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SculptObject.cpp
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477 lines (404 loc) · 15.5 KB
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#include "SculptObject.h"
#include <stdio.h>
#include <math.h>
#include "define.h"
SculptObject::SculptObject(void) {
m_pVertexArray = NULL;
m_pNormalArray = NULL;
m_pUVArray = NULL;
m_pTriangles = NULL;
v_normal_faces = NULL;
v_vertex_faces = NULL;
m_nNumPoint = m_nNumUV = m_nNumPolygon = 0;
//Texture for pixel picking.
glGenTextures(1, &pick_texture);
glBindTexture(GL_TEXTURE_2D, pick_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
for (int i = 0; i < (width*height*3)-2; i+=3){
pixels[i] = ((i) % 256)/255.0f;
pixels[i+1] = ((i / 256) % 256)/255.0f;
pixels[i+2] = ((i / 65536) % 256)/255.0f;
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, pixels);
//Texture for displaying.
glGenTextures(1, &display_texture);
glBindTexture(GL_TEXTURE_2D, display_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
SetCurrentColour(1.0, 1.0, 1.0, 1.0);
FillColour();
SetCurrentColour(0.0, 0.5, 0.5, 0.5);
geometry_changed = false;
}
SculptObject::~SculptObject(void) {
if (m_pVertexArray != NULL)
delete[] m_pVertexArray;
if (m_pNormalArray != NULL)
delete[] m_pNormalArray;
if (m_pUVArray != NULL)
delete[] m_pUVArray;
if (m_pTriangles != NULL)
delete[] m_pTriangles;
//free(texture);
}
//-------------------------------------------------------
// Read in the OBJ (Note: fails quietly, so take care)
//--------------------------------------------------------
void SculptObject::ReadOBJ(char* filename) {
FILE* fp;
char mode, vmode;
char str[200];
int v1, v2, v3, n1, n2, n3, t1, t2, t3;
int numVert, numNorm, numUV, numFace;
float x, y, z;
float u, v;
numVert = numNorm = numUV = numFace = 0;
fp = fopen(filename, "r");
if (fp == NULL)
printf("Error reading %s file\n", filename);
else
printf("Reading %s file\n", filename);
// Check number of vertex, normal, uvCoord, and Face
while (fgets(str, 200, fp) != NULL) {
sscanf(str, "%c%c", &mode, &vmode);
switch (mode) {
case 'v': /* vertex, uv, normal */
if (vmode == 't') // uv coordinate
numUV++;
else if (vmode == 'n') // normal
numNorm++;
else if (vmode == ' ') // vertex
numVert++;
break;
case 'f': /* faces */
numFace++;
break;
}
}
m_nNumPoint = numVert;
m_nNumUV = numUV;
m_nNumPolygon = numFace;
m_nNumNormal = numNorm;
printf("Number of Point %d, UV %d, Normal %d, Face %d\n", numVert, numUV,
numNorm, numFace);
//-------------------------------------------------------------
// Allocate memory for array
//-------------------------------------------------------------
if (m_pVertexArray != NULL)
delete[] m_pVertexArray;
m_pVertexArray = new G308_Point[m_nNumPoint];
if (m_pNormalArray != NULL)
delete[] m_pNormalArray;
m_pNormalArray = new G308_Normal[m_nNumNormal];
if (m_pUVArray != NULL)
delete[] m_pUVArray;
m_pUVArray = new G308_UVcoord[m_nNumUV];
if (m_pTriangles != NULL)
delete[] m_pTriangles;
m_pTriangles = new G308_Triangle[m_nNumPolygon];
if (v_normal_faces != NULL)
delete[] v_normal_faces;
v_normal_faces = new std::vector<int>[m_nNumNormal];
if (v_vertex_faces != NULL)
delete[] v_vertex_faces;
v_vertex_faces = new std::vector<int>[m_nNumPoint];
//-----------------------------------------------------------
// Read obj file
//-----------------------------------------------------------
numVert = numNorm = numUV = numFace = 0;
fseek(fp, 0L, SEEK_SET);
while (fgets(str, 200, fp) != NULL) {
sscanf(str, "%c%c", &mode, &vmode);
switch (mode) {
case 'v': /* vertex, uv, normal */
if (vmode == 't') // uv coordinate
{
sscanf(str, "vt %f %f", &u, &v);
m_pUVArray[numUV].u = u;
m_pUVArray[numUV].v = v;
numUV++;
} else if (vmode == 'n') // normal
{
sscanf(str, "vn %f %f %f", &x, &y, &z);
m_pNormalArray[numNorm].x = x;
m_pNormalArray[numNorm].y = y;
m_pNormalArray[numNorm].z = z;
numNorm++;
} else if (vmode == ' ') // vertex
{
sscanf(str, "v %f %f %f", &x, &y, &z);
