Здесь я зочу добавить золоченые принты на пачке. Для этого понадобится по ходу изменять (подправлять) размеры и позиции проекций.
Новый root01.txt будет такой:
<texture_as="tx0" src="marlboro03small.png" ckey="#00ff00"/>
<mt_type="phong" uTex0_use="tx0" />
<vs="box_tank" whl="53,83,21" ext=1 sectR=1 />
<a="front v,back v" xywh="2,1,323,495"/>
<a="right all" xywh="327,1,128,495"/>
<a="left all" xywh="457,1,128,495"/>
<a="top" xywh="588,1,323,133"/>
<a="bottom" xywh="587,136,324,134"/>
//golden prints
<vs="box" whl="55.1,85.1,23.1" />
<texture_as="whitenoise" src="/dt/common/img/whitenoise/wn64_blur3.bmp"/>
<texture_as="gold" src="/dt/common/img/materials/gold02roman.bmp" />
<mt_type="mirror" uAlphaBlending uTex1mask_use="tx0" uTex1alphaChannelN=1 uTex0_use="whitenoise" uTex0translateChannelN=0 uTex3_use="gold" />
//side golden prints
<a="right" xywh="342,12,101,10" whl="x,1.8,18.1" pxyz="x,39.8,-0.3" /> //Please do not litter
<a="right" xywh="339,144,105,89" whl="x,15.35,18.9" pxyz="x,10.3,-0.12" /> //For special offers...
<a="left" xywh="475,15,95,48" whl="x,8.4,17" pxyz="x,36, 0.3" /> //Underage sale...
//front prints
<group>
//bottom golden print "20 class a..."
<a="front" xywh="20,498,289,13" whl="47.5,2,x" pxyz="1,-36,x" />
//blazon/emblem
<mt_type="mirror" uAlphaBlending uTex1mask_use="tx0" uTex0_use="whitenoise" uTex0translateChannelN=0 uTex3_use="gold" />
<a="front" xywh="589,415,128,94" whl="20.7,16,x" pxyz="0.3,6.1,x" /> //emblem
</group>
<clone ay=180 />
1. Скопируем этот код в Текстовый редактор и сохраним его (overwrite) to/as
C:\CPP\a997modeler\dt\models\misc\marlboro01\root01.txt
Обратите внимание:
- В тагах “a” теперь есть новые параметры/properties: whl (измененный размер) и pxyz (позиция прекции).
- “x” в размерах/координатах означает использовать значение по умолчанию (из виртуальной формы).
- Еще появился новый таг “clone” (последняя строка), который копирует/дублирует последнюю закрытую группу (в этом примере – золоченые принты на лицевой стороне) и размещает ее (копию) на обратной стороне.
В предыдущих примерах мы использовали текстуру gold01.bmp. Но для нашей пачки она слишком желтая. Я добавил еще одну, “римское золото”:
Менее желтую и по-зеленоватее.
2. Сгрузим BMP файл тути сохраним его to/as:
C:\CPP\engine\dt\common\img\materials\gold02roman.bmp
Теперь – программная сторона.
Windows
3. Запускаем VS, открываем C:\CPP\a997modeler\p_windows\p_windows.sln.
4. Под modeler добавим новый header file GroupTransform.h
Location: C:\CPP\engine\modeler
Код:
#pragma once
#include "ModelBuilder.h"
class GroupTransform
{
public:
float shift[4] = { 0,0,0,0 };
float spin[3] = { 0,0,0 }; //in degrees
public:
int executeGroupTransform(ModelBuilder* pMB) { return executeGroupTransform(pMB, this); };
static int executeGroupTransform(ModelBuilder* pMB, GroupTransform* pGT);
};
5. Под modeler добавим новый C++ file GroupTransform.cpp
Location: C:\CPP\engine\modeler
Код:
#include "GroupTransform.h"
int GroupTransform::executeGroupTransform(ModelBuilder* pMB, GroupTransform* pGT) {
pMB->moveGroupDg(pMB, pGT->spin[0], pGT->spin[1], pGT->spin[2], pGT->shift[0], pGT->shift[1], pGT->shift[2]);
return 1;
}
В ModelLoader-е – новый функционал:
- fillProps_gt(..) – чтение/заполнение GroupTrandform info.
- processTag_a(..) подправлен для приема под-настроек VirtualShape и обработки GroupTrandform инструкций (которые относятся к исполняемой группе “a”).
- добавлена обработка тага “clone” – processTag_clone(..)
