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#ifndef _OBJLOADER_H_
#define _OBJLOADER_H_
extern char ObjLastFname[101];
typedef struct
{
float x, y, z, w;
} ObjVertex;
typedef struct
{
float x, y, z;
} ObjNormal;
typedef struct
{
float s, t, r, q;
} ObjTexCoord;
typedef struct
{
unsigned int Vertex[4];
unsigned int Normal[4];
unsigned int TexCoord[4];
} ObjFace;
typedef struct
{
char *map_Ka;
char *map_Kd;
ObjVertex Tf;
ObjVertex Ka;
ObjVertex Kd;
ObjVertex Ks;
ObjVertex Ke;
float Ns;
float Ni;
float d;
float Tr;
int illum;
} ObjMtl;
typedef struct
{
char *objectName;
char *groupName;
char *usemtl;
ObjMtl *mtl;
ObjVertex *VertexArray;
ObjNormal *NormalArray;
ObjTexCoord *TexCoordArray;
ObjFace *FaceArray;
unsigned nVertex, nNormal, nTexCoord, nFace;
char *mtllib;
} ObjModel;
/* function prototypes */
ObjModel *ObjLoadModel(char *, size_t);
/* read a file into argument 2, and return amount of bytes read */
size_t ObjLoadFile(char *, char **);
void ObjList(ObjModel *);
/* once we load an .obj file, we can extract path up to last '/' to load a
* mtl or texture that resides in the same folder */
char *ObjGetPath(const char *);
void ObjSubmitIndexedVertexArrayQuad(const ObjModel *);
void ObjSubmitGLCommandsQuad(const ObjModel *);
void ObjSubmitGLCommandsTriangle(const ObjModel *);
void ObjFree(ObjModel *);
static inline ObjNormal *ObjGetNormal(const ObjModel *model, const unsigned i,
const unsigned j)
{
return &(model->NormalArray[model->FaceArray[i].Normal[j] - 1]);
}
static inline ObjTexCoord *ObjGetTexCoord(const ObjModel *model, const unsigned i,
const unsigned j)
{
return &(model->TexCoordArray[model->FaceArray[i].TexCoord[j] - 1]);
}
static inline ObjVertex *ObjGetVertex(const ObjModel *model, const unsigned i,
const unsigned j)
{
return &(model->VertexArray[model->FaceArray[i].Vertex[j] - 1]);
}
#endif
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