m_pVertexArray[numVert].x = x;
m_pVertexArray[numVert].y = y;
m_pVertexArray[numVert].z = z;
numVert++;
}
break;
case 'f': /* faces : stored value is index - 1 since our index starts from 0, but obj starts from 1 */
if (numNorm > 0 && numUV > 0) {
sscanf(str, "f %d/%d/%d %d/%d/%d %d/%d/%d", &v1, &t1, &n1, &v2, &t2, &n2, &v3, &t3, &n3);
} else if(numNorm > 0 && numUV ==0){
sscanf(str, "f %d//%d %d//%d %d//%d", &v1, &n1, &v2, &n2, &v3, &n3);
} else if(numUV > 0 && numNorm==0){
sscanf(str, "f %d/%d %d/%d %d/%d", &v1, &t1, &v2, &t2, &v3, &t3);
} else if(numUV==0 && numNorm==0){
sscanf(str, "f %d %d %d", &v1, &v2, &v3);
}
// Vertex indicies for triangle:
if (numVert != 0) {
m_pTriangles[numFace].v1 = v1 - 1;
m_pTriangles[numFace].v2 = v2 - 1;
m_pTriangles[numFace].v3 = v3 - 1;
v_vertex_faces[v1-1].push_back(numFace);
v_vertex_faces[v2-1].push_back(numFace);
v_vertex_faces[v3-1].push_back(numFace);
}
// Normal indicies for triangle
if (numNorm != 0) {
m_pTriangles[numFace].n1 = n1 - 1;
m_pTriangles[numFace].n2 = n2 - 1;
m_pTriangles[numFace].n3 = n3 - 1;
v_normal_faces[n1-1].push_back(numFace);
v_normal_faces[n2-1].push_back(numFace);
v_normal_faces[n3-1].push_back(numFace);
}
// UV indicies for triangle
if (numUV != 0) {
m_pTriangles[numFace].t1 = t1 - 1;
m_pTriangles[numFace].t2 = t2 - 1;
m_pTriangles[numFace].t3 = t3 - 1;
}
numFace++;
break;
default:
break;
}
}
fclose(fp);
printf("Reading OBJ file is DONE.\n");
}
void SculptObject::LoadTexture(char* filename) {
FILE* fp;
fp = fopen(filename, "r");
if (fp == NULL)
printf("Error reading %s file\n", filename);
else
printf("Reading %s file\n", filename);
for (int i = 0; i < (width*height*3); i++){
fscanf(fp, "%f ", &texture[i]);
}
glBindTexture(GL_TEXTURE_2D, display_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, texture);
printf("Reading texture file is DONE.\n");
}
void SculptObject::SaveOBJ(char* filename){
FILE* fp;
fp = fopen(filename, "w");
if (fp == NULL)
printf("Error writing %s file\n", filename);
else
printf("Writing %s file\n", filename);
int i;
for (i = 0; i < m_nNumPoint; i++){
fprintf(fp, "v %f %f %f\n", m_pVertexArray[i].x, m_pVertexArray[i].y, m_pVertexArray[i].z);
}
for (i = 0; i < m_nNumUV; i++){
fprintf(fp, "vt %f %f\n", m_pUVArray[i].u, m_pUVArray[i].v);
}
for (i = 0; i < m_nNumNormal; i++){
fprintf(fp, "vn %f %f %f\n", m_pNormalArray[i].x, m_pNormalArray[i].y, m_pNormalArray[i].z);
}
for (i = 0; i < m_nNumPolygon; i++){
fprintf(fp, "f %d/%d/%d %d/%d/%d %d/%d/%d\n", m_pTriangles[i].v1+1, m_pTriangles[i].t1+1, m_pTriangles[i].n1+1, m_pTriangles[i].v2+1, m_pTriangles[i].t2+1, m_pTriangles[i].n2+1, m_pTriangles[i].v3+1, m_pTriangles[i].t3+1, m_pTriangles[i].n3+1);
}
fclose(fp);
printf("Writing OBJ file is DONE.\n");
}
void SculptObject::SaveTexture(char* filename){
FILE* fp;
fp = fopen(filename, "w");
if (fp == NULL)
printf("Error writing %s file\n", filename);
else
printf("Writing %s file\n", filename);
for (int i = 0; i < (width*height*3); i++){
fprintf(fp, "%f ", texture[i]);
}
printf("Writing texture file is DONE.\n");
}
void SculptObject::MouseDrag(int x, int y, float strength, float distance, int mode) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
glEnable(GL_DEPTH_TEST);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
RenderGeometry(mode);
unsigned char pixel[3];
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glReadPixels(x, viewport[3] - y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel);
if (pixel[0] + pixel[1] + pixel[2] != 0) {
if (mode == 1) {
int n = (pixel[0] - 1) + pixel[1] * 256 + pixel[2] * 65536;
edited_triangles.clear();
Sculpt(n, strength, distance, 0.0f);
}
else if (mode == 2) {
int n = (pixel[0]) + pixel[1] * 256 + pixel[2] * 65536;
Paint(n, distance*3);
}
}
}
void SculptObject::Sculpt(int poly, float strength, float max_dist, float cur_dist){
//Moves the vertices of the selected poly along their normals by the strength,
//recurses to surrounding faces and then recalcuates normals.
