef Assem
2019-12-11 21:55:21 +02:00
parent 154ed3f058
commit 733343b18b
3 changed files with 171 additions and 90 deletions
+106 -6
View File
@@ -1,7 +1,18 @@
#include <iostream>
#include <fstream>
#include <sstream>
#include "ColladaModel.h" #include "ColladaModel.h"
#define PI 3.14159265358979323846
#define DEG2RAD PI/180
ColladaModel::ColladaModel(const char* filename) : faces_(), vertices_(), normals_() ColladaModel::ColladaModel(const char* filename) : faces_(), vertices_(), normals_()
{ {
Transform = Matrix::identity();
Rotation = Matrix::identity();
Scale = Matrix::identity();
Translation = Matrix::identity();
tinyxml2::XMLDocument doc; tinyxml2::XMLDocument doc;
doc.LoadFile(filename); doc.LoadFile(filename);
/////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////
@@ -56,23 +67,112 @@ ColladaModel::ColladaModel(const char* filename) : faces_(), vertices_(), normal
str_normal >> temp.z; str_normal >> temp.z;
normals_.push_back(temp); normals_.push_back(temp);
} }
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
texcoord_count = 0;
tinyxml2::XMLElement* xml_texture = doc.FirstChildElement("COLLADA")->FirstChildElement("library_geometries")->FirstChildElement("geometry")->FirstChildElement("mesh")->FirstChildElement("source")->NextSiblingElement()->NextSiblingElement()->FirstChildElement("float_array");
xml_texture->QueryIntAttribute("count", &texcoord_count);
std::stringstream str_texcoord(xml_texture->GetText());
for (int i = 0; i < texcoord_count / 2; i++)
{
Vec2f temp;
str_texcoord >> temp.x;
str_texcoord >> temp.y;
textureco_.push_back(temp);
}
load_texture(filename, "_diffuse.tga", diffusemap_);
load_texture(filename, "_nm_tangent.tga", normalmap_);
} }
ColladaModel::~ColladaModel() { ColladaModel::~ColladaModel() {
} }
std::vector<Vec3i> ColladaModel::face(int idx) { void ColladaModel::ApplyTransform() {
return faces_[idx]; Transform = Translation * Scale * Rotation;
} }
Vec3f ColladaModel::vertex(int i) { void ColladaModel::translate(Vec3f tr) {
return vertices_[i]; Translation[0][3] += tr.x;
Translation[1][3] += tr.y;
Translation[2][3] += tr.z;
} }
void ColladaModel::rotate(Vec3f rot) {
rot = rot * DEG2RAD;
int ColladaModel::nvertices() { Rotation[0][0] = cosf(rot.y) * cosf(rot.z);
return vertex_count; Rotation[0][1] = -cosf(rot.y) * sinf(rot.z);
Rotation[0][2] = sinf(rot.y);
Rotation[1][0] = sinf(rot.x) * sinf(rot.y) * cosf(rot.z) + cosf(rot.x) * sinf(rot.z);
Rotation[1][1] = -sinf(rot.x) * sinf(rot.y) * sinf(rot.z) + cosf(rot.x) * cosf(rot.z);
Rotation[1][2] = -sinf(rot.x) * cosf(rot.y);
Rotation[2][0] = -cosf(rot.x) * sinf(rot.y) * cosf(rot.z) + sinf(rot.x) * sinf(rot.z);
Rotation[2][1] = cosf(rot.x) * sinf(rot.y) * sinf(rot.z) + sinf(rot.x) * cosf(rot.z);
Rotation[2][2] = cosf(rot.x) * cosf(rot.y);
}
void ColladaModel::scale(Vec3f scl) {
Scale[0][0] = scl.x;
Scale[1][1] = scl.y;
Scale[2][2] = scl.z;
} }
int ColladaModel::nfaces() { int ColladaModel::nfaces() {
return face_count; return face_count;
} }
int ColladaModel::nvertices() {
return vertex_count;
}
std::vector<int> ColladaModel::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 ColladaModel::vertix(int i) {
return vertices_[i];
}
