mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 03:12:36 +01:00
Added basic OpenGL rendering of models with -r flag etc
This commit is contained in:
parent
519c51f7ce
commit
06f7af92c2
@ -1,3 +1,5 @@
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add_executable(datadump main.cpp)
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add_executable(datadump main.cpp)
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target_link_libraries( datadump sfml-graphics sfml-window sfml-system GL GLEW )
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install(TARGETS datadump RUNTIME DESTINATION bin)
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install(TARGETS datadump RUNTIME DESTINATION bin)
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@ -1,3 +1,14 @@
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#define GLEW_STATIC
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#include <GL/glew.h>
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <unistd.h>
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include "../framework/rwbinarystream.h"
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#include "../framework/rwbinarystream.h"
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@ -9,6 +20,32 @@ using RW::BSClump;
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using namespace RW;
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using namespace RW;
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sf::Window *window;
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constexpr int WIDTH = 800,
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HEIGHT = 600;
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const char *vertexShaderSource = "#version 130\n"
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"in vec3 position;"
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"in vec2 texCoords;"
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"out vec2 TexCoords;"
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"uniform mat4 model;"
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"uniform mat4 view;"
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"uniform mat4 proj;"
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"void main()"
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"{"
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" TexCoords = texCoords;"
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" gl_Position = proj * model * vec4(position, 1.0);"
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"}";
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const char *fragmentShaderSource = "#version 130\n"
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"in vec2 TexCoords;"
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"uniform sampler2D texture;"
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"void main()"
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"{"
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// " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
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" gl_FragColor = texture2D(texture, TexCoords);"
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"}";
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template<class T> T readStructure(char* data, size_t& dataI)
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template<class T> T readStructure(char* data, size_t& dataI)
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{
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{
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size_t orgoff = dataI; dataI += sizeof(T);
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size_t orgoff = dataI; dataI += sizeof(T);
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@ -20,7 +57,29 @@ BSSectionHeader readHeader(char* data, size_t& dataI)
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return readStructure<BSSectionHeader>(data, dataI);
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return readStructure<BSSectionHeader>(data, dataI);
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}
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}
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void dumpModelFile(char* data, size_t& dataI)
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GLuint compileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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GLint len;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
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GLchar *buffer = new GLchar[len];
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glGetShaderInfoLog(shader, len, NULL, buffer);
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std::cerr << "ERROR compiling shader: " << buffer << std::endl;
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delete[] buffer;
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exit(1);
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}
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return shader;
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}
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void dumpModelFile(char* data, size_t dataI)
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{
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{
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auto header = readHeader(data, dataI);
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auto header = readHeader(data, dataI);
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@ -196,7 +255,7 @@ void dumpModelFile(char* data, size_t& dataI)
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}
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}
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}
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}
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void dumpTextureDictionary(char* data, size_t& dataI)
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void dumpTextureDictionary(char* data, size_t dataI)
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{
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{
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auto header = readHeader(data, dataI);
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auto header = readHeader(data, dataI);
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@ -229,42 +288,246 @@ void dumpTextureDictionary(char* data, size_t& dataI)
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}
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}
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}
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}
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void renderModel(char *data, size_t dataI)
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{
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window = new sf::Window({WIDTH, HEIGHT}, "GTA Model Viewer", sf::Style::Close);
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glewExperimental = GL_TRUE;
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glewInit();
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readHeader(data, dataI); // Header
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readHeader(data, dataI); // ?
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readStructure<BSClump>(data, dataI); // Clump
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readHeader(data, dataI); // Frame header
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readHeader(data, dataI); // ?
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BSFrameList frames = readStructure<BSFrameList>(data, dataI); // Frames
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for (size_t i = 0; i < frames.numframes; ++i)
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readStructure<BSFrameListFrame>(data, dataI);
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auto nextHeader = readHeader(data, dataI);
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while (nextHeader.id == RW::SID_Extension) {
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for (size_t i = 0; i < 2; ++i) {
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auto firstHeader = readHeader(data, dataI);
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dataI += firstHeader.size;
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}
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nextHeader = readHeader(data, dataI);
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}
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readHeader(data, dataI); // Structure Header..
