-
Notifications
You must be signed in to change notification settings - Fork 2
/
Parser.cpp
163 lines (153 loc) · 5.58 KB
/
Parser.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
#include <vector>
#include <tuple>
#include <map>
#include <GL/gl.h>
#include "Parser.h"
using namespace std;
/**
* @brief Tokenizes the given string into a vector of tokens
* @param s The given string
* @param delim The delimiter for tokenization
* @return The vector of tokens
*/
vector< string > tokenize(string s, string delim)
{
vector< string > tok;
if(s == "")
return tok;
int found = 0;
while(1)
{
int f = s.find(delim, found);
if(f == string::npos)
{
string n = s.substr(found, s.size() - found);
if(n.size() > 0)
tok.push_back(n);
break;
}
else
{
tok.push_back(s.substr(found, f - found));
found = f + delim.size();
}
}
return tok;
}
/**
* @brief Tokenizes the given file by newlines and each line by spaces
* @param file [description]
* @return The vector of vector of strings representing the lines and words
*/
vector< vector < string > > makeTokens(string file)
{
vector < vector < string > > result;
ifstream f;
f.open(file);
string temp;
while(getline(f, temp))
{
vector<string> tok = tokenize(temp, " ");
result.push_back(tok);
}
return result;
}
/**
* @brief Convenience function. Makes a face tuple from the tokens
* @param toks A vector of tokens from a face line of an obj file
* @param Mat The material name to be used for this face
* @return A face tuple
*/
tuple< pair<int, int>, pair<int, int>, pair<int, int>, string > make_face(vector<string> toks, string Mat)
{
auto split1 = tokenize(toks[1], "//"); //assuming no textures present
auto pair1 = make_pair(stoi(split1[0]), stoi(split1[1]));
auto split2 = tokenize(toks[2], "//");
auto pair2 = make_pair(stoi(split2[0]), stoi(split2[1]));
auto split3 = tokenize(toks[3], "//");
auto pair3 = make_pair(stoi(split3[0]), stoi(split3[1]));
return make_tuple(pair1, pair2, pair3, Mat);
}
/**
* @brief Parameterized constructor for class Model
* @param objfile path for .obj file of model
* @param mtlfile path for .mtl file of model
*/
Model::Model(string objfile, string mtlfile)
{
vector< vector < string > > objToks = makeTokens(objfile); //loading files
vector< vector < string > > mtlToks = makeTokens(mtlfile);
map< string, tuple< float, float, float > > colorMap;
vector< string > temp;
for(auto toks: mtlToks) ///creating material to color map
{
if(toks.size() == 0)
continue;
if(toks[0] == "newmtl")
temp.push_back(toks[1]);
if(toks[0] == "Kd")
colorMap[temp.back()] = make_tuple(stof(toks[1]), stof(toks[2]), stof(toks[3]));
}
vector< tuple < float, float, float > > allvertices;
vector< tuple < float, float, float > > allnormals;
vector< tuple < pair<int, int>, pair<int, int>, pair<int, int>, string > > faces;
string currMat;
for(auto toks: objToks) ///making the vertices, normals and faces list
{
if(toks.size() == 0)
continue;
if(toks[0] == "v")
allvertices.push_back(make_tuple(stof(toks[1]), stof(toks[2]), stof(toks[3])));
if(toks[0] == "vn")
allnormals.push_back(make_tuple(stof(toks[1]), stof(toks[2]), stof(toks[3])));
if(toks[0] == "usemtl")
currMat = toks[1];
if(toks[0] == "f")
faces.push_back(make_face(toks, currMat));
}
for(auto face: faces) ///finally storing all faces as triangles, colors and normals
{
auto vertex1 = allvertices[get<0>(face).first - 1];
auto vertex2 = allvertices[get<1>(face).first - 1];
auto vertex3 = allvertices[get<2>(face).first - 1];
auto normal1 = allnormals[get<0>(face).second - 1];
auto normal2 = allnormals[get<1>(face).second - 1];
auto normal3 = allnormals[get<2>(face).second - 1];
auto color = colorMap[get<3>(face)];
vertices.push_back(vertex1);
vertices.push_back(vertex2);
vertices.push_back(vertex3);
normals.push_back(normal1);
normals.push_back(normal2);
normals.push_back(normal3);
colors.push_back(color);
}
}
/**
* @brief Method implemented to draw the objects loaded from blender
*/
void Model::draw()
{
glBegin(GL_TRIANGLES);
for(int i = 0; i < colors.size(); i++) ///drawing each triangle separately
{
glPushAttrib(GL_ALL_ATTRIB_BITS);
glShadeModel(GL_SMOOTH);
GLfloat mat_specular[] = {get<0>(colors[i]), get<1>(colors[i]), get<2>(colors[i])};
GLfloat mat_diffuse[] = {get<0>(colors[i]), get<1>(colors[i]), get<2>(colors[i])};
GLfloat mat_ambient[] = {get<0>(colors[i]), get<1>(colors[i]), get<2>(colors[i])};
GLfloat mat_shininess = 5.0;
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialf(GL_FRONT, GL_SHININESS, mat_shininess);
glNormal3f(get<0>(normals[3*i]), get<1>(normals[3*i]), get<2>(normals[3*i]));
glVertex3f(get<0>(vertices[3*i]), get<1>(vertices[3*i]), get<2>(vertices[3*i]));
glNormal3f(get<0>(normals[3*i + 1]), get<1>(normals[3*i + 1]), get<2>(normals[3*i + 1]));
glVertex3f(get<0>(vertices[3*i + 1]), get<1>(vertices[3*i + 1]), get<2>(vertices[3*i + 1]));
glNormal3f(get<0>(normals[3*i + 2]), get<1>(normals[3*i + 2]), get<2>(normals[3*i + 2]));
glVertex3f(get<0>(vertices[3*i + 2]), get<1>(vertices[3*i + 2]), get<2>(vertices[3*i + 2]));
}
glEnd();
glPopAttrib();
}