質問編集履歴
11
文章を修正
test
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test
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##### 現状
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GLSLコードはPhongシェーディングです。
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Mode.cppはobjローダーです。
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頂点と法線は正しく読み込まれていることを確認しました。頂点インデックスは使っていません。
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-
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##### 追記
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-
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立方体の面を1つの三角形に減らして実装したのでが一枚目の画像ですがライティングの陰影が出てきるのでシェーダーファイルが原因でないことを突き止めました。
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##### 知りたいこと
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objローダーの
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objローダーの法線の設定方法が知りたい。
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文章を修正
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参考サイト: [https://learnopengl.com/Lighting/Basic-Lighting](https://learnopengl.com/Lighting/Basic-Lighting)
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Github: [https://github.com/Shigurechan/GL/tree/14b9ed0e2d87eafaae0b3b11fd42660b7d3f07b7](https://github.com/Shigurechan/GL/tree/14b9ed0e2d87eafaae0b3b11fd42660b7d3f07b7)
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![イメージ説明](48347fd2650e65632749659c4abd6286.png)
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9
文章を修正
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File without changes
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test
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vertex.push_back(vert);
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// obj.vertex.push_back(vert);
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}
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else if (strcmp(line, "vt") == 0)
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fscanf(file, "%f %fn", &u.x, &u.y);
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//u.y = 1.0f - u.y;
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// obj.uv.push_back(u);
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uv.push_back(u);
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}
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{
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glm::vec3 norm;
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fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z);
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// obj.normal.push_back(norm);
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normal.push_back(norm);
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}
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{
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std::string vertex1, vertex2, vertex3;
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-
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unsigned int v[3], u[3], n[3];
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int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]);
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if (matches != 9)
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{
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printf("File can't be read by our simple parser : ( Try exporting with other optionsn");
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assert(0);
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}
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vertexIndex.push_back(v[0]);
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vertexIndex.push_back(v[2]);
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uvIndex.push_back(u[0]);
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uvIndex.push_back(u[2]);
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normalIndex.push_back(n[0]);
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normalIndex.push_back(n[1]);
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normalIndex.push_back(n[2]);
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normalIndex.push_back(n[2]);
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}
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@@ -394,44 +364,62 @@
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for(
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for (unsigned int i = 0; i < vertexIndex.size(); i++)
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{
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unsigned int vi = vertexIndex[i];
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unsigned int ui = uvIndex[i];
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unsigned int ni = normalIndex[i];
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glm::vec3 v = vertex[vi - 1];
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glm::vec2 u = uv[ui - 1];
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glm::vec3 n = normal[ni - 1];
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VertexAttribute attrib;
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attrib.position[0] = v.x;