6. Заменим ModelLoader.h код на:
#pragma once
#include "XMLparser.h"
#include "ModelBuilder.h"
#include "GroupTransform.h"
class ModelLoader : public XMLparser
{
public:
ModelBuilder* pModelBuilder = NULL;
bool ownModelBuilder = false;
std::vector<GameSubj*>* pSubjsVector = NULL;
public:
ModelLoader(std::vector<GameSubj*>* pSubjsVector0, int subjN, ModelBuilder* pMB, std::string filePath) : XMLparser(filePath) {
pSubjsVector = pSubjsVector0;
if (pMB != NULL) {
ownModelBuilder = false;
pModelBuilder = pMB;
}
else {
ownModelBuilder = true;
pModelBuilder = new ModelBuilder();
}
pModelBuilder->useSubjN(subjN);
};
virtual ~ModelLoader() {
if (!ownModelBuilder)
return;
pModelBuilder->buildDrawJobs(*pSubjsVector);
delete pModelBuilder;
};
static int processTag_a(ModelLoader* pML); //apply
static int setValueFromIntHashMap(int* pInt, std::map<std::string, int> intHashMap, std::string varName, std::string tagStr);
static int setTexture(ModelLoader* pML, int* pInt, std::string txName);
static int setMaterialTextures(ModelLoader* pML, Material* pMT);
static int fillProps_vs(VirtualShape* pVS, std::string tagStr); //virtual shape
static int fillProps_mt(Material* pMT, std::string tagStr, ModelLoader* pML); //Material
static int fillProps_gt(GroupTransform* pGS, std::string tagStr);
int processTag() { return processTag(this); };
static int processTag(ModelLoader* pML);
static int loadModel(std::vector<GameSubj*>* pSubjsVector0, std::string sourceFile, std::string subjClass);
static int processTag_clone(ModelLoader* pML);
};
7. Заменим ModelLoader.cpp код на:
#include "ModelLoader.h"
#include "platform.h"
#include "TheGame.h"
#include "DrawJob.h"
#include "Texture.h"
#include "utils.h"
extern TheGame theGame;
int ModelLoader::loadModel(std::vector<GameSubj*>* pSubjsVector0, std::string sourceFile, std::string subjClass) {
//returns element's (Subj) number or -1
int subjN = pSubjsVector0->size();
GameSubj* pGS = theGame.newGameSubj(subjClass);
pSubjsVector0->push_back(pGS);
//pGS->djStartN = DrawJob::drawJobs.size();
ModelLoader* pML = new ModelLoader(pSubjsVector0, subjN, NULL, sourceFile);
processSource(pML);
delete pML;
//pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
return subjN;
}
int ModelLoader::setValueFromIntHashMap(int* pInt, std::map<std::string, int> intHashMap, std::string varName, std::string tagStr) {
if (!varExists(varName, tagStr))
return 0;
std::string str0 = getStringValue(varName, tagStr);
if (intHashMap.find(str0) == intHashMap.end()) {
mylog("ERROR in ModelLoader::setValueFromIntMap, %s not found, %s\n", varName.c_str(), tagStr.c_str());
return -1;
}
*pInt = intHashMap[getStringValue(varName, tagStr)];
return 1;
}
int ModelLoader::setTexture(ModelLoader* pML, int* pInt, std::string txName) {
ModelBuilder* pMB = pML->pModelBuilder;
std::string varName = txName + "_use";
if (setValueFromIntHashMap(pInt, pMB->texturesHashMap, varName, pML->currentTag) == 0) {
//the texture is not in hash table
varName = txName + "_src";
if (varExists(varName, pML->currentTag)) {
std::string txFile = getStringValue(varName, pML->currentTag);
varName = txName + "_ckey";
unsigned int intCkey = 0;
setUintColorValue(&intCkey, varName, pML->currentTag);
*pInt = Texture::loadTexture(buildFullPath(pML, txFile), intCkey);
}
}
return 1;
}
int ModelLoader::setMaterialTextures(ModelLoader* pML, Material* pMT) {
setTexture(pML, &pMT->uTex0, "uTex0");
setTexture(pML, &pMT->uTex1mask, "uTex1mask");
setTexture(pML, &pMT->uTex2nm, "uTex2nm");
setTexture(pML, &pMT->uTex3, "uTex3");
return 1;
}
