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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "objloader.h"
+
+#include "mesh.h"
+#include "axisalignedboundingbox.h"
+
+#include <QDebug>
+#include <QFile>
+#include <QOpenGLBuffer>
+#include <QOpenGLShaderProgram>
+#include <QTextStream>
+#include <QVector>
+
+namespace Qt3D {
+
+inline uint qHash(const Qt3D::FaceIndices &faceIndices)
+{
+ return faceIndices.positionIndex
+ + 10 * faceIndices.texCoordIndex
+ + 100 * faceIndices.normalIndex;
+}
+
+ObjLoader::ObjLoader()
+ : m_loadTextureCoords( true ),
+ m_generateTangents( true ),
+ m_centerMesh( false )
+{
+}
+
+bool ObjLoader::load( const QString& fileName )
+{
+ QFile file( fileName );
+ if ( !file.open( ::QIODevice::ReadOnly | ::QIODevice::Text ) )
+ {
+ qDebug() << "Could not open file" << fileName << "for reading";
+ return false;
+ }
+
+ return load( &file );
+}
+
+static void addFaceVertex(const FaceIndices &faceIndices,
+ QVector<FaceIndices> &faceIndexVector,
+ QHash<FaceIndices, unsigned int> &faceIndexMap)
+{
+ if (faceIndices.positionIndex != std::numeric_limits<unsigned int>::max()) {
+ faceIndexVector.append(faceIndices);
+ if (!faceIndexMap.contains(faceIndices))
+ faceIndexMap.insert(faceIndices, faceIndexMap.size());
+ } else {
+ qWarning( "Missing position index" );
+ }
+}
+
+bool ObjLoader::load(::QIODevice *ioDev)
+{
+ Q_CHECK_PTR(ioDev);
+ if (!ioDev->isOpen()) {
+ qWarning() << "iodevice" << ioDev << "not open for reading";
+ return false;
+ }
+
+ int faceCount = 0;
+
+ // Parse faces taking into account each vertex in a face can index different indices
+ // for the positions, normals and texture coords;
+ // Generate unique vertices (in OpenGL parlance) and output to m_points, m_texCoords,
+ // m_normals and calculate mapping from faces to unique indices
+ QVector<QVector3D> positions;
+ QVector<QVector3D> normals;
+ QVector<QVector2D> texCoords;
+ QHash<FaceIndices, unsigned int> faceIndexMap;
+ QVector<FaceIndices> faceIndexVector;
+
+ QTextStream stream(ioDev);
+ while (!stream.atEnd()) {
+ QString line = stream.readLine();
+ line = line.simplified();
+
+ if (line.length() > 0 && line.at(0) != QChar::fromLatin1('#')) {
+ QTextStream lineStream(&line, QIODevice::ReadOnly);
+ QString token;
+ lineStream >> token;
+
+ if (token == QStringLiteral("v")) {
+ float x, y, z;
+ lineStream >> x >> y >> z;
+ positions.append(QVector3D( x, y, z ));
+ } else if (token == QStringLiteral("vt") && m_loadTextureCoords) {
+ // Process texture coordinate
+ float s,t;
+ lineStream >> s >> t;
+ texCoords.append(QVector2D(s, t));
+ } else if (token == QStringLiteral("vn")) {
+ float x, y, z;
+ lineStream >> x >> y >> z;
+ normals.append(QVector3D( x, y, z ));
+ } else if (token == QStringLiteral("f")) {
+ // Process face
+ ++faceCount;
+ QVector<FaceIndices> face;
+ int faceVertices = 0;
+ while (!lineStream.atEnd()) {
+ QString faceString;
+ lineStream >> faceString;
+
+ FaceIndices faceIndices;
+ QStringList indices = faceString.split(QChar::fromLatin1('/'));
+ switch (indices.size()) {
+ case 3:
+ faceIndices.normalIndex = indices.at(2).toInt() - 1; // fall through
+ case 2:
+ faceIndices.texCoordIndex = indices.at(1).toInt() - 1; // fall through
+ case 1:
+ faceIndices.positionIndex = indices.at(0).toInt() - 1;
+ break;
+ default:
+ qWarning() << "Unsupported number of indices in face element";
+ }
+
+ face.append(faceIndices);
+ ++faceVertices;
+ }
+
+ // If number of edges in face is greater than 3,
+ // decompose into triangles as a triangle fan.
