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Adam West

OpenGL lib3ds and texture mapping?

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hello again!

i have fixed up a few problems on my 3ds loader using lib3ds, my only problem now is that i have no idea how to load a texture map onto the loaded model. do i have to use lib3ds Material or something like that?

3ds.h


#include "main.h"
#include "lib3ds/file.h"
#include "lib3ds/mesh.h"
#include "lib3ds/material.h"

class Object
{
public:
Object(const char* filename);
virtual ~Object();
virtual void Draw() const;
virtual void CreateVBO();
void applyTexture(const char*texfilename);

protected:
void GetFaces();
unsigned int m_TotalFaces;
Lib3dsFile * m_model;

Lib3dsMesh* Mesh;
GLuint textureObject;
GLuint m_VertexVBO, m_NormalVBO, m_TexCoordVBO;
};


3ds.cpp

#include "3dsloader.h"
#include "shader.h"

Object::Object(const char* filename)
{
m_TotalFaces = 0;
m_model = lib3ds_file_load(filename);
// If loading the model failed, we throw an exception
if(!m_model)
{
cout << ("Unable to load ", filename);
}
Lib3dsMesh* mesh = lib3ds_file_mesh_by_name(m_model,"filename");


}
Object::~Object()
{
if(m_model) // if the file isn't freed yet
lib3ds_file_free(m_model); //free up memory
}

void Object::GetFaces()
{
m_TotalFaces = 0;
Lib3dsMesh * mesh;
// Loop through every mesh.
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{
// Add the number of faces this mesh has to the total number of faces.
m_TotalFaces += mesh->faces;
}
}
void Object::CreateVBO()
{
assert(m_model != NULL);
// Calculate the number of faces we have in total
GetFaces();
// Allocate memory for our vertices and normals
Lib3dsVector * vertices = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsVector * normals = new Lib3dsVector[m_TotalFaces * 3];
Lib3dsTexel* texCoords = new Lib3dsTexel[m_TotalFaces * 3];

Lib3dsMesh * mesh;
unsigned int FinishedFaces = 0;
// Loop through all the meshes
for(mesh = m_model->meshes;mesh != NULL;mesh = mesh->next)
{

lib3ds_mesh_calculate_normals(mesh, &normals[FinishedFaces*3]);
// Loop through every face
for(unsigned int cur_face = 0; cur_face < mesh->faces;cur_face++)
{

Lib3dsFace * face = &mesh->faceL[cur_face];
for(unsigned int i = 0;i < 3;i++)
{

if(mesh->texels)
{
memcpy(&texCoords[FinishedFaces*2 + i], mesh->texelL[face->points[ i ]], sizeof(Lib3dsTexel));
}
memcpy(&vertices[FinishedFaces*3 + i], mesh->pointL[face->points[ i ]].pos, sizeof(Lib3dsVector));

}

FinishedFaces++;
}

}

// Generate a Vertex Buffer Object and store it with our vertices
glGenBuffers(1, &m_VertexVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, vertices, GL_STATIC_DRAW);
// Generate another Vertex Buffer Object and store the normals in it
glGenBuffers(1, &m_NormalVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsVector) * 3 * m_TotalFaces, normals, GL_STATIC_DRAW);
// Generate a third VBO and store the texture coordinates in it.
glGenBuffers(1, &m_TexCoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Lib3dsTexel) * 3 * m_TotalFaces, texCoords, GL_STATIC_DRAW);

// Clean up our allocated memory
delete vertices;
delete normals;
delete texCoords;

// We no longer need lib3ds
lib3ds_file_free(m_model);
m_model = NULL;
}
void Object::applyTexture(const char*texfilename)
{

textureObject = SOIL_load_OGL_texture(texfilename,SOIL_LOAD_AUTO,SOIL_CREATE_NEW_ID,SOIL_FLAG_MIPMAPS);

glBindTexture(GL_TEXTURE_2D,textureObject);// use our newest texture
}

void Object::Draw() const
{



// Enable vertex, normal and texture-coordinate arrays.
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);