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// OpenGL
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glClearColor(0.2, 0.2, 0.2, 1.0);
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glEnable(GL_DEPTH_TEST);
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// glDepthFunc(GL_GEQUAL);
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// glDisable(GL_CULL_FACE);
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
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GLuint shaderProgram = glCreateProgram();
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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glLinkProgram(shaderProgram);
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glUseProgram(shaderProgram);
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sf::Image uvgridTexture;
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uvgridTexture.loadFromFile("../datadump/uvgrid.jpg");
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// sf::Texture::bind(&uvgridTexture);
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GLuint VBO;
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GLuint EBO;
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GLuint textures[1];
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glGenTextures(1, textures);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindTexture(GL_TEXTURE_2D, textures[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, uvgridTexture.getSize().x, uvgridTexture.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, uvgridTexture.getPixelsPtr());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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auto geomlist = readStructure<BSGeometryList>(data, dataI);
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for (size_t i = 0; i < geomlist.numgeometry; ++i) {
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auto geomHeader = readHeader(data, dataI);
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size_t basedata = dataI;
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readHeader(data, dataI);
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auto geom = readStructure<BSGeometry>(data, dataI);
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if (geomHeader.versionid < 0x1003FFFF)
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auto colors = readStructure<BSGeometryColor>(data, dataI);
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if (geom.flags & BSGeometry::VertexColors) {
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for (size_t v = 0; v < geom.numverts; ++v) {
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readStructure<BSColor>(data, dataI);
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}
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}
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float *texcoords;
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size_t numTexcoords = 0;
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if (geom.flags & BSGeometry::TexCoords1 || geom.flags & BSGeometry::TexCoords2) {
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texcoords = new float[geom.numverts * 2];
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numTexcoords = geom.numverts * 2 * sizeof(float);
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for (size_t v = 0; v < geom.numverts; ++v) {
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auto coords = readStructure<BSGeometryUV>(data, dataI);
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texcoords[v*2] = coords.u;
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texcoords[v*2 + 1] = coords.v;
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}
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}
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uint16_t indicies[geom.numtris * 3];
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for (int j = 0; j < geom.numtris; ++j) {
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auto tri = readStructure<BSGeometryTriangle>(data, dataI);
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indicies[j*3] = tri.first;
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indicies[j*3 + 1] = tri.second;
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indicies[j*3 + 2] = tri.third;
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
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auto bounds = readStructure<BSGeometryBounds>(data,dataI);
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float *vertices = new float[geom.numverts * 3];
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size_t numVertices = geom.numverts * 3 * sizeof(float);
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for (size_t v = 0; v < geom.numverts; ++v) {
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auto p = readStructure<BSTVector3>(data, dataI);
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vertices[v*3] = p.x;
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vertices[v*3 + 1] = p.y;
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vertices[v*3 + 2] = p.z;
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}
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float *normals;
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size_t numNormals = 0;
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if (geom.flags & BSGeometry::StoreNormals) {
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normals = new float[geom.numverts * 3];
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numNormals = geom.numverts * 3 * sizeof(float);
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for (size_t v = 0; v < geom.numverts; ++v) {
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auto p = readStructure<BSTVector3>(data, dataI);
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normals[v*3] = p.x;
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normals[v*3 + 1] = p.y;
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normals[v*3 + 2] = p.z;
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}
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}
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// Jump to the start of the next geometry
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dataI = basedata + geomHeader.size;
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/** CHANGE THIS NUMBER TO SELECT A SPECIFIC MODEL! **/
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if (i <= 11)
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continue;
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// Buffer stuff
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size_t bufferSize = numVertices + numTexcoords + numNormals;
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std::cout << "BUFFER SIZE IS " << bufferSize << std::endl;
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glBufferData(GL_ARRAY_BUFFER, bufferSize, NULL, GL_STATIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices, vertices);
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if (numTexcoords > 0)
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glBufferSubData(GL_ARRAY_BUFFER, numVertices, numTexcoords, texcoords);
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if (numNormals > 0)
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glBufferSubData(GL_ARRAY_BUFFER, numVertices+numTexcoords, numNormals, normals);
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GLuint posAttrib = glGetAttribLocation(shaderProgram, "position");
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GLuint texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
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glEnableVertexAttribArray(posAttrib);
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glEnableVertexAttribArray(texAttrib);
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glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void *) numVertices);