if (cur_dist < max_dist) {
if (edited_triangles.count(poly) != 1) {
edited_triangles.insert(poly);
float cur_strength = strength * (1 - cur_dist/max_dist);
m_pVertexArray[m_pTriangles[poly].v1].x += m_pNormalArray[m_pTriangles[poly].n1].x*cur_strength;
m_pVertexArray[m_pTriangles[poly].v1].y += m_pNormalArray[m_pTriangles[poly].n1].y*cur_strength;
m_pVertexArray[m_pTriangles[poly].v1].z += m_pNormalArray[m_pTriangles[poly].n1].z*cur_strength;
m_pVertexArray[m_pTriangles[poly].v2].x += m_pNormalArray[m_pTriangles[poly].n2].x*cur_strength;
m_pVertexArray[m_pTriangles[poly].v2].y += m_pNormalArray[m_pTriangles[poly].n2].y*cur_strength;
m_pVertexArray[m_pTriangles[poly].v2].z += m_pNormalArray[m_pTriangles[poly].n2].z*cur_strength;
m_pVertexArray[m_pTriangles[poly].v3].x += m_pNormalArray[m_pTriangles[poly].n3].x*cur_strength;
m_pVertexArray[m_pTriangles[poly].v3].y += m_pNormalArray[m_pTriangles[poly].n3].y*cur_strength;
m_pVertexArray[m_pTriangles[poly].v3].z += m_pNormalArray[m_pTriangles[poly].n3].z*cur_strength;
for (int i = 0; i < v_vertex_faces[m_pTriangles[poly].v1].size(); i++){
int v1 = m_pTriangles[poly].v1;
int v2 = v_vertex_faces[m_pTriangles[poly].v1][i];
if (v2 != v1) {
Sculpt(v2, strength, max_dist, cur_dist + calculateDistance(v1, v2));
}
}
for (int i = 0; i < v_vertex_faces[m_pTriangles[poly].v2].size(); i++){
int v1 = m_pTriangles[poly].v2;
int v2 = v_vertex_faces[m_pTriangles[poly].v2][i];
if (v2 != v1) {
Sculpt(v2, strength, max_dist, cur_dist + calculateDistance(v1, v2));
}
}
for (int i = 0; i < v_vertex_faces[m_pTriangles[poly].v3].size(); i++){
int v1 = m_pTriangles[poly].v3;
int v2 = v_vertex_faces[m_pTriangles[poly].v3][i];
if (v2 != v1) {
Sculpt(v2, strength, max_dist, cur_dist + calculateDistance(v1, v2));
}
}
calculateVertexNormal(m_pTriangles[poly].n1);
calculateVertexNormal(m_pTriangles[poly].n2);
calculateVertexNormal(m_pTriangles[poly].n3);
geometry_changed = true;
}
}
}
void SculptObject::Paint(int pixel, int distance){
//Fills every pixel within the distance of the pixel selected with the current colour
//at the current alpha level.
for (int x = -distance; x < distance; x++){
for (int y = -distance; y < distance; y++){
if (sqrt(x*x + y*y) < distance){
int pos = pixel + (x*3) + (y*3*width);
if (pos >= 0 && pos <= (width*height*3)-2){
texture[pos] = current_colour[0]*current_colour[3] + texture[pos]*(1.0f-current_colour[3]);
texture[pos + 1] = current_colour[1]*current_colour[3] + texture[pos+1]*(1.0f-current_colour[3]);
texture[pos + 2] = current_colour[2]*current_colour[3] + texture[pos+2]*(1.0f-current_colour[3]);
}
}
}
}
glBindTexture(GL_TEXTURE_2D, display_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, texture);
}
void SculptObject::FillColour(){
//Fills every pixel of the texture with the current colour.
for (int i = 0; i < (width*height*3)-2; i+=3){
texture[i] = current_colour[0]*current_colour[3] + texture[i]*(1.0f-current_colour[3]);
texture[i+1] = current_colour[1]*current_colour[3] + texture[i+1]*(1.0f-current_colour[3]);
texture[i+2] = current_colour[2]*current_colour[3] + texture[i+2]*(1.0f-current_colour[3]);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, texture);
}
void SculptObject::SetCurrentColour(float r, float g, float b, float a){
current_colour[0] = r;
current_colour[1] = g;
current_colour[2] = b;
current_colour[3] = a;
}
float SculptObject::calculateDistance(int v1, int v2) {
return fabs(m_pVertexArray[v1].x - m_pVertexArray[v2].x) + fabs(m_pVertexArray[v1].y - m_pVertexArray[v2].y) + fabs(m_pVertexArray[v1].z - m_pVertexArray[v2].z);
}
void SculptObject::calculateVertexNormal(int vertex) {
//Calculates the face normals and then averages them to get the vertex normal.