+ FaceIndices v0 = face[0];
+ FaceIndices v1 = face[1];
+ FaceIndices v2 = face[2];
+
+ // First face
+ addFaceVertex(v0, faceIndexVector, faceIndexMap);
+ addFaceVertex(v1, faceIndexVector, faceIndexMap);
+ addFaceVertex(v2, faceIndexVector, faceIndexMap);
+
+ for ( int i = 3; i < face.size(); ++i ) {
+ v1 = v2;
+ v2 = face[i];
+ addFaceVertex(v0, faceIndexVector, faceIndexMap);
+ addFaceVertex(v1, faceIndexVector, faceIndexMap);
+ addFaceVertex(v2, faceIndexVector, faceIndexMap);
+ }
+ } // end of face
+ } // end of input line
+ } // while (!stream.atEnd())
+
+ updateIndices(positions, normals, texCoords, faceIndexMap, faceIndexVector);
+
+ if (m_normals.isEmpty())
+ generateAveragedNormals(m_points, m_normals, m_indices);
+
+ if (m_generateTangents && !m_texCoords.isEmpty())
+ generateTangents(m_points, m_normals, m_indices, m_texCoords, m_tangents);
+
+ if (m_centerMesh)
+ center(m_points);
+
+//#if 0
+ qDebug() << "Loaded mesh:";
+ qDebug() << " " << m_points.size() << "points";
+ qDebug() << " " << faceCount << "faces";
+ qDebug() << " " << m_indices.size() / 3 << "triangles.";
+ qDebug() << " " << m_normals.size() << "normals";
+ qDebug() << " " << m_tangents.size() << "tangents ";
+ qDebug() << " " << m_texCoords.size() << "texture coordinates.";
+//#endif
+
+ return true;
+}
+
+MeshDataPtr ObjLoader::mesh() const
+{
+ MeshDataPtr mesh(new MeshData(GL_TRIANGLES));
+
+ QByteArray bufferBytes;
+ const int count = m_points.size();
+ quint32 elementSize = 3 + (hasTextureCoordinates() ? 2 : 0)
+ + (hasNormals() ? 3 : 0)
+ + (hasTangents() ? 4 : 0);
+ quint32 stride = elementSize * sizeof(float);
+ bufferBytes.resize(stride * count);
+ float* fptr = reinterpret_cast<float*>(bufferBytes.data());
+
+ for (int index = 0; index < count; ++index) {
+ *fptr++ = m_points.at(index).x();
+ *fptr++ = m_points.at(index).y();
+ *fptr++ = m_points.at(index).z();
+
+ if (hasTextureCoordinates()) {
+ *fptr++ = m_texCoords.at(index).x();
+ *fptr++ = m_texCoords.at(index).y();
+ }
+
+ if (hasNormals()) {
+ *fptr++ = m_normals.at(index).x();
+ *fptr++ = m_normals.at(index).y();
+ *fptr++ = m_normals.at(index).z();
+ }
+
+ if (hasTangents()) {
+ *fptr++ = m_tangents.at(index).x();
+ *fptr++ = m_tangents.at(index).y();
+ *fptr++ = m_tangents.at(index).z();
+ *fptr++ = m_tangents.at(index).w();
+ }
+ } // of buffer filling loop
+
+ BufferPtr buf(new Buffer(QOpenGLBuffer::VertexBuffer));
+ buf->setUsage(QOpenGLBuffer::StaticDraw);
+ buf->setData(bufferBytes);
+
+
+ mesh->addAttribute("position", new Attribute(buf, GL_FLOAT_VEC3, count, 0, stride));
+ quint32 offset = sizeof(float) * 3;
+
+ if (hasTextureCoordinates()) {
+ mesh->addAttribute("texcoord", new Attribute(buf, GL_FLOAT_VEC2, count, offset, stride));
+ offset += sizeof(float) * 2;
+ }
+
+ if (hasNormals()) {
+ mesh->addAttribute("normal", new Attribute(buf, GL_FLOAT_VEC3, count, offset, stride));
+ offset += sizeof(float) * 3;
+ }
+
+ if (hasTangents()) {
+ mesh->addAttribute("tangent", new Attribute(buf, GL_FLOAT_VEC4, count, offset, stride));
+ offset += sizeof(float) * 4;
+ }
+
+ QByteArray indexBytes;
+ GLuint ty;
+ if (m_indices.size() < 65536) {
+ // we can use USHORT
+ ty = GL_UNSIGNED_SHORT;
+ indexBytes.resize(m_indices.size() * sizeof(quint16));
+ quint16* usptr = reinterpret_cast<quint16*>(indexBytes.data());
+ for (int i=0; i<m_indices.size(); ++i)
+ *usptr++ = static_cast<quint16>(m_indices.at(i));
+ } else {
+ // use UINT - no conversion needed, but let's ensure int is 32-bit!