// Bind the VBO with the normals.
glBindBuffer(GL_ARRAY_BUFFER, m_NormalVBO);
// The pointer for the normals is NULL which means that OpenGL will use the currently bound VBO.
glNormalPointer(GL_FLOAT, 0, NULL);

glBindBuffer(GL_ARRAY_BUFFER, m_TexCoordVBO);
glTexCoordPointer(2, GL_FLOAT, 0,(char *) NULL);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexVBO);
glVertexPointer(3, GL_FLOAT, 0, NULL);
// Render the triangles.
glDrawArrays(GL_TRIANGLES, 0, m_TotalFaces * 3);


glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}


at the moment all of the texture co-ordinates are messed up, it looks like this:

fpo2wxb3zlp6bpgvt3wk.png

the output should actually be a perfectly mapped pyramid with no black parts

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Just create a simple plane model, save it as .3ds and load it. Then see at which point the texture coordinates get messed up. It should be 0/0, 0/1, 1/1 etc. when you load it.
If you want to save yourself a lot of time, then forget about 3ds, its lacking things in too many ways. Try .obj for a simple format that also supports bigger meshes. Its also very easy to create your own loader for it.

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number of tex coord not equal numer of face. if tex coord on neighboring face is equal - both face has one texcoord.
for example, if you have default cube-object, you have 24 faces, but 8 vertexes and 8 texcoord.



1,1 | | 1,1
0,0 0,1 | | 0,1 0,0
-------------- --------------



this two face have 3 tex coord. not 6. 3 on both. somsing like that...

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number of tex coord not equal numer of face. if tex coord on neighboring face is equal - both face has one texcoord.
for example, if you have default cube-object, you have 24 faces, but 8 vertexes and 8 texcoord.



1,1 | | 1,1
0,0 0,1 | | 0,1 0,0
-------------- --------------



this two face have 3 tex coord. not 6. 3 on both. somsing like that...




could you modify my code so it makes more sense. this could help me and many other people with this problem?

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it uogly, in the future I fix it function. but if call this function after load 3ds, tex coord will by fixed.


void WorkBase::vertexNoDifTexCoordExtract( SPtr<BaseMesh> baseMesh ) const
{
SPtr<BaseSide> sptrSide;
SPtr<BaseAI> sptrBaseAI;
uint indexCount, indexOfVertex, pointCount = baseMesh->point()->count() / 8;

char doneIndex[pointCount];
memset( doneIndex, 0, pointCount*sizeof( char ) );

for ( uint i = 0; baseMesh->side()->next( &i, &sptrSide ); )
{
for ( uint j = 0; sptrSide->arrayIndex()->next( &j, &sptrBaseAI ); )
{
indexCount = sptrBaseAI->index()->count();

if (indexCount>64000) continue;

for ( uint n = 0; n < indexCount; n++ )
{
indexOfVertex = *sptrBaseAI->index()->atRo( n );

if ( !doneIndex[indexOfVertex] ) doneIndex[indexOfVertex] = 1;
else
{
for ( uint m = 0; m < 8; m++ )
{
if (( indexOfVertex*8 + m ) < baseMesh->point()->count() ) // TODO kastil', need normal fix
{
float varFloat = *baseMesh->point()->atRo( indexOfVertex * 8 + m );
baseMesh->point()->appendVar( varFloat );
}
}

*sptrBaseAI->index()->atRw( n ) = baseMesh->point()->count() / 8 - 1;
}
}
}
}

}


AI - its Array Indexes.

If u intresting, if u need, I can give my code of load 3ds. Its class, inherit from some python-3ds-module-source-code, not lib3ds. In the future I wont use lib3ds. But now.. my uogly, but working code:




#include "drawlib/scene/loader_3ds.h"

#include "drawlib/scene/scene_manager.h"


namespace drawlib
{


Loader3DS::Loader3DS( SceneManager *sceneManager )
{
m_sceneManager = sceneManager;
m_forStreamSteckStart = 0;
m_forStreamSteckEnd = 0;
m_wasError = false;
setIsSimple( false );
reset();
}


