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unit gl_objreader;
{ This unit contains one function: a Wavefront .obj file reader. }
{ The mesh is loaded from disk and stored as an opengl display list. }
{ OpenGL should be initialized before this unit is called! Very important, that... }
{
GearHead2, a roguelike mecha CRPG
Copyright (C) 2005 Joseph Hewitt
This library is free software; you can redistribute it and/or modify it
under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or (at
your option) any later version.
The full text of the LGPL can be found in license.txt.
This library is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser
General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with this library; if not, write to the Free Software Foundation,
Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
}
{$LONGSTRINGS ON}
interface
uses texutil,gl;
const
Mesh_Dirname = 'mesh';
Mesh_Directory = Mesh_Dirname + DirectorySeparator;
type
SensibleMeshPtr = ^SensibleMesh;
SensibleMesh = Record
Name: String;
DLID: Integer;
Next: SensibleMeshPtr;
end;
var
Game_Meshes: SensibleMeshPtr;
Procedure Load_Obj_Mesh( const fname: String; DLID: Integer );
Function LocateMesh( Name: String ): SensibleMeshPtr;
Function SensibleMeshID( const Name: String ): GLUInt;
Procedure RemoveMesh( var LMember: SensibleMeshPtr );
implementation
type
gl_point = Record
X,Y,Z: GLFLoat;
end;
glpointarray = Array of gl_point;
Procedure Load_Obj_Mesh( const fname: String; DLID: Integer );
{ Load this object from disk. Store it as a display list with the provided }
{ display list ID. }
var
F: Text;
TheLine, cmd: String;
v_list,vt_list,vn_list: glpointarray;
v_n,v_length,vt_n,vt_length,vn_n,vn_length: Integer;
Procedure ReadVertex( var Ver_List: glpointarray; var Ver_N, Ver_Length: INteger );
{ Read a vertex from TheLine. This procedure works for normal }
{ verticies, normals, and texture coordinates... I realize texture coords }
{ only have two coordinates instead of three, but the third one will be }
{ zero and no-one cares. }
begin
if ver_n >= ver_length then begin
ver_length := ver_length * 2;
SetLength( ver_list , ver_length );
end;
ver_list[ver_n].X := ExtractReal( TheLine );
ver_list[ver_n].Y := ExtractReal( TheLine );
ver_list[ver_n].Z := ExtractReal( TheLine );
Inc( ver_n );
end;
Function ExtractSlashValue( var S: String ): Integer;
{ Extract a string beginning at the first character and continuing }
{ until either the end of the string or until a slash is detected. }
var
A2: Integer;
S2: String;
begin
A2 := Pos('/',S);
if A2 = 0 then A2 := Length( S ) + 1;
S2 := Copy( S , 1 , A2 - 1 );
S := Copy( S , A2 + 1 , Length( S ) );
ExtractSlashValue := ExtractValue( S2 );
end;
Procedure AddFace;
{ We've just encountered a "F". Go through those silly three-pronged }
{ number-lumps and draw everything as intended. }
var
TPNLump: String; { What? What was I supposed to call it? }
V,VN,VT: Integer;
begin
{ To start with, begin a polygon. }
glBegin( GL_POLYGON );
{ Keep going until we run out of points to process. }
while TheLine <> '' do begin
{ Extract the next triple-pronged number lump. }
TPNLump := ExtractWord( TheLine );
{ Extract the three coords needed from it. }
V := ExtractSlashValue( TPNLump ) - 1;
VT := ExtractSlashValue( TPNLump ) - 1;
VN := ExtractSlashValue( TPNLump ) - 1;
{ Do the drawing. }
glTexCoord2f( 1 - vt_list[ vt ].X , 1 - vt_list[ vt ].Y );
glNormal3f( vn_list[ vn ].X , vn_list[ vn ].Y , vn_list[ vn ].Z );
glVertex3f( v_list[ v ].X , v_list[ v ].Y , v_list[ v ].Z );
end;
{ End the shape. }
glEnd;
end;
begin
{ Initialize the point arrays. }
