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//
// ObjLoader.h -- modified for glm
// modified from https://github.com/mortennobel/OpenGL_3_2_Utils
// William.Thibault@csueastbay.edu
//
/*!
* OpenGL 3.2 Utils - Extension to the Angel library (from the book Interactive Computer Graphics 6th ed
* https://github.com/mortennobel/OpenGL_3_2_Utils
*
* New BSD License
*
* Copyright (c) 2011, Morten Nobel-Joergensen
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are permitted provided that the
* following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this list of conditions and the following
* disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES,
* INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __OBJ_LOADER_H
#define __OBJ_LOADER_H
#include <string>
#include <vector>
#include <map>
#include <glm/glm.hpp>
struct Material
{
Material() :
ambient (0.1, 0.1, 0.1),
diffuse (0.8, 0.8, 0.8),
specular(1.0, 1.0, 1.0),
shininess(75.0)
{}
virtual ~Material() { }
glm::vec3 ambient;
glm::vec3 diffuse;
glm::vec3 specular;
float shininess;
std::string diffuseTexture;
std::string bumpTexture;
};
// The original version, modified for glm.
// Load an OBJ model into the out parameters.
// Note only simple OBJ files are supported.
bool loadObject (std::string objText,
std::vector<glm::vec3> &outPositions,
std::vector<glm::vec3> &outNormal,
std::vector<glm::vec2> &outUv,
std::vector<unsigned int> &outIndices,
std::string &outMtlfilename
);
bool loadMaterialLibrary ( std::string mtlText,
std::map<std::string,Material*> &outMaterials
);
// this tries to handle multiple materials (w/textures) and groups of faces as per pcl_kinfu_largeScale, etc
bool loadObjectGroups (std::string filename,
std::vector<glm::vec3> &outPositions,
std::vector<glm::vec3> &outNormal,
std::vector<glm::vec2> &outUv,
std::vector<std::vector<unsigned int> > &outIndices, // per group
std::vector<Material *> &outMaterials // per group (w/textures)
);
#endif
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