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89 lines
3.3 KiB
C++
89 lines
3.3 KiB
C++
//
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// ObjLoader.h -- modified for glm
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// modified from https://github.com/mortennobel/OpenGL_3_2_Utils
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// William.Thibault@csueastbay.edu
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//
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/*!
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* OpenGL 3.2 Utils - Extension to the Angel library (from the book Interactive Computer Graphics 6th ed
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* https://github.com/mortennobel/OpenGL_3_2_Utils
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*
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* New BSD License
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*
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* Copyright (c) 2011, Morten Nobel-Joergensen
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
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* following conditions are met:
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*
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* - Redistributions of source code must retain the above copyright notice, this list of conditions and the following
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* disclaimer.
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* - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following
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* disclaimer in the documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
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* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
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* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef __OBJ_LOADER_H
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#define __OBJ_LOADER_H
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#include <string>
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#include <vector>
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#include <map>
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#include <glm/glm.hpp>
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struct Material
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{
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Material() :
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ambient (0.1, 0.1, 0.1),
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diffuse (0.8, 0.8, 0.8),
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specular(1.0, 1.0, 1.0),
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shininess(75.0)
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{}
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virtual ~Material() { }
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glm::vec3 ambient;
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glm::vec3 diffuse;
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glm::vec3 specular;
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float shininess;
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std::string diffuseTexture;
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std::string bumpTexture;
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};
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// The original version, modified for glm.
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// Load an OBJ model into the out parameters.
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// Note only simple OBJ files are supported.
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bool loadObject (std::string objText,
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std::vector<glm::vec3> &outPositions,
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std::vector<glm::vec3> &outNormal,
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std::vector<glm::vec2> &outUv,
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std::vector<unsigned int> &outIndices,
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std::string &outMtlfilename,
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float scale = 1.0f
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);
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bool loadMaterialLibrary ( std::string mtlText,
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std::map<std::string,Material*> &outMaterials
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);
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// this tries to handle multiple materials (w/textures) and groups of faces as per pcl_kinfu_largeScale, etc
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bool loadObjectGroups (std::string filename,
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std::vector<glm::vec3> &outPositions,
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std::vector<glm::vec3> &outNormal,
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std::vector<glm::vec2> &outUv,
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std::vector<std::vector<unsigned int> > &outIndices, // per group
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std::vector<Material *> &outMaterials, // per group (w/textures)
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float scale=1.0f
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);
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#endif
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