Exemple #1
0
        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;
        }
Exemple #2
0
        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);
        }