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ObjMesh.h
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79 lines (64 loc) · 2.04 KB
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#pragma once
#include "TriangleMesh.h"
#include "AABB.h"
#include <vector>
#include <glm/glm.hpp>
#include <string>
#include <memory>
class ObjMesh : public TriangleMesh {
private:
bool drawAdj;
public:
static std::unique_ptr<ObjMesh> load(QOpenGLShaderProgram* prog, const char * fileName, bool center = false, bool genTangents = false);
static std::unique_ptr<ObjMesh> loadWithAdjacency(QOpenGLShaderProgram* prog, const char * fileName, bool center = false);
void render() override;
protected:
ObjMesh(QOpenGLShaderProgram* prog);
Aabb bbox;
// Helper classes used for loading
class GlMeshData {
public:
std::vector <GLfloat> points;
std::vector <GLfloat> normals;
std::vector <GLfloat> texCoords;
std::vector <GLuint> faces;
std::vector <GLfloat> tangents;
void clear() {
points.clear();
normals.clear();
texCoords.clear();
faces.clear();
tangents.clear();
}
void center(Aabb & bbox);
void convertFacesToAdjancencyFormat();
};
class ObjMeshData {
public:
class ObjVertex {
public:
int pIdx;
int nIdx;
int tcIdx;
ObjVertex() {
pIdx = -1;
nIdx = -1;
tcIdx = -1;
}
ObjVertex(std::string &vertString);
std::string str() {
return std::to_string(pIdx) + "/" + std::to_string(tcIdx) + "/" + std::to_string(nIdx);
}
};
std::vector <glm::vec3> points;
std::vector <glm::vec3> normals;
std::vector <glm::vec2> texCoords;
std::vector <ObjVertex> faces;
std::vector <glm::vec4> tangents;
ObjMeshData() { }
void generateNormalsIfNeeded();
void generateTangents();
void load( const char * fileName, Aabb & bbox );
void toGlMesh(GlMeshData & data);
};
};