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model.cpp
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model.cpp
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#include <iostream>
#include <sstream>
#include "model.h"
Model::Model(const std::string filename) {
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;
vec3 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;
vec3 n;
for (int i=0;i<3;i++) iss >> n[i];
norms.push_back(n.normalize());
} else if (!line.compare(0, 3, "vt ")) {
iss >> trash >> trash;
vec2 uv;
for (int i=0;i<2;i++) iss >> uv[i];
tex_coord.push_back({uv.x, 1-uv.y});
} else if (!line.compare(0, 2, "f ")) {
int f,t,n;
iss >> trash;
int cnt = 0;
while (iss >> f >> trash >> t >> trash >> n) {
facet_vrt.push_back(--f);
facet_tex.push_back(--t);
facet_nrm.push_back(--n);
cnt++;
}
if (3!=cnt) {
std::cerr << "Error: the obj file is supposed to be triangulated" << std::endl;
in.close();
return;
}
}
}
in.close();
std::cerr << "# v# " << nverts() << " f# " << nfaces() << " vt# " << tex_coord.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);
}
int Model::nverts() const {
return verts.size();
}
int Model::nfaces() const {
return facet_vrt.size()/3;
}
vec3 Model::vert(const int i) const {
return verts[i];
}
vec3 Model::vert(const int iface, const int nthvert) const {
return verts[facet_vrt[iface*3+nthvert]];
}
void Model::load_texture(std::string filename, const std::string suffix, TGAImage &img) {
size_t dot = filename.find_last_of(".");
if (dot==std::string::npos) return;
std::string texfile = filename.substr(0,dot) + suffix;
std::cerr << "texture file " << texfile << " loading " << (img.read_tga_file(texfile.c_str()) ? "ok" : "failed") << std::endl;
}
vec3 Model::normal(const vec2 &uvf) const {
TGAColor c = normalmap.get(uvf[0]*normalmap.width(), uvf[1]*normalmap.height());
return vec3{(double)c[2],(double)c[1],(double)c[0]}*2./255. - vec3{1,1,1};
}
vec2 Model::uv(const int iface, const int nthvert) const {
return tex_coord[facet_tex[iface*3+nthvert]];
}
vec3 Model::normal(const int iface, const int nthvert) const {
return norms[facet_nrm[iface*3+nthvert]];
}