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attrib.position[1] = v.y;
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attrib.position[2] = v.z;
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attrib.uv[0] = u.x;
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attrib.uv[1] = u.y;
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attrib.normal[0] = n.x;
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attrib.normal[1] = n.y;
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attrib.normal[2] = n.z;
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-
glm::vec3 v = vertex[ vi - 1];
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-
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glm::vec2 u = uv[ ui - 1];
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-
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glm::vec3 n = normal[ ni - 1];
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-
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obj.
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obj.attribute.push_back(attrib);
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-
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-
obj.uv.push_back(u);
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-
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obj.normal.push_back(n);
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}
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}
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attribute = obj;
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}
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-
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-
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-
```
|
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+
```
|
8
文章を修正
test
CHANGED
File without changes
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test
CHANGED
@@ -30,7 +30,7 @@
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-
![イメージ説明](
|
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+
![イメージ説明](48347fd2650e65632749659c4abd6286.png)
|
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|
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|
参考サイト: [https://learnopengl.com/Lighting/Basic-Lighting](https://learnopengl.com/Lighting/Basic-Lighting)
|
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|
7
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -30,13 +30,7 @@
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![イメージ説明](3f
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+
![イメージ説明](63dffc05c043500582c63b39d065733c.png)
|
36
|
-
|
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-
![イメージ説明](67a99888ded0b478d2394f0468c8a307.png)
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|
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|
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参考サイト: [https://learnopengl.com/Lighting/Basic-Lighting](https://learnopengl.com/Lighting/Basic-Lighting)
|
42
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|
6
文章を修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
|
1
|
+
OBJローダーで法線が正しく設定できない原因が知りたい。
|
test
CHANGED
@@ -12,21 +12,27 @@
|
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|
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|
+
##### 追記
|
16
|
+
|
17
|
+
立方体の面を1つの三角形に減らして実装したのでが一枚目の画像ですがライティングの陰影が出てきるのでシェーダーファイルが原因でないことを突き止めました。
|
18
|
+
|
19
|
+
|
20
|
+
|
15
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|
16
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|
|
17
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|
##### 知りたいこと
|
18
24
|
|
19
|
-
|
25
|
+
objローダーの何が原因なのか知りたい。
|
26
|
+
|
27
|
+
|
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+
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-
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+
![イメージ説明](3f8bb75bf1f8e5bf824355b956e6ced0.png)
|
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![イメージ説明](67a99888ded0b478d2394f0468c8a307.png)
|
32
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|
|
5
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -6,8 +6,6 @@
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|
6
6
|
|
7
7
|
Mode.cppはobjローダーです。
|
8
8
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|
9
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-
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10
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-
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11
9
|
現状、Model.cppのLoadobj()関数でblenderで出力したobjファイルをロードしています。GLSLは提示サイトを参考に記述しました。
|
12
10
|
|
13
11
|
頂点と法線は正しく読み込まれていることを確認しました。頂点インデックスは使っていません。
|
@@ -16,6 +14,12 @@
|
|
16
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17
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|
18
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|
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##### 知りたいこと
|
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+
シェーダーが原因なのか?それともobjローダーが原因なのか知りたい。
|
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4
シェーダーコードを修正
test
CHANGED
File without changes