int ModelLoader::fillProps_mt(Material* pMT, std::string tagStr, ModelLoader* pML) {
setCharsValue(pMT->shaderType, 20, "mt_type", tagStr);
setMaterialTextures(pML, pMT);
//color
if (varExists("uColor", tagStr)) {
unsigned int uintColor = 0;
setUintColorValue(&uintColor, "uColor", tagStr);
pMT->uColor.setUint32(uintColor);
}
//mylog("mt.uTex0=%d, mt.uTex1mask=%d\n", mt.uTex0, mt.uTex1mask);
if (varExists("primitiveType", tagStr)) {
std::string str0 = getStringValue("primitiveType", tagStr);
if (str0.compare("GL_POINTS") == 0) pMT->primitiveType = GL_POINTS;
else if (str0.compare("GL_LINES") == 0) pMT->primitiveType = GL_LINES;
else if (str0.compare("GL_LINE_STRIP") == 0) pMT->primitiveType = GL_LINE_STRIP;
else if (str0.compare("GL_LINE_LOOP") == 0) pMT->primitiveType = GL_LINE_LOOP;
else if (str0.compare("GL_TRIANGLE_STRIP") == 0) pMT->primitiveType = GL_TRIANGLE_STRIP;
else if (str0.compare("GL_TRIANGLE_FAN") == 0) pMT->primitiveType = GL_TRIANGLE_FAN;
else pMT->primitiveType = GL_TRIANGLES;
}
setIntValue(&pMT->uTex1alphaChannelN, "uTex1alphaChannelN", tagStr);
setIntValue(&pMT->uTex0translateChannelN, "uTex0translateChannelN", tagStr);
setIntBoolValue(&pMT->uAlphaBlending, "uAlphaBlending", tagStr);
setFloatValue(&pMT->uAlphaFactor, "uAlphaFactor", tagStr);
setFloatValue(&pMT->uAmbient, "uAmbient", tagStr);
setFloatValue(&pMT->uSpecularIntencity, "uSpecularIntencity", tagStr);
setFloatValue(&pMT->uSpecularMinDot, "uSpecularMinDot", tagStr);
setFloatValue(&pMT->uSpecularPowerOf, "uSpecularPowerOf", tagStr);
pML->pModelBuilder->useMaterial(pMT);
return 1;
}
int ModelLoader::processTag(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->tagName.compare("texture_as") == 0) {
//saves texture N in texturesMap under given name
std::string keyName = getStringValue("texture_as", pML->currentTag);
if (pMB->texturesHashMap.find(keyName) != pMB->texturesHashMap.end())
return pMB->texturesHashMap[keyName];
else { //add new
std::string txFile = getStringValue("src", pML->currentTag);
unsigned int intCkey = 0;
setUintColorValue(&intCkey, "ckey", pML->currentTag);
int txN = Texture::loadTexture(buildFullPath(pML, txFile), intCkey);
pMB->texturesHashMap[keyName] = txN;
//mylog("%s=%d\n", keyName.c_str(), pMB->texturesMap[keyName]);
return txN;
}
}
if (pML->tagName.find("mt_") == 0) {
//sets current material
ModelBuilder* pMB = pML->pModelBuilder;
if (!pML->closedTag) {
//save previous material in stack
if (pMB->usingMaterialN >= 0)
pMB->materialsStack.push_back(pMB->usingMaterialN);
}
Material mt;
return fillProps_mt(&mt, pML->currentTag, pML);
}
if (pML->tagName.find("/mt_") == 0) {
//restore previous material
if (pMB->materialsStack.size() > 0) {
pMB->usingMaterialN = pMB->materialsStack.back();
pMB->materialsStack.pop_back();
}
return 1;
}
if (pML->tagName.compare("vs") == 0) {
//sets virtual shape
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->closedTag) {
if (pMB->pCurrentVShape != NULL)
delete pMB->pCurrentVShape;
}
else { //open tag
//save previous vshape in stack
if (pMB->pCurrentVShape != NULL)
pMB->vShapesStack.push_back(pMB->pCurrentVShape);
}
pMB->pCurrentVShape = new VirtualShape();
fillProps_vs(pMB->pCurrentVShape, pML->currentTag);
return 1;
}
if (pML->tagName.compare("/vs") == 0) {
//restore previous virtual shape
if (pMB->vShapesStack.size() > 0) {
if (pMB->pCurrentVShape != NULL)
delete(pMB->pCurrentVShape);
pMB->pCurrentVShape = pMB->vShapesStack.back();
pMB->vShapesStack.pop_back();
}
return 1;
}
if (pML->tagName.compare("group") == 0) {
std::string notAllowed[] = { "pxyz","axyz","align","headTo" };