Loader3DS::~Loader3DS()
{
}


void Loader3DS::P_updatePersent()
{
int persent = 1 + (( 100 * m_currentFileDevice->at() ) / m_currentFileDevice->size() );

if ( m_sceneManager->jobManager()->isThreadOn() )
setProgress( persent );
}


void Loader3DS::setWasErrorToFalse()
{
m_wasError = false;
}


bool Loader3DS::getWasError() const
{
return m_wasError;
}


void Loader3DS::load( SPtr<BaseMesh> baseMesh, QString fileName, QString *nameObject )
{
if ( nameObject ) *nameObject = "3ds";

m_sceneManager->storer()->mesh()->setHide( baseMesh, true );

m_listForStreamBaseMesh.append( baseMesh );
m_listForStreamFileName.append( fileName );

m_sceneManager->jobManager()->doRun( this );
}


void Loader3DS::reset()
{
JobThread::reset();

// m_sceneManager=0; - not need

m_baseAI.reset();
m_baseSide.reset();
m_baseMaterial.reset();
m_baseMesh.reset();

m_baseAIMaterial.reset();
m_baseSideMaterial.reset();

m_fileName = QString::null;
m_pathToFile = QString::null;
m_mapMaterial.clear();

m_indexOffset = 0;
m_version = 0;
m_count_mapUV = 0;

if ( m_forStreamSteckStart == m_forStreamSteckEnd )
{
m_forStreamSteckStart = 0;
m_forStreamSteckEnd = 0;
m_listForStreamBaseMesh.clear();
m_listForStreamFileName.clear();
}
}



/**************************************************************
************************ for QThread *************************
*************************************************************/

void Loader3DS::startJob()
{
m_baseMesh = *m_listForStreamBaseMesh.at( m_forStreamSteckStart );
m_fileName = *m_listForStreamFileName.at( m_forStreamSteckStart );
m_forStreamSteckStart++;

setName( "load: \"" + QFileInfo( m_fileName ).fileName() + "\"" );

m_baseMesh->reset();
m_pathToFile = QFileInfo( m_fileName ).dirPath();
// m_baseMesh->point()->setBlokSize( 250000 );

if ( !ProcessFile( m_fileName.latin1() ) ) m_wasError = true;

if ( m_version != 3 ) m_wasError = true;
}


void Loader3DS::endJob()
{
m_baseMesh = *m_listForStreamBaseMesh.at( m_forStreamSteckEnd );
m_forStreamSteckEnd++;

m_sceneManager->workBase()->vertexNoDifTexCoordExtract( m_baseMesh );
m_sceneManager->workBase()->normalize( m_baseMesh );

m_baseMesh->update();
uint textureId = 0;
QValueList<uint> filter;

for ( uint i = 0; m_baseMesh->side()->next( &i, &m_baseSide ); )
{
if ( !m_baseSide->getMaterialId() ) continue;

m_baseMaterial = m_sceneManager->storer()->material()->idToSPtr( m_baseSide->getMaterialId() );
textureId = m_baseMaterial->getTextureId();

if ( !textureId ) continue;

if ( filter.find( textureId ) != filter.end() ) continue;
else filter.append( textureId );

m_sceneManager->storer()->texture()->idToSPtr( textureId )->update();
}

m_sceneManager->storer()->mesh()->setHide( m_baseMesh, false );
reset();
}



/**************************************************************
********************* Check correct 3ds **********************
*************************************************************/

bool Loader3DS::UserVersion( uint version )
{
m_version = version;

if ( m_version != 3 ) return false;

return true;
}



/**************************************************************
*********************** Material list ************************
*************************************************************/

void Loader3DS::UserMatName( const string name )
{
uint id;
BaseMaterial *baseMaterial;
m_sceneManager->storer()->material()->create( baseMaterial, id );
m_baseMaterial.set( baseMaterial );
m_mapMaterial[name] = id;
}


void Loader3DS::UserMatColor( float c0, float c1, float c2, int flag )
{
if ( flag == 1 ) m_baseMaterial->color()->setColor( c0 / 1.4f, c1 / 1.4f, c2 / 1.4f );
else if ( flag == 2 ) m_baseMaterial->color()->setColorAmbient( c0, c1, c2 );
else m_baseMaterial->color()->setColorSpecular( c0, c1, c2 );
}


void Loader3DS::UserMapFile( const string fileName )
{
uint textureId;
BaseTexture *baseTexture;
SPtr<BaseTexture> baseTextureSPtr;

m_sceneManager->storer()->texture()->create( baseTexture, textureId );
baseTextureSPtr.set( baseTexture );