Vec3f ColladaModel::vertix(int iface, int nthvert) {
return vertices_[faces_[iface][nthvert][0]];
}
void ColladaModel::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 ColladaModel::diffuse(Vec2f uvf) {
Vec2i uv(uvf[0] * diffusemap_.get_width(), uvf[1] * diffusemap_.get_height());
return diffusemap_.get(uv[0], uv[1]);
}
Vec3f ColladaModel::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 ColladaModel::uv(int iface, int nthvert) {
return textureco_[faces_[iface][nthvert][2]];
}
float ColladaModel::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 ColladaModel::normal(int iface, int nthvert) {
int idx = faces_[iface][nthvert][1];
return normals_[idx].normalize();
}
+33 -13
View File
@@ -1,11 +1,12 @@
#ifndef __MODEL_s__ #ifndef __MODEL_s__
#define __MODEL_s__ #define __MODEL_s__
#pragma once #pragma once
#include "ColladaModel.h" #include "ColladaModel.h"
#include "tinyxml2.h" #include "tinyxml2.h"
#include "geometry.h" #include "geometry.h"
#include "tgaimage.h"
#include <cerrno> #include <cerrno>
#include <cstdlib> #include <cstdlib>
#include <cstring> #include <cstring>
@@ -16,31 +17,50 @@
#include <sstream> #include <sstream>
#include <vector> #include <vector>
class ColladaModel { class ColladaModel {
private: private:
int face_count; int face_count;
int vertex_count; int vertex_count;
int normal_count; int normal_count;
int textureco_count; int texcoord_count;
std::vector<std::vector<Vec3i> > faces_; std::vector<std::vector<Vec3i> > faces_; //vertex/normal/uv
std::vector<Vec3f> vertices_; std::vector<Vec3f> vertices_;
std::vector<Vec3f> normals_; std::vector<Vec3f> normals_;
std::vector<Vec3f> textureco_; std::vector<Vec2f> textureco_;
TGAImage diffusemap_;
TGAImage normalmap_;
TGAImage specularmap_;
void load_texture(std::string filename, const char* suffix, TGAImage& img);
public: public:
ColladaModel(const char* filename); ColladaModel(const char* filename);
~ColladaModel(); ~ColladaModel();
std::vector<Vec3i> face(int idx);
Vec3f vertex(int i);
Vec3f normal(int i);
Vec3f textureco(int i);
int nfaces(); int nfaces();
int nvertices(); int nvertices();
int nnormals();
int ntextureco();
};
Vec3f vertix(int iface, int nthvert);
Vec3f vertix(int i);
Vec3f normal(int iface, int nthvert);
Vec3f normal(Vec2f uv);
Vec2f uv(int iface, int nthvert);
Matrix Transform;
Matrix Rotation;
Matrix Scale;
Matrix Translation;
void translate(Vec3f tr);
void rotate(Vec3f rot);
void scale(Vec3f scl);
void ApplyTransform();
TGAColor diffuse(Vec2f uv);
float specular(Vec2f uv);
std::vector<int> face(int idx);
};
#endif #endif
+28 -67
View File
@@ -87,7 +87,7 @@ Vec3f barycentric(Vec3f* pts, Vec3f P)
void triangle( void triangle(
Vec3f* pts, // Needed Vec3f* pts, // Needed
Model* model, // Should be removed ColladaModel* model, // Should be removed
Vec2f* diff_pts, // Should be removed Vec2f* diff_pts, // Should be removed
float* intensities, float* intensities,
Vec3f camera_pos) // Not really sure yet Vec3f camera_pos) // Not really sure yet
@@ -186,77 +186,38 @@ Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
return Minv * Tr; return Minv * Tr;
} }
void my_triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage& image, TGAColor color) {
