3DFileViewer: Support textured models
Models that contain UV co-ordinates are now supported, and will display with a texture wrapped around it, provided a `bmp` with the same name as the object is in the same directory as the 3D Model.
This commit is contained in:
parent
3287709df9
commit
343e66b816
Notes:
sideshowbarker
2024-07-18 17:21:59 +09:00
Author: https://github.com/Quaker762 Commit: https://github.com/SerenityOS/serenity/commit/343e66b816b Pull-request: https://github.com/SerenityOS/serenity/pull/7024 Reviewed-by: https://github.com/alimpfard Reviewed-by: https://github.com/ccapitalK Reviewed-by: https://github.com/predmond Reviewed-by: https://github.com/sunverwerth
7 changed files with 13657 additions and 9899 deletions
BIN
Base/home/anon/Documents/3D Models/teapot.bmp
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Base/home/anon/Documents/3D Models/teapot.bmp
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@ -16,9 +16,18 @@ struct Vertex {
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GLfloat z;
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};
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struct TexCoord {
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GLfloat u;
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GLfloat v;
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};
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// A triangle defines a single "face" of a mesh
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struct Triangle {
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GLuint a;
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GLuint b;
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GLuint c;
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GLuint tex_coord_index0;
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GLuint tex_coord_index1;
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GLuint tex_coord_index2;
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};
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@ -22,8 +22,9 @@ const Color colors[] {
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Color::White
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};
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Mesh::Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles)
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Mesh::Mesh(Vector<Vertex> vertices, Vector<TexCoord> tex_coords, Vector<Triangle> triangles)
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: m_vertex_list(move(vertices))
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, m_tex_coords(move(tex_coords))
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, m_triangle_list(move(triangles))
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{
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}
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@ -74,18 +75,27 @@ void Mesh::draw()
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m_vertex_list.at(m_triangle_list[i].a).y,
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m_vertex_list.at(m_triangle_list[i].a).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u, 1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v);
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// Vertex 2
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].b).x,
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m_vertex_list.at(m_triangle_list[i].b).y,
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m_vertex_list.at(m_triangle_list[i].b).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u, 1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v);
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// Vertex 3
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].c).x,
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m_vertex_list.at(m_triangle_list[i].c).y,
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m_vertex_list.at(m_triangle_list[i].c).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u, 1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v);
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glEnd();
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}
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}
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@ -16,7 +16,7 @@ class Mesh : public RefCounted<Mesh> {
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public:
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Mesh() = delete;
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Mesh(Vector<Vertex> vertices, Vector<Triangle> triangles);
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Mesh(Vector<Vertex> vertices, Vector<TexCoord> tex_coords, Vector<Triangle> triangles);
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size_t vertex_count() const { return m_vertex_list.size(); }
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@ -24,7 +24,10 @@ public:
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void draw();
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bool is_textured() const { return m_tex_coords.size() > 0; }
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private:
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Vector<Vertex> m_vertex_list;
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Vector<TexCoord> m_tex_coords;
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Vector<Triangle> m_triangle_list;
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};
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@ -12,6 +12,7 @@
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RefPtr<Mesh> WavefrontOBJLoader::load(Core::File& file)
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{
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Vector<Vertex> vertices;
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Vector<TexCoord> tex_coords;
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Vector<Triangle> triangles;
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dbgln("Wavefront: Loading {}...", file.name());
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@ -20,8 +21,26 @@ RefPtr<Mesh> WavefrontOBJLoader::load(Core::File& file)
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for (auto line = file.line_begin(); !line.at_end(); ++line) {
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auto object_line = *line;
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// Ignore file comments
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if (object_line.starts_with("#"))
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continue;
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if (object_line.starts_with("vt")) {
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auto tex_coord_line = object_line.split_view(' ');
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if (tex_coord_line.size() != 3) {
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dbgln("Wavefront: Malformed TexCoord line. Aborting.");
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dbgln("{}", object_line);
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return nullptr;
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}
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tex_coords.append({ static_cast<GLfloat>(atof(String(tex_coord_line.at(1)).characters())),