int notAllowedLn = sizeof(notAllowed) / sizeof(notAllowed[0]);
for (int i = 0; i < notAllowedLn; i++)
if (varExists(notAllowed[i], pML->currentTag)) {
mylog("ERROR in ModelLoader::processTag: use %s in </group>: %s\n", notAllowed[i].c_str(), pML->currentTag.c_str());
return -1;
}
pMB->lockGroup(pMB);
return 1;
}
if (pML->tagName.compare("/group") == 0) {
GroupTransform groupTransform;
fillProps_gt(&groupTransform, pML->currentTag);
groupTransform.executeGroupTransform(pMB);
pMB->releaseGroup(pMB);
return 1;
}
if (pML->tagName.compare("a") == 0)
return processTag_a(pML); //apply
if (pML->tagName.compare("clone") == 0)
return processTag_clone(pML);
if (pML->tagName.compare("/clone") == 0)
return processTag_clone(pML);
//mylog("%s, %s /group?=%d\n",pML->currentTag.c_str(), pML->tagName.c_str(), (pML->tagName.compare("/group") == 0));
mylog("ERROR in ModelLoader::processTag, unhandled tag %s, file %s\n", pML->currentTag.c_str(), pML->fullPath.c_str());
return -1;
}
int ModelLoader::fillProps_vs(VirtualShape* pVS, std::string tagStr) {
//sets virtual shape
setCharsValue(pVS->shapeType, 20, "vs", tagStr);
setFloatArray(pVS->whl, 3, "whl", tagStr);
//extensions
float ext;
if (varExists("ext", tagStr)) {
setFloatValue(&ext, "ext", tagStr);
pVS->setExt(ext);
}
if (varExists("extX", tagStr)) {
setFloatValue(&ext, "extX", tagStr);
pVS->setExtX(ext);
}
if (varExists("extY", tagStr)) {
setFloatValue(&ext, "extY", tagStr);
pVS->setExtY(ext);
}
if (varExists("extZ", tagStr)) {
setFloatValue(&ext, "extZ", tagStr);
pVS->setExtZ(ext);
}
setFloatValue(&pVS->extU, "extU", tagStr);
setFloatValue(&pVS->extD, "extD", tagStr);
setFloatValue(&pVS->extL, "extL", tagStr);
setFloatValue(&pVS->extR, "extR", tagStr);
setFloatValue(&pVS->extF, "extF", tagStr);
setFloatValue(&pVS->extB, "extB", tagStr);
//sections
setIntValue(&pVS->sectionsR, "sectR", tagStr);
setIntValue(&pVS->sections[0], "sectX", tagStr);
setIntValue(&pVS->sections[1], "sectY", tagStr);
setIntValue(&pVS->sections[2], "sectZ", tagStr);
//mylog("pVS->shapeType=%s whl=%fx%fx%f\n", pVS->shapeType, pVS->whl[0], pVS->whl[1], pVS->whl[2]);
return 1;
}
int ModelLoader::fillProps_gt(GroupTransform* pGS, std::string tagStr) {
//position
setFloatArray(pGS->shift, 3, "pxyz", tagStr);
setFloatValue(&pGS->shift[0], "px", tagStr);
setFloatValue(&pGS->shift[1], "py", tagStr);
setFloatValue(&pGS->shift[2], "pz", tagStr);
//angles
setFloatArray(pGS->spin, 3, "axyz", tagStr);
setFloatValue(&pGS->spin[0], "ax", tagStr);
setFloatValue(&pGS->spin[1], "ay", tagStr);
setFloatValue(&pGS->spin[2], "az", tagStr);
return 1;
}
int ModelLoader::processTag_a(ModelLoader* pML) {
//apply
ModelBuilder* pMB = pML->pModelBuilder;
std::string tagStr = pML->currentTag;
pMB->lockGroup(pMB);
std::vector<std::string> applyTosVector = splitString(pML->getStringValue("a", tagStr), ",");
Material* pMT = pMB->materialsList.at(pMB->usingMaterialN);
int texN = pMT->uTex1mask;
if (texN < 0)
texN = pMT->uTex0;
float xywh[4] = { 0,0,1,1 };
setFloatArray(xywh, 4, "xywh", tagStr);
std::string flipStr = getStringValue("flip", tagStr);
TexCoords tc;
tc.set(texN, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
setFloatArray(xywh, 4, "xywh2nm", tagStr);
flipStr = getStringValue("flip2nm", tagStr);
TexCoords tc2nm;
tc2nm.set(pMT->uTex2nm, xywh[0], xywh[1], xywh[2], xywh[3], flipStr);
//adjusted VirtualShape
VirtualShape* pVS_a = new VirtualShape(*pMB->pCurrentVShape);
fillProps_vs(pVS_a, tagStr);
for (int aN = 0; aN < (int)applyTosVector.size(); aN++) {
//pMB->buildFace(pMB, applyTosVector.at(aN), pMB->pCurrentVShape, &tc, &tc2nm);