if (t0.y == t1.y && t0.y == t2.y) return; // i dont care about degenerate triangles
if (t0.y > t1.y) std::swap(t0, t1);
if (t0.y > t2.y) std::swap(t0, t2);
if (t1.y > t2.y) std::swap(t1, t2);
int total_height = t2.y - t0.y;
for (int i = 0; i < total_height; i++) {
bool second_half = i > t1.y - t0.y || t1.y == t0.y;
int segment_height = second_half ? t2.y - t1.y : t1.y - t0.y;
float alpha = (float)i / total_height;
float beta = (float)(i - (second_half ? t1.y - t0.y : 0)) / segment_height; // be careful: with above conditions no division by zero here
Vec2i A = t0 + (t2 - t0) * alpha;
Vec2i B = second_half ? t1 + (t2 - t1) * beta : t0 + (t1 - t0) * beta;
if (A.x > B.x) std::swap(A, B);
for (int j = A.x; j <= B.x; j++) {
image.set(j, t0.y + i, color); // attention, due to int casts t0.y+i != A.y
}
}
}
void render() void render()
{ {
//Model* model = new Model("african_head.obj");
//Matrix ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4);
//Matrix Projection = Matrix::identity();
//Matrix ModelView = lookat(eye, center, Vec3f(0, 1, 0));
//Projection[3][2] = -1.f / (eye - center).norm();
//Matrix z = ViewPort * Projection * ModelView * model->Transform;
//init_zbuffer();
//for (int i = 0; i < model->nfaces(); i++)
//{
// std::vector<int> face = model->face(i);
// Vec3f screen_coords[3];
// Vec3f world_coords[3];
// Vec2f diffuse_coords[3];
// float intensities[3];
// for (int j = 0; j < 3; j++)
// {
// Vec3f v = model->vert(face[j]);
// Vec4f v4(v);
// Vec3f coord(z * v4);
// screen_coords[j] = coord;
// world_coords[j] = v;
// diffuse_coords[j] = model->uv(i, j);
// intensities[j] = model->normal(i, j) * light_dir;
// }
// triangle(screen_coords, model, diffuse_coords, intensities, Vec3f(0, 0, 5));
//}
ColladaModel* model = new ColladaModel("african_head.dae"); ColladaModel* model = new ColladaModel("african_head.dae");
TGAImage image(800, 800, TGAImage::RGB); Matrix ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4);
Vec3f light_dir(0, 0, -1); Matrix Projection = Matrix::identity();
for (int i = 0; i < model->nfaces(); i++) { Matrix ModelView = lookat(eye, center, Vec3f(0, 1, 0));
std::vector<Vec3i> face = model->face(i);
Vec2i screen_coords[3]; Projection[3][2] = -1.f / (eye - center).norm();
Matrix z = ViewPort * Projection * ModelView * model->Transform;
init_zbuffer();
for (int i = 0; i < model->nfaces(); i++)
{
std::vector<int> face = model->face(i);
Vec3f screen_coords[3];
Vec3f world_coords[3]; Vec3f world_coords[3];
for (int j = 0; j < 3; j++) { Vec2f diffuse_coords[3];
Vec3f v = model->vertex(face[j][0]); float intensities[3];
screen_coords[j] = Vec2i((v.x + 1.) * 800 / 2., (v.y + 1.) * 800 / 2.);
for (int j = 0; j < 3; j++)
{
Vec3f v = model->vertix(face[j]);
Vec4f v4(v);
Vec3f coord(z * v4);
screen_coords[j] = coord;
world_coords[j] = v; world_coords[j] = v;
} diffuse_coords[j] = model->uv(i, j);
my_triangle(screen_coords[0], screen_coords[1], screen_coords[2], image, white); intensities[j] = model->normal(i, j) * light_dir;
} }
image.flip_vertically(); // i want to have the origin at the left bottom corner of the image triangle(screen_coords, model, diffuse_coords, intensities, Vec3f(0, 0, 5));
image.write_tga_file("output.tga"); }
delete model;
} }