+ ty = GL_UNSIGNED_INT;
+ Q_ASSERT(sizeof(int) == sizeof(quint32));
+ indexBytes.resize(m_indices.size() * sizeof(quint32));
+ memcpy(indexBytes.data(), reinterpret_cast<const char*>(m_indices.data()), indexBytes.size());
+ }
+
+ BufferPtr indexBuffer(new Buffer(QOpenGLBuffer::IndexBuffer));
+ indexBuffer->setUsage(QOpenGLBuffer::StaticDraw);
+ indexBuffer->setData(indexBytes);
+ mesh->setIndexAttr(AttributePtr(new Attribute(indexBuffer, ty, m_indices.size(), 0, 0)));
+
+ mesh->computeBoundsFromAttribute("position");
+ qDebug() << "computed bounds is:" << mesh->boundingBox();
+
+ return mesh;
+}
+
+void ObjLoader::updateIndices(const QVector<QVector3D> &positions,
+ const QVector<QVector3D> &normals,
+ const QVector<QVector2D> &texCoords,
+ const QHash<FaceIndices, unsigned int> &faceIndexMap,
+ const QVector<FaceIndices> &faceIndexVector)
+{
+ // Iterate over the faceIndexMap and pull out pos, texCoord and normal data
+ // thereby generating unique vertices of data (by OpenGL definition)
+ const int vertexCount = faceIndexMap.size();
+ const bool hasTexCoords = !texCoords.isEmpty();
+ const bool hasNormals = !normals.isEmpty();
+
+ m_points.resize(vertexCount);
+ m_texCoords.clear();
+ if (hasTexCoords)
+ m_texCoords.resize(vertexCount);
+ m_normals.clear();
+ if (hasNormals)
+ m_normals.resize(vertexCount);
+
+ foreach (const FaceIndices &faceIndices, faceIndexMap.keys()) {
+ const int i = faceIndexMap.value(faceIndices);
+
+ m_points[i] = positions[faceIndices.positionIndex];
+ if (hasTexCoords)
+ m_texCoords[i] = texCoords[faceIndices.texCoordIndex];
+ if (hasNormals)
+ m_normals[i] = normals[faceIndices.normalIndex];
+ }
+
+ // Now iterate over the face indices and lookup the unique vertex index
+ const int indexCount = faceIndexVector.size();
+ m_indices.clear();
+ m_indices.reserve(indexCount);
+ foreach (const FaceIndices &faceIndices, faceIndexVector) {
+ const unsigned int i = faceIndexMap.value(faceIndices);
+ m_indices.append(i);
+ }
+}
+
+void ObjLoader::generateAveragedNormals( const QVector<QVector3D>& points,
+ QVector<QVector3D>& normals,
+ const QVector<unsigned int>& faces ) const
+{
+ for ( int i = 0; i < points.size(); ++i )
+ normals.append( QVector3D() );
+
+ for ( int i = 0; i < faces.size(); i += 3 )
+ {
+ const QVector3D& p1 = points[ faces[i] ];
+ const QVector3D& p2 = points[ faces[i+1] ];
+ const QVector3D& p3 = points[ faces[i+2] ];
+
+ QVector3D a = p2 - p1;
+ QVector3D b = p3 - p1;