pMB->buildFace(pMB, applyTosVector.at(aN), pVS_a, &tc, &tc2nm);
}
delete pVS_a;
//mylog("vertsN=%d\n",pMB->vertices.size());
GroupTransform GT_a;
fillProps_gt(>_a, tagStr);
GT_a.executeGroupTransform(pMB);
pMB->releaseGroup(pMB);
return 1;
}
int ModelLoader::processTag_clone(ModelLoader* pML) {
ModelBuilder* pMB = pML->pModelBuilder;
if (pML->tagName.compare("clone") == 0) {
//cloning
int vertsN = pMB->vertices.size() - pMB->pLastClosedGroup->fromVertexN;
int trianglesN = pMB->triangles.size() - pMB->pLastClosedGroup->fromTriangleN;
pMB->lockGroup(pMB);
for (int i = 0; i < vertsN; i++) {
int vN = pMB->pLastClosedGroup->fromVertexN + i;
Vertex01* pV = new Vertex01(*pMB->vertices.at(vN));
pMB->vertices.push_back(pV);
}
for (int i = 0; i < trianglesN; i++) {
int tN = pMB->pLastClosedGroup->fromTriangleN + i;
Triangle01* pT = new Triangle01(*pMB->triangles.at(tN));
for (int n = 0; n < 3; n++)
pT->idx[n] += vertsN;
pMB->triangles.push_back(pT);
}
}
GroupTransform groupTransform;
fillProps_gt(&groupTransform, pML->currentTag);
groupTransform.executeGroupTransform(pMB);
if (pML->tagName.compare("/clone") == 0 || pML->closedTag) {
pMB->releaseGroup(pMB);
}
return 1;
}
Таг “clone” в ModelLoader-е полагается на новую переменную pLastClosedGroup в ModelBuilder1base.
8. Заменим ModelBuilder1base.h код на:
#pragma once
#include <string>
#include <vector>
#include "Vertex01.h"
#include "Triangle01.h"
#include "VirtualShape.h"
#include "Group01.h"
#include "Material.h"
#include "GameSubj.h"
#include <map>
class ModelBuilder1base
{
public:
std::vector<Vertex01*> vertices;
std::vector<Triangle01*> triangles;
std::vector<int> subjNumbersList;
int usingSubjN = -1;
std::vector<Group01*> groupsStack;
Group01* pCurrentGroup = NULL;
Group01* pLastClosedGroup = NULL;
std::vector<VirtualShape*> vShapesStack;
VirtualShape* pCurrentVShape = NULL;
std::vector<Material*> materialsList;
int usingMaterialN = -1;
std::vector<int> materialsStack;
std::map<std::string, int> texturesHashMap;
public:
virtual ~ModelBuilder1base();
int useSubjN(int subjN) { return useSubjN(this, subjN); };
static int useSubjN(ModelBuilder1base* pMB, int subjN);
int useMaterial(Material* pMT) { return useMaterial(this, pMT); };
static int useMaterial(ModelBuilder1base* pMB, Material* pMT);
static void lockGroup(ModelBuilder1base* pMB);
static void releaseGroup(ModelBuilder1base* pMB);
static int addVertex(ModelBuilder1base* pMB, float kx, float ky, float kz, float nx, float ny, float nz);
static int add2triangles(ModelBuilder1base* pMB, int nNW, int nNE, int nSW, int nSE, int n);
static int addTriangle(ModelBuilder1base* pMB, int n0, int n1, int n2);
int buildDrawJobs(std::vector<GameSubj*> gameSubjs) { return buildDrawJobs(this, gameSubjs); };
static int buildDrawJobs(ModelBuilder1base* pMB, std::vector<GameSubj*> gameSubjs);
static int rearrangeArraysForDrawJob(ModelBuilder1base* pMB, std::vector<Vertex01*> allVertices, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles);
static int buildSingleDrawJob(Material* pMT, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles);
static int moveGroupDg(ModelBuilder1base* pMB, float aX, float aY, float aZ, float kX, float kY, float kZ);
};
Эта новая переменная pLastClosedGroup отслеживается в ModelBuilder1base::releaseGroup()
9. Заменим ModelBuilder1base.cpp код на:
#include "ModelBuilder1base.h"
#include "platform.h"
#include "utils.h"
#include "DrawJob.h"
#include "Shader.h"
extern float degrees2radians;
ModelBuilder1base::~ModelBuilder1base() {
//clear all vectors
int itemsN = vertices.size();
for (int i = 0; i < itemsN; i++)
