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Simple obj loader for OpenGl


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#1 Aitorman   Members   -  Reputation: 126

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Posted 20 September 2012 - 01:56 PM

Hello there,
I'm looking for a simple obj laoder for OpenGL, wich reads vertex,normal, index and uv data. Everything I've seen is either too simple (doesn't have support for index data), or too complex (assimp, for example). Doesn anyone know of a simple obj loader wich gets index data?

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#2 Ahl   Members   -  Reputation: 168

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Posted 20 September 2012 - 02:51 PM

I haven't been able to find one. I tried writing one myself which proved to be an exercise in futility. Assimp isn't incredibly difficult for simply loading models and once you get the wrapper done you can use any model type Assimp supports.

#3 Dunge   Members   -  Reputation: 405

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Posted 20 September 2012 - 03:41 PM

I have "something" that I coded in 2004 when I was still a young newbie programmer. It's pure C (no classes) with french variable names and comments and probably very unstable and very badly coded (static array and such) but since I have it I'll paste it here. "Charger" is load, "Afficher" is draw.

[source lang="cpp"]struct point3D{ float X; float Y; float Z;};struct PointsAsso{ int pt1; int pt2; int pt3;};struct PointsTexture{ float X; float Y;};struct Association{ PointsAsso ptModele; PointsAsso ptTexture;};struct Modele{ point3D tabPointsModele[512]; PointsTexture tabPointsTexture[512]; Association tabAsso[512]; int nbAsso;};void M2500_CHARGER_MODELE(char *nomFichier,Modele *nomModel){ FILE *fichierModele; fichierModele = fopen(nomFichier,"r"); char tempCar; char tempChaine[255]; int i =0; int j =0; int k =0; int longueur; while (!feof(fichierModele)) { tempCar = fgetc(fichierModele); if(tempCar == 'v') //point d'un sommet { tempCar = fgetc(fichierModele); if(tempCar == ' ') { fscanf(fichierModele,"%f %f %f",&nomModel->tabPointsModele[i].X,&nomModel->tabPointsModele[i].Y,&nomModel->tabPointsModele[i].Z); i++; } if(tempCar == 't') //point d'une texture { tempCar = fgetc(fichierModele); fscanf(fichierModele,"%f %f",&nomModel->tabPointsTexture[j].X,&nomModel->tabPointsTexture[j].Y); j++; } } if(tempCar == 'f') //face (association sommet/texture) { tempCar = fgetc(fichierModele); fgets(tempChaine,255,fichierModele); nomModel->nbAsso++; //pt1 modele nomModel->tabAsso[k].ptModele.pt1 = atoi(tempChaine); //pt1 texture longueur = M2510_OBTENIR_LONGUEUR_ENTIER(nomModel->tabAsso[k].ptModele.pt1); strcpy(tempChaine, &tempChaine[longueur+1]); nomModel->tabAsso[k].ptTexture.pt1 = atoi(tempChaine); //pt2 modele longueur = M2510_OBTENIR_LONGUEUR_ENTIER(nomModel->tabAsso[k].ptTexture.pt1); strcpy(tempChaine, &tempChaine[longueur+2]); nomModel->tabAsso[k].ptModele.pt2 = atoi(tempChaine); //pt2 texture longueur = M2510_OBTENIR_LONGUEUR_ENTIER(nomModel->tabAsso[k].ptModele.pt2); strcpy(tempChaine, &tempChaine[longueur+1]); nomModel->tabAsso[k].ptTexture.pt2 = atoi(tempChaine); //pt3 modele longueur = M2510_OBTENIR_LONGUEUR_ENTIER(nomModel->tabAsso[k].ptTexture.pt2); strcpy(tempChaine, &tempChaine[longueur+2]); nomModel->tabAsso[k].ptModele.pt3 = atoi(tempChaine); //pt3 texture longueur = M2510_OBTENIR_LONGUEUR_ENTIER(nomModel->tabAsso[k].ptModele.pt3); strcpy(tempChaine, &tempChaine[longueur+1]); nomModel->tabAsso[k].ptTexture.pt3 = atoi(tempChaine); k++; } } fclose(fichierModele);}int M2510_OBTENIR_LONGUEUR_ENTIER(int entier){ if (entier < 10) return 1; if (entier >= 10 && entier < 100) return 2; if (entier >= 100 && entier < 1000) return 3; if (entier >= 1000 && entier < 10000) return 4; else return 0;}void M4240_AFFICHER_MODELE(float x,float y,float z, struct Modele *nomModel, int numTexture, float grosseur, bool rotation, float deltaT){ static float rot; glPushMatrix(); //Conserve l'ancienne matrice glTranslatef(x,y,z); //Bouge à la position de l'objet rot+= deltaT*2; //Tourner par rapport au temps glScalef(grosseur, grosseur, grosseur); //Change la grosseur (modèles pas sauvés tous pareil) if(rotation) glRotatef(rot,0,0,1); if(numTexture != -1) glBindTexture(GL_TEXTURE_2D, numTexture); else glBindTexture(GL_TEXTURE_2D, 0); glBegin(GL_TRIANGLES); for (int i = 0; i < nomModel->nbAsso; i++) { int AssoMod1 = nomModel->tabAsso[i].ptModele.pt1; int AssoMod2 = nomModel->tabAsso[i].ptModele.pt2; int AssoMod3 = nomModel->tabAsso[i].ptModele.pt3; int AssoTex1 = nomModel->tabAsso[i].ptTexture.pt1; int AssoTex2 = nomModel->tabAsso[i].ptTexture.pt2; int AssoTex3 = nomModel->tabAsso[i].ptTexture.pt3; glTexCoord2f( nomModel->tabPointsTexture[AssoTex1-1].X, nomModel->tabPointsTexture[AssoTex1-1].Y); glVertex3f( nomModel->tabPointsModele[AssoMod1-1].X, nomModel->tabPointsModele[AssoMod1-1].Y, nomModel->tabPointsModele[AssoMod1-1].Z); glTexCoord2f( nomModel->tabPointsTexture[AssoTex2-1].X, nomModel->tabPointsTexture[AssoTex2-1].Y); glVertex3f( nomModel->tabPointsModele[AssoMod2-1].X, nomModel->tabPointsModele[AssoMod2-1].Y, nomModel->tabPointsModele[AssoMod2-1].Z); glTexCoord2f( nomModel->tabPointsTexture[AssoTex3-1].X, nomModel->tabPointsTexture[AssoTex3-1].Y); glVertex3f( nomModel->tabPointsModele[AssoMod3-1].X, nomModel->tabPointsModele[AssoMod3-1].Y, nomModel->tabPointsModele[AssoMod3-1].Z); } glEnd(); glPopMatrix(); //Remet l'ancienne matrice}[/source]

Edited by Dunge, 20 September 2012 - 03:43 PM.


#4 Aitorman   Members   -  Reputation: 126

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Posted 21 September 2012 - 02:04 PM

Thanks! I'll try using assimp or Dunge's solution If I can't get it to work.

#5 Promit   Moderators   -  Reputation: 7342

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Posted 21 September 2012 - 02:36 PM

I've been using this guy's source code for it for literally years:
http://www.dhpoware.com/demos/glObjViewer.html
Have run it on various OpenGL and GL ES versions, and D3D versions, depending on the project. It's very flexible.

#6 Aitorman   Members   -  Reputation: 126

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Posted 23 September 2012 - 01:12 PM

Thank you! Sorry for the late answer, I've been out in the weekend




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