public ObjRenderer(ObjModel model, ShaderProgram shader, Texture texture) { this.model = model; this.shader = shader; this.texture = texture; transform = Matrix4.CreateTranslation(new Vector3(0, 0, -5)); fogColor = new Color32(0, 0, 0, 255); fogStart = 32.0f; fogDistance = 96.0f; }
public static ObjModel Parse(string path) { string objName = "unnamed"; List <Vector3> vertices = new List <Vector3>(); List <Vector2> uvs = new List <Vector2>(); List <Vector3> normals = new List <Vector3>(); // the faces are lists of triplets of position, normal, uvs List <List <(int pos, int normal, int uv)> > faces = new List <List <(int pos, int normal, int uv)> >(); // split the obj file into separate lines, since every line is a separate piece of data string[] lines = File.ReadAllLines(path); int numLines = lines.Length; for (int i = 0; i < numLines; i++) { var line = lines[i]; // split each line into space-separated tokens string[] tokens = line.Split(' '); // the first token defines what the data is supposed to read switch (tokens[0]) { case "o": if (tokens.Length != 2) { Console.WriteLine($"Unexpected number of tokens on line {i}"); } // TODO: do something with like. separate objects objName = tokens[1]; break; // position case "v": if (tokens.Length != 4) { Console.WriteLine($"Unexpected number of tokens on line {i}"); } // read out the x y z positions from the tokens float vx, vy, vz; if ( float.TryParse(tokens[1], out vx) && float.TryParse(tokens[2], out vy) && float.TryParse(tokens[3], out vz) ) { vertices.Add(new Vector3(vx, vy, vz)); } else { Console.WriteLine($"Failed to parse vertex: {line}"); } break; // uv case "vt": if (tokens.Length != 3) { Console.WriteLine($"Unexpected number of tokens on line {i}"); } float vtx, vty; if ( float.TryParse(tokens[1], out vtx) && float.TryParse(tokens[2], out vty) ) { uvs.Add(new Vector2(vtx, 1.0f - vty)); } else { Console.WriteLine($"Failed to parse uv: {line}"); } break; // normal case "vn": if (tokens.Length != 4) { Console.WriteLine($"Unexpected number of tokens on line {i}"); } float vnx, vny, vnz; if ( float.TryParse(tokens[1], out vnx) && float.TryParse(tokens[2], out vny) && float.TryParse(tokens[3], out vnz) ) { normals.Add(new Vector3(vnx, vny, vnz)); } else { Console.WriteLine($"Failed to parse normal: {line}"); } break; // face case "f": if (tokens.Length < 4) { Console.WriteLine($"Unexpected number of tokens on line {i}"); } List <(int, int, int)> faceVerts = new List <(int, int, int)>(); for (int j = 1; j < tokens.Length; j++) { // our tokens now look like "5/63/2", so split on the slashes. (it could also be just "5" or "5/63") var vert = tokens[j].Split('/'); bool failed = false; int vertVert; int vertUV = -1; int vertNormal = -1; // this ugly tree is a) checking *if* it contains normals and uvs, and b) making sure the format is correct if (int.TryParse(vert[0], out vertVert)) { if (vert.Length > 1) { if (int.TryParse(vert[1], out vertUV)) { if (vert.Length > 2) { if (int.TryParse(vert[2], out vertNormal)) { } else { failed = true; } } } else { failed = true; } } } else { failed = true; } // do the error checking now if (failed) { Console.WriteLine($"Failed to parse : {tokens[j]}"); break; } // indices are 1-indexed in obj format, so we subtract one. // oops, just noticed i'm not actually handling the case for when it only provides position, or just position and uv etc faceVerts.Add(((vertVert - 1), (vertNormal - 1), (vertUV - 1))); } // add our new list of vertex/normal/uv to the list faces.Add(faceVerts); break; // i don't use any of these tokens, but they are expected to come up case "mtllib": case "usemtl": case "s": case "g": case "#": case "l": case "": case " ": // expected nothing break; // if any *other* tokens show up, something is wrong! default: // unexpected Console.WriteLine($"Unexpected token in obj parse. File: {path} Line: {i} Token: {tokens[0]}"); break; } } // ObjVertex is just a container for all three of Position, Normal and UV List <ObjVertex> objVertices = new List <ObjVertex>(); // this is our output list of triangle indices List <uint> indices = new List <uint>(); foreach (var f in faces) { // this is where i only look for the first 3 verts in a face, since i only care about triangles // i make sure to triangulate my models before exporting. for (int i = 0; i < 3; i++) { bool found = false; uint index = 0; Vector3 position = vertices[f[i].pos]; Vector3 normal = normals[f[i].normal]; Vector2 uv = uvs[f[i].uv]; // create a new ObjVertex from each face, by looking up the indices ObjVertex objVertex = new ObjVertex() { position = position, normal = normal, uv = uv }; // take a look to see if this one already exists // this is optional! you could just not care about duplicated as long as your meshes aren't super huge for (int o = 0; o < objVertices.Count; o++) { if (objVertices[o].Equals(objVertex)) { index = (uint)o; found = true; break; } } // if its unique (or you skip the previous step), store the new ObjVertex if (!found) { index = (uint)objVertices.Count; objVertices.Add(objVertex); } // add it's index to the new list of triangle indices indices.Add(index); } } // now just replace the lists with the ObjVertices list vertices.Clear(); uvs.Clear(); normals.Clear(); for (int i = 0; i < objVertices.Count; i++) { vertices.Add(objVertices[i].position); uvs.Add(objVertices[i].uv); normals.Add(objVertices[i].normal); } // convert to VBOs for opengl to play with var output = new ObjModel() { vertices = new VBO <Vector3>(vertices.ToArray()), triangles = new VBO <uint>(indices.ToArray(), BufferTarget.ElementArrayBuffer), normals = new VBO <Vector3>(normals.ToArray()), uvs = new VBO <Vector2>(uvs.ToArray()), name = objName }; output.hash = output.GetHashCode(); return(output); }