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static_cast<GLfloat>(atof(String(tex_coord_line.at(2)).characters())) });
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continue;
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}
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// FIXME: Parse texture coordinates and vertex normals
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if (object_line.starts_with("vt") || object_line.starts_with("vn")) {
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if (object_line.starts_with("vn")) {
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continue;
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}
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@ -33,10 +52,9 @@ RefPtr<Mesh> WavefrontOBJLoader::load(Core::File& file)
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return nullptr;
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}
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vertices.append(
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{ static_cast<GLfloat>(atof(String(vertex_line.at(1)).characters())),
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static_cast<GLfloat>(atof(String(vertex_line.at(2)).characters())),
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static_cast<GLfloat>(atof(String(vertex_line.at(3)).characters())) });
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vertices.append({ static_cast<GLfloat>(atof(String(vertex_line.at(1)).characters())),
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static_cast<GLfloat>(atof(String(vertex_line.at(2)).characters())),
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static_cast<GLfloat>(atof(String(vertex_line.at(3)).characters())) });
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}
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// This line describes a face (a collection of 3 vertices, aka a triangle)
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else if (object_line.starts_with("f")) {
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@ -46,19 +64,30 @@ RefPtr<Mesh> WavefrontOBJLoader::load(Core::File& file)
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return nullptr;
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}
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GLuint vert_index[3];
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GLuint tex_coord_index[3];
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if (object_line.contains("/")) {
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for (int i = 1; i <= 3; ++i) {
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face_line.at(i) = face_line.at(i).split_view("/").at(0);
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vert_index[i - 1] = face_line.at(i).split_view("/").at(0).to_uint().value_or(1);
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tex_coord_index[i - 1] = face_line.at(i).split_view("/").at(1).to_uint().value_or(1);
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}
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} else {
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vert_index[0] = (face_line.at(1).to_uint().value_or(1));
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vert_index[1] = (face_line.at(2).to_uint().value_or(1));
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vert_index[2] = (face_line.at(3).to_uint().value_or(1));
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tex_coord_index[0] = 0;
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tex_coord_index[1] = 0;
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tex_coord_index[2] = 0;
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}
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// Create a new triangle
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triangles.append(
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{
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face_line.at(1).to_uint().value() - 1,
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face_line.at(2).to_uint().value() - 1,
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face_line.at(3).to_uint().value() - 1,
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});
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{ vert_index[0] - 1,
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vert_index[1] - 1,
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vert_index[2] - 1,
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tex_coord_index[0] - 1,
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tex_coord_index[1] - 1,
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tex_coord_index[2] - 1 });
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}
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}
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@ -68,5 +97,5 @@ RefPtr<Mesh> WavefrontOBJLoader::load(Core::File& file)
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}
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dbgln("Wavefront: Done.");
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return adopt_ref(*new Mesh(vertices, triangles));
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return adopt_ref(*new Mesh(vertices, tex_coords, triangles));
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}
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@ -137,8 +137,26 @@ bool GLContextWidget::load(const String& filename)
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return false;
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}
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// Determine whether or not a texture for this model resides within the same directory
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StringBuilder builder;
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builder.append(filename.split('.').at(0));
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builder.append(".bmp");
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// Attempt to open the texture file from disk
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auto texture_image = Gfx::Bitmap::load_from_file(builder.string_view());
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GLuint tex;
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glGenTextures(1, &tex);
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if (texture_image) {
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// Upload texture data to the GL
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_image->width(), texture_image->height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_image->scanline(0));
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} else {
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dbgln("3DFileViewer: Couldn't load texture for {}", filename);
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}
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m_mesh = new_mesh;
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dbgln("3DFileViewer: mesh has {} triangles.", m_mesh->triangle_count());
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return true;
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}
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