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parser.cpp
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parser.cpp
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#include <iostream>
#include <sstream>
#include <fstream>
#include <string>
#include "mesh.h"
using namespace std;
// COLORS: sky: (135/225.0, 206/255.0, 250/255)
#define BUFFER_OFFSET(i) (reinterpret_cast<void*>(i))
extern vec3 eye;
extern vec3 lookat;
extern float fovy;
extern int numLights;
extern GLuint ambient ;
extern GLuint diffuse ;
extern GLuint specular ;
extern GLuint shininess ;
extern GLuint emission ;
extern vec4 emis;
extern vec4 light_specular[];
extern vec4 light_position[];
extern int MAXLIGHTS;
void parseConfig(const char* filename){
ifstream file(filename, ifstream::in);
if(!file.is_open()){
cout << "Unable to open file " << filename << endl;
exit(1);
}
string linetxt;
while(file.good()){
getline(file,linetxt);
string cmd;
stringstream line(linetxt);
line >> cmd;
if (cmd[0] == '#') {
continue;
} else if (cmd == "") {
continue;
} else if (cmd == "camera"){
float x,y,z,lx,ly,lz,fov;
line >> x >> y >> z >> lx >> ly >> lz >> fov;
eye = vec3(x,y,z);
lookat = vec3(lx,ly,lz);
fovy = fov;
} else if (cmd=="light"){
if(numLights > 9) {
return;
} else {
float x,y,z,w,r,g,b,a;
line >> x >> y >> z >> w >> r >> g >> b >> a;
light_position[numLights] = vec4(x,y,z,w);
light_specular[numLights] = vec4(r,g,b,a);
numLights++;
}
} else if(cmd == "ambient") {
float r,g,b,a;
line >> r >> g >> b >> a;
GLfloat vec[] = {r,g,b,a};
glUniform4fv(ambient,1,vec);
} else if(cmd == "diffuse") {
float r,g,b,a;
line >> r >> g >> b >> a;
GLfloat vec[] = {r,g,b,a};
glUniform4fv(diffuse,1,vec);
} else if(cmd == "specular") {
float r,g,b,a;
line >> r >> g >> b >> a;
GLfloat vec[] = {r,g,b,a};
glUniform4fv(specular,1,vec);
} else if(cmd == "emission") {
float r,g,b,a;
line >> r >> g >> b >> a;
GLfloat vec[] = {r,g,b,a};
emis = vec4(r,g,b,a);
glUniform4fv(emission,1,vec);
} else if(cmd == "shininess") {
float shine;
line >> shine;
glUniform1f(shininess,shine);
}
}
}
Mesh* parseOFF(char* filename){
ifstream myfile(filename, ifstream::in);
if(!myfile.is_open()){
cout << "Unable to open file " << filename << endl;
exit(1);
}
vector<vertex> vertices; // vectors
vector<vec3> faces; // faces
int numVerts, numFaces;
string line;
getline(myfile, line); //skip first line
getline(myfile, line);
stringstream firstln(line);
firstln >> numVerts >> numFaces;
vertices.reserve(numVerts);
faces.reserve(numFaces);
float minx = 999999;
float maxx = -999999;
float miny = 999999;
float maxy = -999999;
float minz = 999999;
float maxz = -999999;
for (int i=0; i<numVerts; i+=1){
float x,y,z;
getline(myfile, line);
stringstream ln(line);
ln >> x >> y >> z;
minx = min(x,minx);
maxx = max(x,maxx);
miny = min(y,miny);
maxy = max(y,maxy);
minz = min(z,minz);
maxz = max(z,maxz);
vertex v = vertex(x,y,z);
vertices.push_back(v);
}
/*** Center model around origin ***/
float middlex = (maxx+minx)/2.0;
float middley = (maxy+miny)/2.0;
float middlez = (maxz+minz)/2.0;
vec3 makeMiddle(middlex,middley,middlez);
float ratio = 8.0/max(max(maxx-minx, maxy-miny), maxz-minz);
for (int i=0; i<numFaces; i+=1){
int vid0,vid1,vid2,junk;
getline(myfile, line);
stringstream ln(line);
ln >> junk >> vid0 >> vid1 >> vid2;
vec3 f(vid0,vid1,vid2);
faces.push_back(f);
vec3 v0 = vertices[vid0].position;
vec3 v1 = vertices[vid1].position;
vec3 v2 = vertices[vid2].position;
vec3 norm = glm::cross(v1-v0,v2-v0);
vertices[vid0].normal += norm;
vertices[vid1].normal += norm;
vertices[vid2].normal += norm;
}
myfile.close();
for (int i=0; i<numVerts; i+=1) {
vertices[i].normal = glm::normalize(vertices[i].normal);
vertices[i].position -= makeMiddle;
vertices[i].position *= ratio;
}
/** Calculate Quadratic error matrix **/
for (int i=0; i<numFaces; i+=1) {
vec3 f = faces[i];
int vid0 = f[0];
int vid1 = f[1];
int vid2 = f[2];
vec3 v0 = vertices[vid0].position;
vec3 v1 = vertices[vid1].position;
vec3 v2 = vertices[vid2].position;
vec3 norm = glm::cross(v1-v0,v2-v0);
norm = glm::normalize(norm);
vec4 p = vec4(norm,-glm::dot(norm,v0));
int index = 0;
for (int y=0; y<4; y+=1){
for (int x=y; x < 4; x+=1){
float Qvalue = p[x]*p[y];
vertices[vid0].Q[index] += Qvalue;
vertices[vid1].Q[index] += Qvalue;
vertices[vid2].Q[index] += Qvalue;
index += 1;
}
}
}
return new Mesh(vertices, faces);
}