Danbias/Code/OysterGraphics/FileLoader/ObjReader.cpp

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#include "ObjReader.h"
#include "Utilities.h"
#include "..\Core\Core.h"
#include <fstream>
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#include <map>
using namespace std;
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using namespace Oyster::FileLoaders;
using namespace Oyster;
using namespace Oyster::Math;
ObjReader *ObjReader::LoadFile(std::wstring fileName, Oyster::Math::Float4x4 transform)
{
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static std::map<std::wstring, ObjReader *> cache;
ObjReader *reader = NULL;
if (cache.count(fileName))
{
reader = cache[fileName];
}
else
{
reader = new ObjReader();
reader->ParseFile(fileName + L".obj", transform);
cache[fileName] = reader;
}
return reader;
}
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ObjReader::ObjReader(void)
{
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}
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ObjReader::~ObjReader(void)
{
}
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void ObjReader::ParseFile(std::wstring fileName, Float4x4 transform)
{
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wifstream input;
input.open(fileName.c_str());
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if(!input.is_open())
{
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return;
}
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wstring path;
//Utility::String::ExtractDirPath(path,fileName,'\\');
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std::vector<Vertex> VertexList;
std::vector<Float3> vList;
std::vector<Float3> nList;
std::vector<Float2> uvList;
Vertex vertex1, vertex2, vertex3;
Float3 face[3];
Float3 position, normal;
Float2 uv;
wstring s;
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while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
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if(offset!=-1)
{
wstring c = s.substr(0,offset);
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if(c==L"v")
{
position = readVertex(offset,s);
vList.push_back(position);
}
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else if(c==L"vt")
{
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uv = readUV(offset,s);
uvList.push_back(uv);
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}
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else if(c==L"vn")
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{
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normal = readNormal(offset,s);
nList.push_back(normal);
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}
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else if(c==L"f")
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{
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readFace(offset, s, face);
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vertex1.Position = vList[(int)face[0].x];
vertex1.UV = uvList[(int)face[0].y];
vertex1.Normal = nList[(int)face[0].z];
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vertex2.Position = vList[(int)face[1].x];
vertex2.UV = uvList[(int)face[1].y];
vertex2.Normal = nList[(int)face[1].z];
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vertex3.Position = vList[(int)face[2].x];
vertex3.UV = uvList[(int)face[2].y];
vertex3.Normal = nList[(int)face[2].z];
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VertexList.push_back(vertex1);
VertexList.push_back(vertex2);
VertexList.push_back(vertex3);
}
else if(c==L"mtllib")
{
//this->materials = GetMaterials(path + s.substr(offset+1));
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}
}
}
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input.close();
this->numVertices = VertexList.size();
this->vertices = new Vertex[this->numVertices];
for(size_t i=0;i<this->numVertices;++i)
{
vertices[i].Position=Math::Float4(VertexList[i].Position,1);
vertices[i].Normal=Math::Float4(VertexList[i].Normal,0);
vertices[i].UV = VertexList[i].UV;
}
}
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &Textures)
{
numVertex=(int)this->numVertices;
(*vertex)=this->vertices;
//Textures = this->materials;
}
void ObjReader::GetVertexData(Vertex **vertex,int &numVertex)
{
numVertex=(int)this->numVertices;
(*vertex)=this->vertices;
}
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Float3 ObjReader::extract(std::string d1)
{
Float3 data;
int offset=(int)d1.find('/');
//string d1 = Utility::String::WStringToString(d,d1);
data.x=(float)atoi(d1.substr(1,offset).c_str())-1;
int newOffset = (int)d1.find('/',offset+1);
string d2=d1.substr(offset+1,newOffset-offset-1);
data.y=(float)atoi(d2.c_str())-1;
offset=newOffset;
newOffset = (int)d1.find('/',offset+1);
string d3=d1.substr(offset+1,newOffset-offset-1);
data.z=(float)atoi(d3.c_str())-1;
return data;
}
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Float3 ObjReader::readVertex(int offset,wstring s)
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{
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int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.y = (float)atof(d.c_str());
offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.z = (float)atof(d.c_str());
return vertex;
}
Float2 ObjReader::readUV(int offset,wstring s)
{
int newOffset = (int)s.find(' ',offset+1);
Float2 uv;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
uv.x =(float)atof(d.c_str());
offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
uv.y =1- (float)atof(d.c_str());
offset=newOffset;
return uv;
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}
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Float3 ObjReader::readNormal(int offset,wstring s)
{
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int newOffset = (int)s.find(' ',offset+1);
Float3 vertex;
string d;
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.x = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.y = (float)atof(d.c_str());
offset=newOffset;
newOffset = (int)s.find(' ',offset+1);
Utility::String::WStringToString(s.substr(offset,newOffset-offset), d);
vertex.z = (float)atof(d.c_str());
return vertex;
}
void ObjReader::readFace(int offset,wstring s1, Oyster::Math::Float3 face[3])
{
string s;
Utility::String::WStringToString(s1,s);
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int newOffset = (int)s.find(' ',offset+1);
string point1 = s.substr(offset,newOffset-offset);
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offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point2 = s.substr(offset,newOffset-offset);
offset = newOffset;
newOffset = (int)s.find(' ',offset+1);
string point3 = s.substr(offset,newOffset-offset);
face[0] = extract(point1);
face[1] = extract(point2);
face[2] = extract(point3);
}
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std::map<std::string, ID3D11ShaderResourceView *> ObjReader::GetMaterials(std::wstring fileName)
{
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ifstream input;
input.open(fileName.c_str());
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std::map<std::string, ID3D11ShaderResourceView *> materials;
ID3D11ShaderResourceView *srv;
string texture;
string s;
string path;
//Utility::String::extractDirPath(path,fileName,'\\');
if(!input.is_open())
return materials;
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while(!input.eof())
{
getline(input,s);
int offset = (int)s.find(' ');
if(offset!=-1)
{
string c = s.substr(0,offset);
if(c=="map_Kd")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Diffuse"] = srv;
}
if(c=="map_G")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Glow"] = srv;
}
if(c=="map_Ks")
{
texture = path+s.substr(offset+1);
//D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
//materials["Specular"] = srv;
}
}
}
input.close();
return materials;
}