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GLuint uniModel = glGetUniformLocation(shaderProgram, "model");
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GLuint uniView = glGetUniformLocation(shaderProgram, "view");
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GLuint uniProj = glGetUniformLocation(shaderProgram, "proj");
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glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 10.f);
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glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
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int j = 0;
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while (window->isOpen()) {
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glm::mat4 model;
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model = glm::translate(model, glm::vec3(0, 0, -0.5));
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model = glm::rotate(model, (float) j, glm::vec3(2, 1, 1));
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, geom.numverts, GL_UNSIGNED_SHORT, NULL);
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window->display();
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j++;
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}
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break;
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}
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}
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bool loadFile(const char *filename, char **data)
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{
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std::ifstream dfile(filename);
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if ( ! dfile.is_open()) {
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std::cerr << "Error opening file " << filename << std::endl;
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return false;
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}
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dfile.seekg(0, std::ios_base::end);
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size_t length = dfile.tellg();
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dfile.seekg(0);
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*data = new char[length];
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dfile.read(*data, length);
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return true;
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}
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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{
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for(int i = 1; i < argc; ++i)
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bool render = false;
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{
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int c;
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std::ifstream dfile(argv[i]);
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while ((c = getopt (argc, argv, "r")) != -1) {
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if(!dfile.is_open()) {
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switch (c) {
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std::cerr << "Error opening file " << argv[i] << std::endl;
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case 'r':
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continue;
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render = true;
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break;
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}
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}
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}
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dfile.seekg(0, std::ios_base::end);
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size_t length = dfile.tellg();
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char *data;
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dfile.seekg(0);
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char* data = new char[length];
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if (render) {
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dfile.read(data, length);
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if (loadFile(argv[2], &data)) {
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size_t dataI = 0;
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renderModel(data, 0);
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std::string fname = argv[i];
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delete[] data;
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auto ext = fname.substr(fname.size()-3);
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if(ext == "dff" || ext == "DFF")
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{
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std::cout << "Dumping model file" << std::endl;
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dumpModelFile(data, dataI);
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}
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}
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else if(ext == "txd" || ext == "TXD")
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} else {
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{
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for (int i = 1; i < argc; ++i) {
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std::cout << "Dumping texture archive" << std::endl;
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if ( ! loadFile(argv[i], &data))
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dumpTextureDictionary(data, dataI);
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continue;
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std::string fname = argv[i];
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auto ext = fname.substr(fname.size()-3);
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if(ext == "dff" || ext == "DFF")
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{
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std::cout << "Dumping model file" << std::endl;
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dumpModelFile(data, 0);
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}
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else if(ext == "txd" || ext == "TXD")
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{
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std::cout << "Dumping texture archive" << std::endl;
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dumpTextureDictionary(data, 0);
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}
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else
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{
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std::cout << "I'm not sure what that is" << std::endl;
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}
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delete[] data;
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}
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}
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else
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{
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std::cout << "I'm not sure what that is" << std::endl;
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}
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delete[] data;
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}
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}
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return 0;
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return 0;
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BIN
datadump/uvgrid.jpg
Normal file
BIN
datadump/uvgrid.jpg
Normal file
Binary file not shown.
After Width: | Height: | Size: 122 KiB |
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