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test
CHANGED
@@ -136,6 +136,28 @@
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|
136
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+
```
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+
|
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+
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+
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+
##### Vertex Shader
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|
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+
```
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146
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+
|
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+
/*#########################################################################
|
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+
|
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+
#
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150
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+
|
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+
###########################################################################*/
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+
|
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+
#version 420
|
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+
|
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+
//#extension GL_ARB_explicit_uniform_location : require
|
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+
|
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+
|
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+
|
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
|
@@ -186,318 +208,226 @@
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}
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-
```
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```
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-
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#####
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+
##### Model.cpp
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-
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|
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-
```
|
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+
```
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-
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|
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-
/
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// ##################################### .objファイル読み込み #####################################
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-
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-
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-
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###########################################################################*/
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-
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-
#version 420
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-
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|
-
|
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|
+
void FrameWork::D3::LoadObj(const char *fileName, ObjFile &attribute)
|
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|
-
|
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-
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-
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-
layout(location = 2) in vec3 fPosition;
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layout(location = 3) in vec3 fNormal;
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uniform vec3 lightPos;
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uniform vec3 lightColor;
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uniform vec3 objectColor;
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uniform vec3 viewPos;
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-
out vec4 fragment;
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-
void main()
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{
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ObjFile obj;
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std::vector<int> vertexIndex;
|
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|
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std::vector<int> uvIndex;
|
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|
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std::vector<int> normalIndex;
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+
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+
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+
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+
std::vector<glm::vec3> vertex;
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+
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+
std::vector<glm::vec2> uv;
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+
std::vector<glm::vec3> normal;
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+
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+
FILE *file = fopen(fileName, "r");