delete vertices.at(i);
vertices.clear();
itemsN = triangles.size();
for (int i = 0; i < itemsN; i++)
delete triangles.at(i);
triangles.clear();
itemsN = vShapesStack.size();
for (int i = 0; i < itemsN; i++)
delete vShapesStack.at(i);
vShapesStack.clear();
itemsN = groupsStack.size();
for (int i = 0; i < itemsN; i++)
delete groupsStack.at(i);
groupsStack.clear();
itemsN = materialsList.size();
for (int i = 0; i < itemsN; i++)
delete materialsList.at(i);
materialsList.clear();
subjNumbersList.clear();
}
int ModelBuilder1base::useSubjN(ModelBuilder1base* pMB, int subjN) {
pMB->usingSubjN = subjN;
int itemsN = pMB->subjNumbersList.size();
bool newN = true;
if (itemsN > 0)
for (int i = 0; i < itemsN; i++)
if (pMB->subjNumbersList.at(i) == subjN) {
newN = false;
break;
}
if (newN)
pMB->subjNumbersList.push_back(subjN);
return subjN;
}
int ModelBuilder1base::useMaterial(ModelBuilder1base* pMB, Material* pMT) {
int itemsN = pMB->materialsList.size();
if (itemsN > 0)
for (int i = 0; i < itemsN; i++)
if (memcmp(pMB->materialsList.at(i), pMT, sizeof(Material)) == 0) {
pMB->usingMaterialN = i;
return i;
}
//if here - add new material to the list
pMB->usingMaterialN = itemsN;
//create a copy of new Material and add to the list
Material* pMTnew = new Material(*pMT);
pMB->materialsList.push_back(pMTnew);
return itemsN;
}
int ModelBuilder1base::add2triangles(ModelBuilder1base* pMB, int nNW, int nNE, int nSW, int nSE, int n) {
//indexes: NorthWest, NorthEast, SouthWest,SouthEast
if (n % 2 == 0) { //even number
addTriangle(pMB, nNW, nSW, nNE);
addTriangle(pMB, nNE, nSW, nSE);
}
else { //odd number
addTriangle(pMB, nNW, nSE, nNE);
addTriangle(pMB, nNW, nSW, nSE);
}
return pMB->triangles.size() - 1;
}
int ModelBuilder1base::addTriangle(ModelBuilder1base* pMB, int i0, int i1, int i2) {
Triangle01* pTR = new Triangle01();
pMB->triangles.push_back(pTR);
pTR->idx[0] = i0;
pTR->idx[1] = i1;
pTR->idx[2] = i2;
pTR->subjN = pMB->usingSubjN;
pTR->materialN = pMB->usingMaterialN;
return pMB->triangles.size() - 1;
}
int ModelBuilder1base::addVertex(ModelBuilder1base* pMB, float kx, float ky, float kz, float nx, float ny, float nz) {
Vertex01* pVX = new Vertex01();
pMB->vertices.push_back(pVX);
pVX->aPos[0] = kx;
pVX->aPos[1] = ky;
pVX->aPos[2] = kz;
//normal
pVX->aNormal[0] = nx;
pVX->aNormal[1] = ny;
pVX->aNormal[2] = nz;
pVX->subjN = pMB->usingSubjN;
pVX->materialN = pMB->usingMaterialN;
return pMB->vertices.size() - 1;
}
int ModelBuilder1base::buildDrawJobs(ModelBuilder1base* pMB, std::vector<GameSubj*> gameSubjs) {
int totalSubjsN = pMB->subjNumbersList.size();
if (totalSubjsN < 1) {
pMB->subjNumbersList.push_back(-1);
totalSubjsN = 1;
}
int totalMaterialsN = pMB->materialsList.size();
if (totalSubjsN < 2 && totalMaterialsN < 2) {
//simple single DrawJob
Material* pMT = pMB->materialsList.at(0);
GameSubj* pGS = NULL;
int gsN = pMB->subjNumbersList.at(0);
if (gsN >= 0)
pGS = gameSubjs.at(gsN);
if (pGS != NULL)
pGS->djStartN = DrawJob::drawJobs.size();
buildSingleDrawJob(pMT, pMB->vertices, pMB->triangles);
if (pGS != NULL)
pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
return 1;
}
int totalVertsN = pMB->vertices.size();
int totalTrianglesN = pMB->triangles.size();
//clear flags
for (int vN = 0; vN < totalVertsN; vN++) {
Vertex01* pVX = pMB->vertices.at(vN);
pVX->flag = 0;
}
for (int tN = 0; tN < totalTrianglesN; tN++) {
Triangle01* pTR = pMB->triangles.at(tN);
pTR->flag = 0;
}
int addedDJs = 0;
for (int sN = 0; sN < totalSubjsN; sN++) {
GameSubj* pGS = NULL;
int gsN = pMB->subjNumbersList.at(sN);
if (gsN >= 0)
pGS = gameSubjs.at(gsN);