+ QVector3D n = QVector3D::crossProduct( a, b ).normalized();
+
+ normals[ faces[i] ] += n;
+ normals[ faces[i+1] ] += n;
+ normals[ faces[i+2] ] += n;
+ }
+
+ for ( int i = 0; i < normals.size(); ++i )
+ normals[i].normalize();
+}
+
+void ObjLoader::generateTangents( const QVector<QVector3D>& points,
+ const QVector<QVector3D>& normals,
+ const QVector<unsigned int>& faces,
+ const QVector<QVector2D>& texCoords,
+ QVector<QVector4D>& tangents ) const
+{
+ tangents.clear();
+ QVector<QVector3D> tan1Accum;
+ QVector<QVector3D> tan2Accum;
+
+ for ( int i = 0; i < points.size(); i++ )
+ {
+ tan1Accum.append( QVector3D() );
+ tan2Accum.append( QVector3D() );
+ tangents.append( QVector4D() );
+ }
+
+ // Compute the tangent vector
+ for ( int i = 0; i < faces.size(); i += 3 )
+ {
+ const QVector3D& p1 = points[ faces[i] ];
+ const QVector3D& p2 = points[ faces[i+1] ];
+ const QVector3D& p3 = points[ faces[i+2] ];
+
+ const QVector2D& tc1 = texCoords[ faces[i] ];
+ const QVector2D& tc2 = texCoords[ faces[i+1] ];
+ const QVector2D& tc3 = texCoords[ faces[i+2] ];
+
+ QVector3D q1 = p2 - p1;
+ QVector3D q2 = p3 - p1;
+ float s1 = tc2.x() - tc1.x(), s2 = tc3.x() - tc1.x();
+ float t1 = tc2.y() - tc1.y(), t2 = tc3.y() - tc1.y();
+ float r = 1.0f / ( s1 * t2 - s2 * t1 );
+ QVector3D tan1( ( t2 * q1.x() - t1 * q2.x() ) * r,
+ ( t2 * q1.y() - t1 * q2.y() ) * r,
+ ( t2 * q1.z() - t1 * q2.z() ) * r );
+ QVector3D tan2( ( s1 * q2.x() - s2 * q1.x() ) * r,
+ ( s1 * q2.y() - s2 * q1.y() ) * r,
+ ( s1 * q2.z() - s2 * q1.z() ) * r );
+ tan1Accum[ faces[i] ] += tan1;
+ tan1Accum[ faces[i+1] ] += tan1;
+ tan1Accum[ faces[i+2] ] += tan1;
+ tan2Accum[ faces[i] ] += tan2;
+ tan2Accum[ faces[i+1] ] += tan2;
+ tan2Accum[ faces[i+2] ] += tan2;
+ }
+
+ for ( int i = 0; i < points.size(); ++i )
+ {
+ const QVector3D& n = normals[i];
+ QVector3D& t1 = tan1Accum[i];
+ QVector3D& t2 = tan2Accum[i];
+
+ // Gram-Schmidt orthogonalize
+ tangents[i] = QVector4D( QVector3D( t1 - QVector3D::dotProduct( n, t1 ) * n ).normalized(), 0.0f );
+
+ // Store handedness in w
+ tangents[i].setW( ( QVector3D::dotProduct( QVector3D::crossProduct( n, t1 ), t2 ) < 0.0f ) ? -1.0f : 1.0f );
+ }
+}
+
+void ObjLoader::center( QVector<QVector3D>& points )
+{
+ if ( points.isEmpty() )
+ return;
+
+ AxisAlignedBoundingBox bb(points);
+ QVector3D center = bb.center();
+
+ // Translate center of the AABB to the origin
+ for ( int i = 0; i < points.size(); ++i )
+ {
+ QVector3D& point = points[i];
+ point = point - center;
+ }
+}
+
+}