if ( m_sceneManager->loaderImage()->load( baseTextureSPtr,
m_pathToFile + "/" + QString( fileName ).lower() ) )
m_baseMaterial->setTextureId( textureId );

p_updatePersent();
}



/**************************************************************
*************************** Vertex ***************************
*************************************************************/

void Loader3DS::User3dVertCount( unsigned short count )
{
count = 0;
m_indexOffset = m_baseMesh->point()->count() / 8;
m_count_mapUV = 0;

p_updatePersent();
}


void Loader3DS::User3dVert( float x, float y, float z )
{
m_baseMesh->point()->appendVar( 0 );
m_baseMesh->point()->appendVar( 0 );

m_baseMesh->point()->appendVar( 0 );
m_baseMesh->point()->appendVar( 0 );
m_baseMesh->point()->appendVar( 0 );

m_baseMesh->point()->appendVar( x );
m_baseMesh->point()->appendVar( y );
m_baseMesh->point()->appendVar( z );
}


void Loader3DS::UserMapVertex( float u, float v )
{
*m_baseMesh->point()->atRw(( m_indexOffset + m_count_mapUV )*8 + 0 ) = u;
*m_baseMesh->point()->atRw(( m_indexOffset + m_count_mapUV )*8 + 1 ) = v;
m_count_mapUV++;
}



/**************************************************************
*************************** Index ****************************
*************************************************************/

void Loader3DS::User3dFaceCount( unsigned short )
{
m_baseSide = m_baseMesh->side()->createSPtr();
m_baseAI = m_baseSide->arrayIndex()->createSPtr();
m_baseAI->setMode( GL_TRIANGLES );
m_indexForSmoothCount = 0;

p_updatePersent();
}


void Loader3DS::User3dFace( unsigned short a, unsigned short b, unsigned short c, unsigned short )
{
m_baseAI->index()->appendVar( a + m_indexOffset );
m_baseAI->index()->appendVar( b + m_indexOffset );
m_baseAI->index()->appendVar( c + m_indexOffset );
}


void Loader3DS::UserFaceSmoothList( uint Index )
{
m_baseSide->appendSmoothFace( Index, m_indexForSmoothCount );
m_indexForSmoothCount++;
}



/**************************************************************
********************* Material on side ***********************
*************************************************************/

void Loader3DS::UserFaceMaterialName( string name )
{
m_baseSideMaterial = m_baseMesh->side()->createSPtr();;
m_baseAIMaterial = m_baseSideMaterial->arrayIndex()->createSPtr();
m_baseAIMaterial->setMode( GL_TRIANGLES );
m_baseSideMaterial->setMaterialId( m_mapMaterial[name] );
}


void Loader3DS::UserFaceMaterialNumber( int number )
{
uint a = m_baseAI->index()->atRo( number * 3 )[0];
uint b = m_baseAI->index()->atRo( number * 3 )[1];
uint c = m_baseAI->index()->atRo( number * 3 )[2];

m_baseAIMaterial->index()->appendVar( a );
m_baseAIMaterial->index()->appendVar( b );
m_baseAIMaterial->index()->appendVar( c );

m_baseAI->index()->atRw( number*3 )[0] = ( uint ) - 1;
m_baseAI->index()->atRw( number*3 )[1] = ( uint ) - 1;
m_baseAI->index()->atRw( number*3 )[2] = ( uint ) - 1;
}


void Loader3DS::User3dFaceFinish()
{
SPtr<BaseSide> oldBaseSide = m_baseSide;
SPtr<BaseAI> oldBaseAI = m_baseAI;

m_baseSide = m_baseMesh->side()->createSPtr();
m_baseAI = m_baseSide->arrayIndex()->createSPtr();
m_baseAI->setMode( GL_TRIANGLES );

for ( uint i = 0, a = 0; i < oldBaseAI->index()->count(); i++ )
{
a = oldBaseAI->index()->atRo( i )[0];
if ( a != ( uint ) - 1 ) m_baseAI->index()->appendVar( a );
}

m_baseMesh->side()->removeBySPtr( oldBaseSide );

if ( !m_baseAI->index()->count() )
m_baseMesh->side()->removeBySPtr( m_baseSide );
}


}

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