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+
|
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+
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+
if (file == NULL)
|
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+
|
255
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+
{
|
256
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+
|
257
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+
std::cerr << ".OBJファイルが開けません: " << fileName << std::endl;
|
258
|
+
|
259
|
+
assert(0);
|
260
|
+
|
261
|
+
}
|
262
|
+
|
263
|
+
else
|
264
|
+
|
265
|
+
{
|
266
|
+
|
267
|
+
while (true)
|
268
|
+
|
269
|
+
{
|
270
|
+
|
271
|
+
char line[500];
|
272
|
+
|
273
|
+
|
274
|
+
|
275
|
+
int res = fscanf(file, "%s", line);
|
276
|
+
|
277
|
+
|
278
|
+
|
279
|
+
if (res == EOF)
|
280
|
+
|
281
|
+
{
|
282
|
+
|
283
|
+
break;
|
284
|
+
|
285
|
+
}
|
286
|
+
|
287
|
+
|
288
|
+
|
289
|
+
if (strcmp(line, "v") == 0)
|
290
|
+
|
291
|
+
{
|
292
|
+
|
293
|
+
glm::vec3 vert;
|
294
|
+
|
295
|
+
fscanf(file, "%f %f %fn", &vert.x, &vert.y, &vert.z);
|
296
|
+
|
297
|
+
vertex.push_back(vert);
|
298
|
+
|
299
|
+
// obj.vertex.push_back(vert);
|
300
|
+
|
301
|
+
}
|
302
|
+
|
303
|
+
else if (strcmp(line, "vt") == 0)
|
304
|
+
|
305
|
+
{
|
306
|
+
|
307
|
+
glm::vec2 u;
|
308
|
+
|
309
|
+
fscanf(file, "%f %fn", &u.x, &u.y);
|
310
|
+
|
311
|
+
//u.y = 1.0f - u.y;
|
312
|
+
|
313
|
+
// obj.uv.push_back(u);
|
314
|
+
|
315
|
+
uv.push_back(u);
|
316
|
+
|
317
|
+
}
|
318
|
+
|
319
|
+
else if (strcmp(line, "vn") == 0)
|
320
|
+
|
321
|
+
{
|
322
|
+
|
323
|
+
|
324
|
+
|
325
|
+
glm::vec3 norm;
|
326
|
+
|
327
|
+
fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z);
|
328
|
+
|
329
|
+
// obj.normal.push_back(norm);
|
330
|
+
|
331
|
+
normal.push_back(norm);
|
332
|
+
|
333
|
+
}
|
334
|
+
|
335
|
+
else if (strcmp(line, "f") == 0)
|
336
|
+
|
337
|
+
{
|
338
|
+
|
339
|
+
|
340
|
+
|
341
|
+
std::string vertex1, vertex2, vertex3;
|
342
|
+
|
343
|
+
unsigned int v[3], u[3], n[3];
|
344
|
+
|
345
|
+
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]);
|
346
|
+
|
347
|
+
if (matches != 9)
|
348
|
+
|
349
|
+
{
|
350
|
+
|
351
|
+
printf("File can't be read by our simple parser : ( Try exporting with other optionsn");
|
352
|
+
|
353
|
+
assert(0);
|
354
|
+
|
355
|
+
}
|
356
|
+
|
357
|
+
|
358
|
+
|
359
|
+
|
360
|
+
|
361
|
+
|
362
|
+
|
363
|
+
vertexIndex.push_back(v[0]);
|
364
|
+
|
365
|
+
vertexIndex.push_back(v[1]);
|
366
|
+
|
367
|
+
vertexIndex.push_back(v[2]);
|
368
|
+
|
369
|
+
|
370
|
+
|
371
|
+
uvIndex.push_back(u[0]);
|
372
|
+
|
373
|
+
uvIndex.push_back(u[1]);
|
374
|
+
|
375
|
+
uvIndex.push_back(u[2]);
|
376
|
+
|
377
|
+
|
378
|
+
|
379
|
+
normalIndex.push_back(n[0]);
|
380
|
+
|
381
|
+
normalIndex.push_back(n[1]);
|
382
|
+
|
383
|
+
normalIndex.push_back(n[2]);
|
384
|
+
|
385
|
+
|
386
|
+
|
387
|
+
}
|
388
|
+
|
389
|
+
}
|
390
|
+
|
391
|
+
|
392
|
+
|
393
|
+
for( unsigned int i = 0; i < vertexIndex.size(); i++ )
|
394
|
+
|
395
|
+
{
|
396
|
+
|
397
|
+
|
398
|
+
|
399
|
+
unsigned int vi = vertexIndex[i];
|
400
|
+
|
401
|
+
unsigned int ui = uvIndex[i];
|
402
|
+
|
403
|
+
unsigned int ni = normalIndex[i];
|
404
|
+
|
405
|
+
|
406
|
+
|
407
|
+
glm::vec3 v = vertex[ vi - 1];
|
408
|
+
|
409
|
+
glm::vec2 u = uv[ ui - 1];
|
410
|
+
|
411
|
+
glm::vec3 n = normal[ ni - 1];
|
412
|
+
|
413
|
+
|
414
|
+
|
415
|
+
obj.vertex.push_back(v);
|
416
|
+
|
417
|
+
obj.uv.push_back(u);
|
418
|
+
|
419
|
+
obj.normal.push_back(n);
|
420
|
+
|
421
|
+
}
|
422
|
+
|
423
|
+
|
424
|
+
|
425
|
+
}
|
426
|
+
|
427
|
+
attribute = obj;
|
276
428
|
|
277
429
|
}
|
278
430
|
|
279
431
|
|
280
432
|
|
281
|
-
|
282
|
-
|
283
|
-
```
|
433
|
+
```
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
##### Model.cpp
|
288
|
-
|
289
|
-
```
|
290
|
-
|
291
|
-
|
292
|
-
|
293
|
-
// ##################################### .objファイル読み込み #####################################
|
294
|
-
|
295
|
-
void FrameWork::D3::LoadObj(const char *fileName, ObjFile &attribute)
|
296
|
-
|
297
|
-
{
|
298
|
-
|
299
|
-
ObjFile obj;
|
300
|
-
|
301
|
-
|
302
|
-
|
303
|
-
std::vector<int> vertexIndex;
|
304
|
-
|
305
|
-
std::vector<int> uvIndex;
|
306
|
-
|
307
|
-
std::vector<int> normalIndex;
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
std::vector<glm::vec3> vertex;
|
312
|
-
|
313
|
-
std::vector<glm::vec2> uv;
|
314
|
-
|
315
|
-
std::vector<glm::vec3> normal;
|
316
|
-
|
317
|
-
|
318
|
-
|
319
|
-
FILE *file = fopen(fileName, "r");
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
if (file == NULL)
|
324
|
-
|
325
|
-
{
|
326
|
-
|
327
|
-
std::cerr << ".OBJファイルが開けません: " << fileName << std::endl;
|
328
|
-
|
329
|
-
assert(0);
|
330
|
-
|
331
|
-
}
|
332
|
-
|
333
|
-
else
|
334
|
-
|
335
|
-
{
|
336
|
-
|
337
|
-
while (true)
|
338
|
-
|
339
|
-
{
|
340
|
-
|
341
|
-
char line[500];
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
int res = fscanf(file, "%s", line);
|
346
|
-
|
347
|
-
|
348
|
-
|
349
|
-
if (res == EOF)
|
350
|
-
|
351
|
-
{
|
352
|
-
|
353
|
-
break;
|
354
|
-
|
355
|
-
}
|
356
|
-
|
357
|
-
|
358
|
-
|
359
|
-
