use different variables to store the data. The aim is to handle even not triangulated mesh files.

At the moment there is a problem with the UV using the new method
This commit is contained in:
Anakin
2016-11-20 12:26:23 +01:00
parent 927ce1cd0a
commit 57df0a2e15
4 changed files with 80 additions and 29 deletions

View File

@@ -120,8 +120,17 @@ void OpenGLController::deleteVectors()
cursor->segmLst.pop_back();
delete segmCuror->uv;
delete segmCuror->mesh;
delete segmCuror->mesh; // not used when using vector
delete segmCuror->vertex;
while (!segmCuror->meshIndices.empty())
{
std::vector<std::uint32_t>* meshCursor = segmCuror->meshIndices.back();
meshCursor->clear();
segmCuror->meshIndices.pop_back();
delete meshCursor;
}
delete segmCuror;
}
@@ -368,7 +377,7 @@ void OpenGLController::loadMsh(const char * path)
// collect vertex data of all models
std::vector<Vertex> tempBufferData;
for (auto& modIt : vModels)
/*for (auto& modIt : vModels)
{
// don't draw bones, nulls, shadow mesh and hidden things
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
@@ -397,7 +406,56 @@ void OpenGLController::loadMsh(const char * path)
tempBufferData.push_back(tempVertex);
}
}
}*/
/////////////////////////////////////////////////////////////////////////////////////////
/////DEV ZONE
for (auto& modIt : vModels)
{
for (auto& segIt : modIt->segmLst)
{
for (auto& mshIt : segIt->meshIndices)
{
if (mshIt->size() == 3) // already triangulated
{
// for every edge of the polygon (in that case 3)
for (int i = 0; i < 3; i++)
{
Vertex tempVertex;
// every edge has 3 coordinates
for (int j = 0; j < 3; j++)
tempVertex.position[j] = (GLfloat)segIt->vertex[(*mshIt)[i] * 3 + j];
// and 2 UV
if (segIt->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
{
for (int j = 0; j < 2; j++)
tempVertex.uv[j] = (GLfloat)segIt->uv[(*mshIt)[i] * 3 + j];
}
tempBufferData.push_back(tempVertex);
}
}
else if (mshIt->size() > 3) // needs to be triangulated
{
//triangulate;
MessageBox(NULL, "Ooops!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
}
else // this shouldn't happen (polygon with less then 3 vertex)
{
deleteVectors();
MessageBox(NULL, "You have polygons with less then 3 vertices!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
return;
}
}
}
}
// think of delete the data from obj here. It's no longer needed
////////////////////////////////////////////////////////////////////////////////////////
// fill the buffer
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);