162 lines
No EOL
4.4 KiB
C++
162 lines
No EOL
4.4 KiB
C++
#include "Map.h"
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agl::Map::Map(char *file, std::vector<GLuint> texlist) {
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loadFromFile(file, texlist);
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}
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std::vector<std::string> agl::Map::explode(std::string str, std::string params) {
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std::vector<std::string> list;
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int currentOffset = 0;
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while(true) {
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int distFromStart = -1;
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for(int i = 0; i < params.length(); i++) {
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int pos = str.find(params[i], currentOffset);
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if((pos < distFromStart || distFromStart == -1) && pos != std::string::npos)
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distFromStart = pos;
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}
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if(distFromStart == -1) break;
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list.push_back(str.substr(currentOffset, distFromStart-currentOffset));
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currentOffset = distFromStart+1;
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}
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return list;
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}
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int agl::Map::loadFromFile(char *file, std::vector<GLuint> texlist) {
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FILE *fp;
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if((fp = fopen(file, "rb")) == NULL) return -1;
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texs = texlist;
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vertices.resize(texlist.size());
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normals.resize(texlist.size());
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textices.resize(texlist.size());
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char buffer[1024];
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while(fgets(buffer, 1024, fp) != NULL) {
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if(buffer[0] != '#') {
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auto parameters = explode(buffer, ",;");
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if(parameters.size() != 0) {
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if(parameters[0][0] == 'f') {
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glm::vec3 v[] = {
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glm::vec3(atof(parameters[2].c_str()),atof(parameters[3].c_str()),atof(parameters[4].c_str())),
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glm::vec3(atof(parameters[2].c_str()),atof(parameters[3].c_str()),atof(parameters[7].c_str())),
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glm::vec3(atof(parameters[5].c_str()),atof(parameters[6].c_str()),atof(parameters[7].c_str())),
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glm::vec3(atof(parameters[5].c_str()),atof(parameters[6].c_str()),atof(parameters[4].c_str()))
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};
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glm::vec2 t[] = {
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glm::vec2(0.0,0.0),
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glm::vec2(0.0,16.0),
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glm::vec2(16.0,16.0),
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glm::vec2(16.0,0.0)
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};
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glm::vec3 n = glm::normalize(-glm::cross(v[0]-v[1],v[2]-v[1]));
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int index = atoi(parameters[1].c_str());
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}
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/*for(int i = 0; i < 3; i++)
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vertices[index].push_back(v1[i]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(0.0);
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textices[index].push_back(0.0);
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vertices[index].push_back(v1[0]);
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vertices[index].push_back(v1[1]);
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vertices[index].push_back(v2[2]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(0.0);
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textices[index].push_back(1.0);
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for(int i = 0; i < 3; i++)
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vertices[index].push_back(v2[i]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(1.0);
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textices[index].push_back(1.0);
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for(int i = 0; i < 3; i++)
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vertices[index].push_back(v2[i]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(1.0);
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textices[index].push_back(1.0);
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vertices[index].push_back(v2[0]);
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vertices[index].push_back(v2[1]);
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vertices[index].push_back(v1[2]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(1.0);
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textices[index].push_back(0.0);
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for(int i = 0; i < 3; i++)
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vertices[index].push_back(v1[i]);
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for(int i = 0; i < 3; i++)
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normals[index].push_back(norm[i]);
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textices[index].push_back(0.0);
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textices[index].push_back(0.0);*/
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}
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}
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}
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/*GLuint vbuf, nbuf, tbuf;
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glGenBuffers(1, &vbuf);
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glBindBuffer(GL_ARRAY_BUFFER, vbuf);
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glBufferData(GL_ARRAY_BUFFER, (vertices[0].size())*sizeof(float), &vertices[0][0], GL_STATIC_DRAW);
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glGenBuffers(1, &nbuf);
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glBindBuffer(GL_ARRAY_BUFFER, nbuf);
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glBufferData(GL_ARRAY_BUFFER, (normals[0].size())*sizeof(float), &normals[0][0], GL_STATIC_DRAW);
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glGenBuffers(1, &tbuf);
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glBindBuffer(GL_ARRAY_BUFFER, tbuf);
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glBufferData(GL_ARRAY_BUFFER, (textices[0].size())*sizeof(float), &textices[0][0], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, vbuf);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, nbuf);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glEnableVertexAttribArray(2);
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glBindBuffer(GL_ARRAY_BUFFER, tbuf);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)0);
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glBindVertexArray(0);
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vaos.push_back(vao);*/
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fclose(fp);
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return 0;
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}
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void agl::Map::render() {
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/*printf("%i\n", vertices[0].size()/3);
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glBindVertexArray(vaos[0]);
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glDrawArrays(GL_TRIANGLES, 0, vertices[0].size()/3);
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glBindVertexArray(0);*/
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}
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agl::Map::~Map() {
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} |