if (strcmp(line, "v") == 0)
|
360
|
-
|
361
|
-
{
|
362
|
-
|
363
|
-
glm::vec3 vert;
|
364
|
-
|
365
|
-
fscanf(file, "%f %f %fn", &vert.x, &vert.y, &vert.z);
|
366
|
-
|
367
|
-
vertex.push_back(vert);
|
368
|
-
|
369
|
-
// obj.vertex.push_back(vert);
|
370
|
-
|
371
|
-
}
|
372
|
-
|
373
|
-
else if (strcmp(line, "vt") == 0)
|
374
|
-
|
375
|
-
{
|
376
|
-
|
377
|
-
glm::vec2 u;
|
378
|
-
|
379
|
-
fscanf(file, "%f %fn", &u.x, &u.y);
|
380
|
-
|
381
|
-
//u.y = 1.0f - u.y;
|
382
|
-
|
383
|
-
// obj.uv.push_back(u);
|
384
|
-
|
385
|
-
uv.push_back(u);
|
386
|
-
|
387
|
-
}
|
388
|
-
|
389
|
-
else if (strcmp(line, "vn") == 0)
|
390
|
-
|
391
|
-
{
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
glm::vec3 norm;
|
396
|
-
|
397
|
-
fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z);
|
398
|
-
|
399
|
-
// obj.normal.push_back(norm);
|
400
|
-
|
401
|
-
normal.push_back(norm);
|
402
|
-
|
403
|
-
}
|
404
|
-
|
405
|
-
else if (strcmp(line, "f") == 0)
|
406
|
-
|
407
|
-
{
|
408
|
-
|
409
|
-
|
410
|
-
|
411
|
-
std::string vertex1, vertex2, vertex3;
|
412
|
-
|
413
|
-
unsigned int v[3], u[3], n[3];
|
414
|
-
|
415
|
-
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]);
|
416
|
-
|
417
|
-
if (matches != 9)
|
418
|
-
|
419
|
-
{
|
420
|
-
|
421
|
-
printf("File can't be read by our simple parser : ( Try exporting with other optionsn");
|
422
|
-
|
423
|
-
assert(0);
|
424
|
-
|
425
|
-
}
|
426
|
-
|
427
|
-
|
428
|
-
|
429
|
-
|
430
|
-
|
431
|
-
|
432
|
-
|
433
|
-
vertexIndex.push_back(v[0]);
|
434
|
-
|
435
|
-
vertexIndex.push_back(v[1]);
|
436
|
-
|
437
|
-
vertexIndex.push_back(v[2]);
|
438
|
-
|
439
|
-
|
440
|
-
|
441
|
-
uvIndex.push_back(u[0]);
|
442
|
-
|
443
|
-
uvIndex.push_back(u[1]);
|
444
|
-
|
445
|
-
uvIndex.push_back(u[2]);
|
446
|
-
|
447
|
-
|
448
|
-
|
449
|
-
normalIndex.push_back(n[0]);
|
450
|
-
|
451
|
-
normalIndex.push_back(n[1]);
|
452
|
-
|
453
|
-
normalIndex.push_back(n[2]);
|
454
|
-
|
455
|
-
|
456
|
-
|
457
|
-
}
|
458
|
-
|
459
|
-
}
|
460
|
-
|
461
|
-
|
462
|
-
|
463
|
-
for( unsigned int i = 0; i < vertexIndex.size(); i++ )
|
464
|
-
|
465
|
-
{
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
unsigned int vi = vertexIndex[i];
|
470
|
-
|
471
|
-
unsigned int ui = uvIndex[i];
|
472
|
-
|
473
|
-
unsigned int ni = normalIndex[i];
|
474
|
-
|
475
|
-
|
476
|
-
|
477
|
-
glm::vec3 v = vertex[ vi - 1];
|
478
|
-
|
479
|
-
glm::vec2 u = uv[ ui - 1];
|
480
|
-
|
481
|
-
glm::vec3 n = normal[ ni - 1];
|
482
|
-
|
483
|
-
|
484
|
-
|
485
|
-
obj.vertex.push_back(v);
|
486
|
-
|
487
|
-
obj.uv.push_back(u);
|
488
|
-
|
489
|
-
obj.normal.push_back(n);
|
490
|
-
|
491
|
-
}
|
492
|
-
|
493
|
-
|
494
|
-
|
495
|
-
}
|
496
|
-
|
497
|
-
attribute = obj;
|
498
|
-
|
499
|
-
}
|
500
|
-
|
501
|
-
|
502
|
-
|
503
|
-
```
|
3
文書を再度修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,6 +2,12 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
+
GLSLコードはPhongシェーディングです。
|
6
|
+
|
7
|
+
Mode.cppはobjローダーです。
|
8
|
+
|
9
|
+
|
10
|
+
|
5
11
|
現状、Model.cppのLoadobj()関数でblenderで出力したobjファイルをロードしています。GLSLは提示サイトを参考に記述しました。
|
6
12
|
|
7
13
|
頂点と法線は正しく読み込まれていることを確認しました。頂点インデックスは使っていません。
|
2
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -2,6 +2,16 @@
|
|
2
2
|
|
3
3
|
|
4
4
|
|
5
|
+
現状、Model.cppのLoadobj()関数でblenderで出力したobjファイルをロードしています。GLSLは提示サイトを参考に記述しました。
|
6
|
+
|
7
|
+
頂点と法線は正しく読み込まれていることを確認しました。頂点インデックスは使っていません。
|
8
|
+
|
9
|
+
|
10
|
+
|
11
|
+
|
12
|
+
|
13
|
+
|
14
|
+
|
5
15
|
|
6
16
|
|
7
17
|
|
@@ -268,7 +278,7 @@
|
|
268
278
|
|
269
279
|
|
270
280
|
|
271
|
-
##### Model
|
281
|
+
##### Model.cpp
|
272
282
|
|
273
283
|
```
|
274
284
|
|
1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -18,6 +18,162 @@
|
|
18
18
|
|
19
19
|
|
20
20
|
|
21
|
+
##### Fragment Shader
|
22
|
+
|
23
|
+
```
|
24
|
+
|
25
|
+
/*#########################################################################
|
26
|
+
|
27
|
+
#
|
28
|
+
|
29
|
+
###########################################################################*/
|
30
|
+
|
31
|
+
#version 420
|
32
|
+
|
33
|
+
//#extension GL_ARB_explicit_uniform_location : require
|
34
|
+
|
35
|
+
|
36
|
+
|
37
|
+
/*#########################################################################
|
38
|
+
|
39
|
+
#
|
40
|
+
|
41
|
+
###########################################################################*/
|
42
|
+
|
43
|
+
#version 420
|
44
|
+
|
45
|
+
//#extension GL_ARB_explicit_uniform_location : require
|
46
|
+
|
47
|
+
|
48
|
+
|
49
|
+
layout(location = 2) in vec3 fPosition;
|
50
|
+
|
51
|
+
layout(location = 3) in vec3 fNormal;
|
52
|
+
|
53
|
+
|
54
|
+
|
55
|
+
|
56
|
+
|
57
|
+
uniform vec3 lightPos;
|
58
|
+
|
59
|
+
uniform vec3 lightColor;
|
60
|
+
|
61
|
+
uniform vec3 objectColor;
|
62
|
+
|
63
|
+
uniform vec3 viewPos;
|
64
|
+
|
65
|
+
|
66
|
+
|
67
|
+
out vec4 fragment;
|
68
|
+
|
69
|
+
|
70
|
+
|
71
|
+
void main()
|
72
|
+
|
73
|
+
{
|
74
|
+
|
75
|
+
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// ambient
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float ambientStrength = 0.1;
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vec3 ambient = ambientStrength * lightColor;