G308_Normal average = {0.0, 0.0, 0.0};
for (int i = 0; i < v_normal_faces[vertex].size(); i++){
G308_Point face_n = calculateFaceNormal(v_normal_faces[vertex][i]);
average.x += face_n.x;
average.y += face_n.y;
average.z += face_n.z;
}
average.x /= v_normal_faces[vertex].size();
average.y /= v_normal_faces[vertex].size();
average.z /= v_normal_faces[vertex].size();
m_pNormalArray[vertex] = average;
}
G308_Point SculptObject::calculateFaceNormal(int face) {
G308_Point normal;
G308_Point u;
G308_Point v;
double l;
u.x = m_pVertexArray[m_pTriangles[face].v2].x - m_pVertexArray[m_pTriangles[face].v1].x;
u.y = m_pVertexArray[m_pTriangles[face].v2].y - m_pVertexArray[m_pTriangles[face].v1].y;
u.z = m_pVertexArray[m_pTriangles[face].v2].z - m_pVertexArray[m_pTriangles[face].v1].z;
v.x = m_pVertexArray[m_pTriangles[face].v3].x - m_pVertexArray[m_pTriangles[face].v1].x;
v.y = m_pVertexArray[m_pTriangles[face].v3].y - m_pVertexArray[m_pTriangles[face].v1].y;
v.z = m_pVertexArray[m_pTriangles[face].v3].z - m_pVertexArray[m_pTriangles[face].v1].z;
normal.x = (u.y * v.z) - (u.z * v.y);
normal.y = (u.z * v.x) - (u.x * v.z);
normal.z = (u.x * v.y) - (u.y * v.x);
l = sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z);
normal.x /= l;
normal.y /= l;
normal.z /= l;
return normal;
}
void SculptObject::RenderGeometry(int mode) {
glColor3f(1.0f, 1.0f, 1.0f);
//Texture point picking mode.
if (mode == 2) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pick_texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GL_REPLACE);
}
//Normal display mode.
else if (mode == 0) {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, display_texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, GL_REPLACE);
}
int n;
for (n = 0; n < m_nNumPolygon; n++){
//Poly picking mode.
if (mode == 1) {
glColor3f(((n+1) % 256)/255.0f, ((n / 256) % 256)/255.0f, ((n / 65536) % 256)/255.0f);
}
glBegin(GL_TRIANGLES);
glTexCoord2f(m_pUVArray[m_pTriangles[n].t1].u, m_pUVArray[m_pTriangles[n].t1].v);
glNormal3f(m_pNormalArray[m_pTriangles[n].n1].x, m_pNormalArray[m_pTriangles[n].n1].y, m_pNormalArray[m_pTriangles[n].n1].z);
glVertex3f(m_pVertexArray[m_pTriangles[n].v1].x, m_pVertexArray[m_pTriangles[n].v1].y, m_pVertexArray[m_pTriangles[n].v1].z);
glTexCoord2f(m_pUVArray[m_pTriangles[n].t2].u, m_pUVArray[m_pTriangles[n].t2].v);
glNormal3f(m_pNormalArray[m_pTriangles[n].n2].x, m_pNormalArray[m_pTriangles[n].n2].y, m_pNormalArray[m_pTriangles[n].n2].z);
glVertex3f(m_pVertexArray[m_pTriangles[n].v2].x, m_pVertexArray[m_pTriangles[n].v2].y, m_pVertexArray[m_pTriangles[n].v2].z);
glTexCoord2f(m_pUVArray[m_pTriangles[n].t3].u, m_pUVArray[m_pTriangles[n].t3].v);
glNormal3f(m_pNormalArray[m_pTriangles[n].n3].x, m_pNormalArray[m_pTriangles[n].n3].y, m_pNormalArray[m_pTriangles[n].n3].z);
glVertex3f(m_pVertexArray[m_pTriangles[n].v3].x, m_pVertexArray[m_pTriangles[n].v3].y, m_pVertexArray[m_pTriangles[n].v3].z);
glEnd();
}
glDisable(GL_TEXTURE_2D);
}