SetLength( v_list , 100 );
SetLength( vt_list , 100 );
SetLength( vn_list , 100 );
v_n := 0;
vt_n := 0;
vn_n := 0;
v_length := 100;
vt_length := 100;
vn_length := 100;
Assign( F , fname );
Reset( F );
glNewList( DLID , GL_COMPILE );
while not Eof( F ) do begin
readln(F,TheLine);
DeleteWhiteSpace(TheLine);
{ If this isn't a comment or an empty line, process the commands. }
if ( TheLine <> '' ) and ( TheLine[1] <> '#' ) then begin
while TheLine <> '' do begin
cmd := UpCase( ExtractWord( TheLine ) );
if cmd = 'V' then begin
ReadVertex( v_list , v_n , v_length );
end else if cmd = 'VN' then begin
ReadVertex( vn_list , vn_n , vn_length );
end else if cmd = 'VT' then begin
ReadVertex( vt_list , vt_n , vt_length );
end else if cmd = 'F' then begin
{ FACE- the BIG one!!! }
AddFace;
end;
end;
end;
end;
glEndList();
Close( F );
end;
Function NewMesh: SensibleMeshPtr;
{ Add an empty mesh description to the list. }
{ Give it a mesh name. }
var
it: SensibleMeshPtr;
begin
{ Allocate a SensibleMesh and initialize it. }
New(it);
if it = Nil then exit( Nil );
{Initialize values.}
it^.DLID := glGenLists( 1 );
if it^.DLID = 0 then begin
Dispose( it );
Exit( Nil );
end else begin
it^.Next := Game_Meshes;
Game_Meshes := it;
NewMesh := it;
end;
end;
Function AddSensibleMesh( Name: String ): SensibleMeshPtr;
{ Add a mesh to the list. }
var
MyMesh: SensibleMeshPtr;
T: Integer;
begin
{ Allocate a new mesh. }
MyMesh := NewMesh;
MyMesh^.Name := LowerCase( Name );
{ Load the object referenced by the name. }
Load_Obj_Mesh( Mesh_Directory + Name , MyMesh^.DLID );
AddSensibleMesh := MyMesh;
end;
Function LocateMesh( Name: String ): SensibleMeshPtr;
{ Get the number of the texture identified by the provided ID number. }
var
T,it: SensibleMeshPtr;
begin
T := Game_Meshes;
it := Nil;
name := LowerCase( Name );
while T <> Nil do begin
if ( T^.name = name ) then it := T;
T := T^.Next;
end;
if it = Nil then it := AddSensibleMesh( name );
LocateMesh := it;
end;
Function SensibleMeshID( const Name: String ): GLUInt;
{ Return the ID for the requested mesh. }
var
SM: SensibleMeshPtr;
begin
SM := LocateMesh( name );
SensibleMeshID := SM^.DLID;
end;
Procedure RemoveMesh( var LMember: SensibleMeshPtr );
{Locate and extract member LMember from list LList.}
{Then, dispose of LMember.}
var
a,b: SensibleMeshPtr;
begin
{Initialize A and B}
B := Game_Meshes;
A := Nil;
{Locate LMember in the list. A will thereafter be either Nil,}
{if LMember if first in the list, or it will be equal to the}
{element directly preceding LMember.}
while (B <> LMember) and (B <> Nil) do begin
A := B;
B := B^.next;
end;
if B = Nil then begin
{Major FUBAR. The member we were trying to remove can't}
{be found in the list.}
writeln('ERROR- RemoveMesh asked to remove a mesh that doesnt exist.');
end
else if A = Nil then begin
{There's no element before the one we want to remove,}
{i.e. it's the first one in the list.}
Game_Meshes := B^.Next;
B^.Next := Nil;
glDeleteLists( B^.DLID , 1 );
Dispose( B );
end
else begin
{We found the attribute we want to delete and have another}
{one standing before it in line. Go to work.}
A^.next := B^.next;
B^.Next := Nil;
glDeleteLists( B^.DLID , 1 );
Dispose( B );
end;
end;
Procedure DisposeMeshList(var LList: SensibleMeshPtr);
{Dispose of the list, freeing all associated system resources.}
var
LTemp: SensibleMeshPtr;
begin
while LList <> Nil do begin
LTemp := LList^.Next;
glDeleteLists( LList^.DLID , 1 );
Dispose(LList);
LList := LTemp;
end;
end;
initialization
Game_Meshes := Nil;
finalization
DisposeMeshList( Game_Meshes );
end.
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