if (pGS != NULL)
pGS->djStartN = DrawJob::drawJobs.size();
for (int mtN = 0; mtN < totalMaterialsN; mtN++) {
Material* pMT = pMB->materialsList.at(mtN);
std::vector<Vertex01*> useVertices;
std::vector<Triangle01*> useTriangles;
for (int vN = 0; vN < totalVertsN; vN++) {
Vertex01* pVX = pMB->vertices.at(vN);
if (pVX->flag != 0)
continue;
if (pVX->subjN != gsN)
continue;
if (pVX->materialN != mtN)
continue;
//if here - make a copy
Vertex01* pVX2 = new Vertex01(*pVX);
useVertices.push_back(pVX2);
pVX2->altN = vN;
pVX->flag = 1;
if (pVX->endOfSequence > 0) {
rearrangeArraysForDrawJob(pMB, pMB->vertices, useVertices, useTriangles);
buildSingleDrawJob(pMT, useVertices, useTriangles);
addedDJs++;
//clear and proceed to next sequence
int useVerticesN = useVertices.size();
for (int i = 0; i < useVerticesN; i++)
delete useVertices.at(i);
useVertices.clear();
}
}
int useVerticesN = useVertices.size();
if (useVerticesN < 1)
continue; //to next material
//pick triangles
for (int tN = 0; tN < totalTrianglesN; tN++) {
Triangle01* pTR = pMB->triangles.at(tN);
if (pTR->flag != 0)
continue;
if (pTR->subjN != gsN)
continue;
if (pTR->materialN != mtN)
continue;
//if here - make a copy
Triangle01* pTR2 = new Triangle01(*pTR);
useTriangles.push_back(pTR2);
pTR->flag = 1;
}
rearrangeArraysForDrawJob(pMB, pMB->vertices, useVertices, useTriangles);
buildSingleDrawJob(pMT, useVertices, useTriangles);
addedDJs++;
//clear all for next material
for (int i = 0; i < useVerticesN; i++)
delete useVertices.at(i);
useVertices.clear();
int useTrianglesN = useTriangles.size();
for (int i = 0; i < useTrianglesN; i++)
delete useTriangles.at(i);
useTriangles.clear();
}
if (pGS != NULL)
pGS->djTotalN = DrawJob::drawJobs.size() - pGS->djStartN;
}
return addedDJs;
}
int ModelBuilder1base::buildSingleDrawJob(Material* pMT, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles) {
int totalVertsN = useVertices.size();
if (totalVertsN < 1)
return 0;
//if (pMT->uTex2nm >= 0)
// calculateTangentSpace(useVertices, useTriangles);
pMT->pickShaderNumber();
DrawJob* pDJ = new DrawJob();
//copy material to DJ
memcpy(&pDJ->mt, pMT, sizeof(Material));
//calculate VBO element size (stride) and variables offsets in VBO
int VBOid = DrawJob::newBufferId();
int stride = 0;
pDJ->setDesirableOffsets(&stride, pDJ->mt.shaderN, VBOid);
//create an array for VBO
int bufferSize = totalVertsN * stride;
float* vertsBuffer = new float[bufferSize];
//fill vertsBuffer
Shader* pSh = Shader::shaders.at(pDJ->mt.shaderN);
int floatSize = sizeof(float);
for (int vN = 0; vN < totalVertsN; vN++) {
Vertex01* pVX = useVertices.at(vN);
int idx = vN * stride / floatSize;
//pick data from vertex and move to the buffer
memcpy(&vertsBuffer[idx + pDJ->aPos.offset / floatSize], pVX->aPos, 3 * floatSize);
if (pSh->l_aNormal >= 0) //normal
memcpy(&vertsBuffer[idx + pDJ->aNormal.offset / floatSize], pVX->aNormal, 3 * floatSize);
if (pSh->l_aTuv >= 0) //attribute TUV (texture coordinates)
memcpy(&vertsBuffer[idx + pDJ->aTuv.offset / floatSize], pVX->aTuv, 2 * floatSize);
if (pSh->l_aTuv2 >= 0) //attribute TUV2 (normal maps)
memcpy(&vertsBuffer[idx + pDJ->aTuv2.offset / floatSize], pVX->aTuv2, 2 * floatSize);
if (pSh->l_aTangent >= 0)
memcpy(&vertsBuffer[idx + pDJ->aTangent.offset / floatSize], pVX->aTangent, 3 * floatSize);
if (pSh->l_aBinormal >= 0)
memcpy(&vertsBuffer[idx + pDJ->aBinormal.offset / floatSize], pVX->aBinormal, 3 * floatSize);
}
//buffer is ready, create VBO
glBindBuffer(GL_ARRAY_BUFFER, VBOid);
glBufferData(GL_ARRAY_BUFFER, bufferSize * floatSize, vertsBuffer, GL_STATIC_DRAW);