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// diffuse
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vec3 norm = normalize(fNormal);
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vec3 lightDir = normalize(lightPos - fPosition);
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float diff = max(dot(norm, lightDir), 0.0);
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vec3 diffuse = diff * lightColor;
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// specular
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - fPosition);
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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vec3 specular = specularStrength * spec * lightColor;
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vec3 result = (ambient + diffuse + specular) * objectColor;
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fragment = vec4(result, 1.0);
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}
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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uniform mat4 uTranslate;
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uniform mat4 uRotate;
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uniform mat4 uScale;
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uniform mat4 uViewProjection;
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layout(location = 2) out vec3 vPosition;
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layout(location = 3) out vec3 vNormal;
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void main()
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{
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vec4 vertex = vec4(vertexPosition,1.0);
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mat4 model = uTranslate * uRotate * uScale;
|
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gl_Position = (uViewProjection * model) * vertex;
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vPosition = vec3(model * vec4(vertexPosition,1.0));
|
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vNormal = mat3(transpose(inverse(model))) * vertexNormal;
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}
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```
|
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##### Vertex Shader
|
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|
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```
|
@@ -34,18 +190,6 @@
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/*#########################################################################
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#
|
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|
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###########################################################################*/
|
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|
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|
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|
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#version 420
|
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|
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|
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|
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//#extension GL_ARB_explicit_uniform_location : require
|
46
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|
47
|
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|
48
|
-
|
49
193
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layout(location = 2) in vec3 fPosition;
|
50
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|
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195
|
layout(location = 3) in vec3 fNormal;
|
@@ -120,368 +264,224 @@
|
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266
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layout(location = 0) in vec3 vertexPosition;
|
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|
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layout(location = 1) in vec3 vertexNormal;
|
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|
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uniform mat4 uTranslate;
|
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|
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uniform mat4 uRotate;
|
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-
|
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|
+
```
|
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|
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|
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|
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|
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|
271
|
+
##### Model
|
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|
+
|
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|
+
```
|
274
|
+
|
275
|
+
|
276
|
+
|
277
|
+
// ##################################### .objファイル読み込み #####################################
|
278
|
+
|
279
|
+
void FrameWork::D3::LoadObj(const char *fileName, ObjFile &attribute)
|
152
280
|
|
153
281
|
{
|
154
282
|
|
155
|
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|
156
|
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|
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|
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|
167
|
-
|
168
|
-
|
169
|
-
|
283
|
+
ObjFile obj;
|
284
|
+
|
285
|
+
|
286
|
+
|
287
|
+
std::vector<int> vertexIndex;
|
288
|
+
|
289
|
+
std::vector<int> uvIndex;
|
290
|
+
|
291
|
+
std::vector<int> normalIndex;
|
292
|
+
|
293
|
+
|
294
|
+
|
295
|
+
std::vector<glm::vec3> vertex;
|
296
|
+
|
297
|
+
std::vector<glm::vec2> uv;
|
298
|
+
|
299
|
+
std::vector<glm::vec3> normal;
|
300
|
+
|
301
|
+
|
302
|
+
|
303
|
+
FILE *file = fopen(fileName, "r");
|
304
|
+
|
305
|
+
|
306
|
+
|
307
|
+
if (file == NULL)
|
308
|
+
|
309
|
+
{
|
310
|
+
|
311
|
+
std::cerr << ".OBJファイルが開けません: " << fileName << std::endl;
|
312
|
+
|
313
|
+
assert(0);
|
314
|
+
|
315
|
+
}
|
316
|
+
|
317
|
+
else
|
318
|
+
|
319
|
+
{
|
320
|
+
|
321
|
+
while (true)
|
322
|
+
|
323
|
+
{
|
324
|
+
|
325
|
+
char line[500];
|
326
|
+
|
327
|
+
|
328
|
+
|
329
|
+
int res = fscanf(file, "%s", line);
|
330
|
+
|
331
|
+
|
332
|
+
|
333
|
+
if (res == EOF)
|
334
|
+
|
335
|
+
{
|
336
|
+
|
337
|
+
break;
|
338
|
+
|
339
|
+
}
|
340
|
+
|
341
|
+
|
342
|
+
|
343
|
+
if (strcmp(line, "v") == 0)
|
344
|
+
|
345
|
+
{
|
346
|
+
|
347
|
+
glm::vec3 vert;
|
348
|
+
|
349
|
+
fscanf(file, "%f %f %fn", &vert.x, &vert.y, &vert.z);
|
350
|
+
|
351
|
+
vertex.push_back(vert);
|
352
|
+
|
353
|
+
// obj.vertex.push_back(vert);
|
354
|
+
|
355
|
+
}
|
356
|
+
|
357
|
+
else if (strcmp(line, "vt") == 0)
|
358
|
+
|
359
|
+
{
|
360
|
+
|
361
|
+
glm::vec2 u;
|
362
|
+
|
363
|
+
fscanf(file, "%f %fn", &u.x, &u.y);
|
364
|
+
|
365
|
+
//u.y = 1.0f - u.y;
|
366
|
+
|
367
|
+
// obj.uv.push_back(u);
|
368
|
+
|
369
|
+
uv.push_back(u);
|
370
|
+
|
371
|
+
}
|
372
|
+
|
373
|
+
else if (strcmp(line, "vn") == 0)
|
374
|
+
|
375
|
+
{
|
376
|
+
|
377
|
+
|
378
|
+
|
379
|
+
glm::vec3 norm;
|
380
|
+
|
381
|
+
fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z);
|
382
|
+
|
383
|
+
// obj.normal.push_back(norm);
|
384
|
+
|
385
|
+
normal.push_back(norm);
|
386
|
+
|
387
|
+
}
|
388
|
+
|
389
|
+
else if (strcmp(line, "f") == 0)
|
390
|
+
|
391
|
+
{
|
392
|
+
|
393
|
+
|
394
|
+
|
395
|
+
std::string vertex1, vertex2, vertex3;
|
396
|
+
|
397
|
+
unsigned int v[3], u[3], n[3];
|
398
|
+
|
399
|
+
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]);
|
400
|
+
|
401
|
+
if (matches != 9)
|
402
|
+
|
403
|
+
{
|
404
|
+
|
405
|
+
printf("File can't be read by our simple parser : ( Try exporting with other optionsn");
|
406
|
+
|
407
|
+
assert(0);
|
408
|
+
|
409
|
+
}
|
410
|
+
|
411
|
+
|
412
|
+
|
413
|
+
|
414
|
+
|
415
|
+
|
416
|
+
|
417
|
+
vertexIndex.push_back(v[0]);
|
418
|
+
|
419
|
+
vertexIndex.push_back(v[1]);
|
420
|
+
|
421
|
+
vertexIndex.push_back(v[2]);
|
422
|
+
|
423
|
+
|
424
|
+
|
425
|
+
uvIndex.push_back(u[0]);
|
426
|
+
|
427
|
+
uvIndex.push_back(u[1]);
|
428
|
+
|
429
|
+
uvIndex.push_back(u[2]);
|
430
|
+
|
431
|
+
|
432
|
+
|
433
|
+
normalIndex.push_back(n[0]);
|
434
|
+
|
435
|
+
normalIndex.push_back(n[1]);
|
436
|
+
|
437
|
+
normalIndex.push_back(n[2]);
|
438
|
+
|
439
|
+
|
440
|
+
|
441
|
+
}
|
442
|
+
|
443
|
+
}
|
444
|
+
|
445
|
+
|
446
|
+
|
447
|
+
for( unsigned int i = 0; i < vertexIndex.size(); i++ )
|
448
|
+
|
449
|
+
{
|
450
|
+
|
451
|
+
|
452
|
+
|
453
|
+
unsigned int vi = vertexIndex[i];
|
454
|
+
|
455
|
+
unsigned int ui = uvIndex[i];
|
456
|
+
|
457
|
+
unsigned int ni = normalIndex[i];
|
458
|
+
|
459
|
+
|
460
|
+
|
461
|
+
glm::vec3 v = vertex[ vi - 1];
|
462
|
+
|
463
|
+
glm::vec2 u = uv[ ui - 1];
|
464
|
+
|
465
|
+
glm::vec3 n = normal[ ni - 1];
|
466
|
+
|
467
|
+
|
468
|
+
|
469
|
+
obj.vertex.push_back(v);
|
470
|
+
|
471
|
+
obj.uv.push_back(u);
|
472
|
+
|
473
|
+
obj.normal.push_back(n);
|
474
|
+
|
475
|
+
}
|
476
|
+
|
477
|
+
|
478
|
+
|
479
|
+
}
|
480
|
+
|
481
|
+
attribute = obj;
|
170
482
|
|
171
483
|
}
|
172
484
|
|
485
|
+
|
486
|
+
|
173
|
-
```
|
487
|
+
```
|
174
|
-
|
175
|
-
|
176
|
-
|
177
|
-
##### Fragment Shader
|
178
|
-
|
179
|
-
```
|
180
|
-
|
181
|
-
/*#########################################################################
|
182
|
-
|
183
|
-
#
|
184
|
-
|
185
|
-
###########################################################################*/
|
186
|
-
|
187
|
-
#version 420
|
188
|
-
|
189
|
-
//#extension GL_ARB_explicit_uniform_location : require
|
190
|
-
|
191
|
-
|
192
|
-
|
193
|
-
layout(location = 2) in vec3 fPosition;
|
194
|
-
|
195
|
-
layout(location = 3) in vec3 fNormal;
|
196
|
-
|
197
|
-
|
198
|
-
|
199
|
-
|
200
|
-
|
201
|
-
uniform vec3 lightPos;
|
202
|
-
|
203
|
-
uniform vec3 lightColor;
|
204
|
-
|
205
|
-
uniform vec3 objectColor;
|
206
|
-
|
207
|
-
uniform vec3 viewPos;
|
208
|
-
|
209
|
-
|
210
|
-
|
211
|
-
out vec4 fragment;
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
void main()
|
216
|
-
|
217
|
-
{
|
218
|
-
|
219
|
-
|
220
|
-
|
221
|
-
// ambient
|
222
|
-
|
223
|
-
float ambientStrength = 0.1;
|
224
|
-
|
225
|
-
vec3 ambient = ambientStrength * lightColor;