delete[] vertsBuffer;
pDJ->pointsN = totalVertsN;
int totalTrianglesN = useTriangles.size();
if (totalTrianglesN > 0) {
//create EBO
int totalIndexesN = totalTrianglesN * 3;
//create buffer
GLushort* indexBuffer = new GLushort[totalIndexesN];
for (int tN = 0; tN < totalTrianglesN; tN++) {
Triangle01* pTR = useTriangles[tN];
int idx = tN * 3;
indexBuffer[idx] = (GLushort)pTR->idx[0];
indexBuffer[idx + 1] = (GLushort)pTR->idx[1];
indexBuffer[idx + 2] = (GLushort)pTR->idx[2];
}
//buffer is ready, create IBO
pDJ->glEBOid = DrawJob::newBufferId();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pDJ->glEBOid);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndexesN * sizeof(GLushort), indexBuffer, GL_STATIC_DRAW);
delete[] indexBuffer;
pDJ->pointsN = totalIndexesN;
}
//create and fill vertex attributes array (VAO)
pDJ->buildVAO();
return 1;
}
int ModelBuilder1base::rearrangeArraysForDrawJob(ModelBuilder1base* pMB, std::vector<Vertex01*> allVertices, std::vector<Vertex01*> useVertices, std::vector<Triangle01*> useTriangles) {
int totalTrianglesN = useTriangles.size();
if (totalTrianglesN < 1)
return 0;
int totalVerticesN = useVertices.size();
//save new vertices order in original vertices array
//since triangles indices refer to original vertices order
for (int i = 0; i < totalVerticesN; i++) {
Vertex01* pVX1 = useVertices.at(i);
Vertex01* pVX0 = allVertices.at(pVX1->altN);
pVX0->altN = i;
}
//replace triangle original indices by new numbers saved in original vertices altN
for (int tN = 0; tN < totalTrianglesN; tN++) {
Triangle01* pTR = useTriangles.at(tN);
for (int i = 0; i < 3; i++) {
Vertex01* pVX0 = allVertices.at(pTR->idx[i]);
pTR->idx[i] = pVX0->altN;
}
}
return 1;
}
int ModelBuilder1base::moveGroupDg(ModelBuilder1base* pMB, float aX, float aY, float aZ, float kX, float kY, float kZ) {
//moves and rotates vertex group
//rotation angles are set in degrees
mat4x4 transformMatrix = { 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
mat4x4_translate(transformMatrix, kX, kY, kZ);
//rotation order: Z-X-Y
if (aY != 0) mat4x4_rotate_Y(transformMatrix, transformMatrix, degrees2radians * aY);
if (aX != 0) mat4x4_rotate_X(transformMatrix, transformMatrix, degrees2radians * aX);
if (aZ != 0) mat4x4_rotate_Z(transformMatrix, transformMatrix, degrees2radians * aZ);
int vertsN = pMB->vertices.size();
for (int i = pMB->pCurrentGroup->fromVertexN; i < vertsN; i++) {
Vertex01* pVX = pMB->vertices.at(i);
mat4x4_mul_vec4plus(pVX->aPos, transformMatrix, pVX->aPos, 1);
mat4x4_mul_vec4plus(pVX->aNormal, transformMatrix, pVX->aNormal, 0);
}
return 1;
}
void ModelBuilder1base::lockGroup(ModelBuilder1base* pMB) {
if (pMB->pCurrentGroup != NULL)
pMB->groupsStack.push_back(pMB->pCurrentGroup);
pMB->pCurrentGroup = new Group01();
pMB->pCurrentGroup->fromVertexN = pMB->vertices.size();
pMB->pCurrentGroup->fromTriangleN = pMB->triangles.size();
}
void ModelBuilder1base::releaseGroup(ModelBuilder1base* pMB) {
if (pMB->pLastClosedGroup != NULL)
delete pMB->pLastClosedGroup;
pMB->pLastClosedGroup = pMB->pCurrentGroup;
if (pMB->groupsStack.size() > 0) {
pMB->pCurrentGroup = pMB->groupsStack.back();
pMB->groupsStack.pop_back();
}
else
pMB->pCurrentGroup = NULL;
}
10. Компиляция и запуск.
До:
После:
Теперь – с золочеными принтАми.
Android
11. Пере-запускаем VS. Открываем C:\CPP\a997modeler\p_android\p_android.sln.
12. под modeler добавим Existing Item
из C:\CPP\engine\modeler
Файлы:
- GroupTransform.cpp
- GroupTransform.h
Add
13. Включаем, разблокируем, подключаем, разрешаем.
Компиляция и запуск.
Ok.
VS top menu -> Debug -> Stop Debugging.