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
// diffuse
|
230
|
-
|
231
|
-
vec3 norm = normalize(fNormal);
|
232
|
-
|
233
|
-
vec3 lightDir = normalize(lightPos - fPosition);
|
234
|
-
|
235
|
-
float diff = max(dot(norm, lightDir), 0.0);
|
236
|
-
|
237
|
-
vec3 diffuse = diff * lightColor;
|
238
|
-
|
239
|
-
|
240
|
-
|
241
|
-
// specular
|
242
|
-
|
243
|
-
float specularStrength = 0.5;
|
244
|
-
|
245
|
-
vec3 viewDir = normalize(viewPos - fPosition);
|
246
|
-
|
247
|
-
vec3 reflectDir = reflect(-lightDir, norm);
|
248
|
-
|
249
|
-
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
|
250
|
-
|
251
|
-
vec3 specular = specularStrength * spec * lightColor;
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
vec3 result = (ambient + diffuse + specular) * objectColor;
|
258
|
-
|
259
|
-
fragment = vec4(result, 1.0);
|
260
|
-
|
261
|
-
}
|
262
|
-
|
263
|
-
|
264
|
-
|
265
|
-
|
266
|
-
|
267
|
-
```
|
268
|
-
|
269
|
-
|
270
|
-
|
271
|
-
##### Model
|
272
|
-
|
273
|
-
```
|
274
|
-
|
275
|
-
|
276
|
-
|
277
|
-
// ##################################### .objファイル読み込み #####################################
|
278
|
-
|
279
|
-
void FrameWork::D3::LoadObj(const char *fileName, ObjFile &attribute)
|
280
|
-
|
281
|
-
{
|
282
|
-
|
283
|
-
ObjFile obj;
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
std::vector<int> vertexIndex;
|
288
|
-
|
289
|
-
std::vector<int> uvIndex;
|
290
|
-
|
291
|
-
std::vector<int> normalIndex;
|
292
|
-
|
293
|
-
|
294
|
-
|
295
|
-
std::vector<glm::vec3> vertex;
|
296
|
-
|
297
|
-
std::vector<glm::vec2> uv;
|
298
|
-
|
299
|
-
std::vector<glm::vec3> normal;
|
300
|
-
|
301
|
-
|
302
|
-
|
303
|
-
FILE *file = fopen(fileName, "r");
|
304
|
-
|
305
|
-
|
306
|
-
|
307
|
-
if (file == NULL)
|
308
|
-
|
309
|
-
{
|
310
|
-
|
311
|
-
std::cerr << ".OBJファイルが開けません: " << fileName << std::endl;
|
312
|
-
|
313
|
-
assert(0);
|
314
|
-
|
315
|
-
}
|
316
|
-
|
317
|
-
else
|
318
|
-
|
319
|
-
{
|
320
|
-
|
321
|
-
while (true)
|
322
|
-
|
323
|
-
{
|
324
|
-
|
325
|
-
char line[500];
|
326
|
-
|
327
|
-
|
328
|
-
|
329
|
-
int res = fscanf(file, "%s", line);
|
330
|
-
|
331
|
-
|
332
|
-
|
333
|
-
if (res == EOF)
|
334
|
-
|
335
|
-
{
|
336
|
-
|
337
|
-
break;
|
338
|
-
|
339
|
-
}
|
340
|
-
|
341
|
-
|
342
|
-
|
343
|
-
if (strcmp(line, "v") == 0)
|
344
|
-
|
345
|
-
{
|
346
|
-
|
347
|
-
glm::vec3 vert;
|
348
|
-
|
349
|
-
fscanf(file, "%f %f %fn", &vert.x, &vert.y, &vert.z);
|
350
|
-
|
351
|
-
vertex.push_back(vert);
|
352
|
-
|
353
|
-
// obj.vertex.push_back(vert);
|
354
|
-
|
355
|
-
}
|
356
|
-
|
357
|
-
else if (strcmp(line, "vt") == 0)
|
358
|
-
|
359
|
-
{
|
360
|
-
|
361
|
-
glm::vec2 u;
|
362
|
-
|
363
|
-
fscanf(file, "%f %fn", &u.x, &u.y);
|
364
|
-
|
365
|
-
//u.y = 1.0f - u.y;
|
366
|
-
|
367
|
-
// obj.uv.push_back(u);
|
368
|
-
|
369
|
-
uv.push_back(u);
|
370
|
-
|
371
|
-
}
|
372
|
-
|
373
|
-
else if (strcmp(line, "vn") == 0)
|
374
|
-
|
375
|
-
{
|
376
|
-
|
377
|
-
|
378
|
-
|
379
|
-
glm::vec3 norm;
|
380
|
-
|
381
|
-
fscanf(file, "%f %f %fn", &norm.x, &norm.y, &norm.z);
|
382
|
-
|
383
|
-
// obj.normal.push_back(norm);
|
384
|
-
|
385
|
-
normal.push_back(norm);
|
386
|
-
|
387
|
-
}
|
388
|
-
|
389
|
-
else if (strcmp(line, "f") == 0)
|
390
|
-
|
391
|
-
{
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
std::string vertex1, vertex2, vertex3;
|
396
|
-
|
397
|
-
unsigned int v[3], u[3], n[3];
|
398
|
-
|
399
|
-
int matches = fscanf(file, "%d/%d/%d %d/%d/%d %d/%d/%dn", &v[0], &u[0], &n[0], &v[1], &u[1], &n[1], &v[2], &u[2], &n[2]);
|
400
|
-
|
401
|
-
if (matches != 9)
|
402
|
-
|
403
|
-
{
|
404
|
-
|
405
|
-
printf("File can't be read by our simple parser : ( Try exporting with other optionsn");
|
406
|
-
|
407
|
-
assert(0);
|
408
|
-
|
409
|
-
}
|
410
|
-
|
411
|
-
|
412
|
-
|
413
|
-
|
414
|
-
|
415
|
-
|
416
|
-
|
417
|
-
vertexIndex.push_back(v[0]);
|
418
|
-
|
419
|
-
vertexIndex.push_back(v[1]);
|
420
|
-
|
421
|
-
vertexIndex.push_back(v[2]);
|
422
|
-
|
423
|
-
|
424
|
-
|
425
|
-
uvIndex.push_back(u[0]);
|
426
|
-
|
427
|
-
uvIndex.push_back(u[1]);
|
428
|
-
|
429
|
-
uvIndex.push_back(u[2]);
|
430
|
-
|
431
|
-
|
432
|
-
|
433
|
-
normalIndex.push_back(n[0]);
|
434
|
-
|
435
|
-
normalIndex.push_back(n[1]);
|
436
|
-
|
437
|
-
normalIndex.push_back(n[2]);
|
438
|
-
|
439
|
-
|
440
|
-
|
441
|
-
}
|
442
|
-
|
443
|
-
}
|
444
|
-
|
445
|
-
|
446
|
-
|
447
|
-
for( unsigned int i = 0; i < vertexIndex.size(); i++ )
|
448
|
-
|
449
|
-
{
|
450
|
-
|
451
|
-
|
452
|
-
|
453
|
-
unsigned int vi = vertexIndex[i];
|
454
|
-
|
455
|
-
unsigned int ui = uvIndex[i];
|
456
|
-
|
457
|
-
unsigned int ni = normalIndex[i];
|
458
|
-
|
459
|
-
|
460
|
-
|
461
|
-
glm::vec3 v = vertex[ vi - 1];
|
462
|
-
|
463
|
-
glm::vec2 u = uv[ ui - 1];
|
464
|
-
|
465
|
-
glm::vec3 n = normal[ ni - 1];
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
obj.vertex.push_back(v);
|
470
|
-
|
471
|
-
obj.uv.push_back(u);
|
472
|
-
|
473
|
-
obj.normal.push_back(n);
|
474
|
-
|
475
|
-
}
|
476
|
-
|
477
|
-
|
478
|
-
|
479
|
-
}
|
480
|
-
|
481
|
-
attribute = obj;
|
482
|
-
|
483
|
-
}
|
484
|
-
|
485
|
-
|
486
|
-
|
487
|
-
```
|