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      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System; using System.Collections.Generic; using System.IO; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> vertices; private static List<Vector2> textures; private static List<Vector3> normals; private static List<int> indices; private static float[] verticesArray; private static float[] normalsArray; private static float[] texturesArray; private static int[] indicesArray; private static string[] lines; public static RawModel LoadObjModel(string filename, Loader loader) { if (!File.Exists("Contents/" + filename + ".obj")) { throw new FileNotFoundException("Error: wavefront file doesn't exist path: " + filename + ".png"); } vertices = new List<Vector3>(); textures = new List<Vector2>(); normals = new List<Vector3>(); indices = new List<int>(); lines = File.ReadAllLines("Contents/" + filename + ".obj"); try { foreach (string line in lines) { if (line == "" || line.StartsWith("#")) continue; string[] token = line.Split(' '); switch(token[0]) { case ("o"): string o = token[1]; break; case "v": Vector3 vertex = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); vertices.Add(vertex); break; case "vn": Vector3 normal = new Vector3(float.Parse(token[1]), float.Parse(token[2]), float.Parse(token[3])); normals.Add(normal); break; case "vt": Vector2 texture = new Vector2(float.Parse(token[1]), float.Parse(token[2])); textures.Add(texture); break; case "f": texturesArray = new float[vertices.Count * 2]; normalsArray = new float[vertices.Count * 3]; verticesArray = new float[vertices.Count * 3]; indicesArray = new int[indices.Count]; int vertexPointer = 0; foreach (Vector3 vex in vertices) { verticesArray[vertexPointer++] = vex.X; verticesArray[vertexPointer++] = vex.Y; verticesArray[vertexPointer++] = vex.Z; } for (int i = 0; i < indices.Count; i++) { indicesArray[i] = indices[i]; } break; } } } catch (FileNotFoundException f) { throw new FileNotFoundException($"OBJ file not found: {f.FileName}", f); } catch (ArgumentException ae) { throw new ArgumentException("OBJ file is damaged", ae); } return loader.loadToVAO(verticesArray, texturesArray, indicesArray); } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      And my download (mega.nz) should it is original but I tried no success...
      - Add blend source and png file here I have tried tried,.....  
       
      PS: Why is our community not active? I wait very longer. Stop to lie me!
      Thanks !
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      I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
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      Hello everyone, 
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      Thanks!
    • By mike44
      Hi
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OpenGL Wavefront OBJ file reading - Polygons connect incorrectly

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Hi, folks!

I have tried to create a 3D model class called Model3, which will inherit from my base class Model. This Model3-class supports only Wavefront OBJ files at the moment and I'm having trouble setting up correct data for OpenGL to process. I try to get rid of the deprecated OpenGL functions and use vertex array objects and vertex buffers objects instead to accomplish my goal to display a 3D model on screen.

The problem is rather simple to describe: polygons are formed incorrectly.

This is how I see the model in Blender (in which I also did the model):
[url="http://imageshack.us/photo/my-images/838/timg.png/"][url="http://imageshack.us/photo/my-images/838/timg.png/"][url="http://imageshack.us/photo/my-images/838/timg.png/"]http://imageshack.us/photo/my-images/838/timg.png/[/url][/url][/url]

And this is what ends up looking in my program:
[url="http://imageshack.us/photo/my-images/546/tim2i.png/"][url="http://imageshack.us/photo/my-images/546/tim2i.png/"][url="http://imageshack.us/photo/my-images/546/tim2i.png/"]http://imageshack.us/photo/my-images/546/tim2i.png/[/url][/url][/url]

 

Here's Model3 class definition:

/// ----------------------------------
    /// @class  	Model3
    /// @brief  	Represents a 3D model.
	/// @typedef	Model3D
    /// ----------------------------------
    typedef class Model3 : public Model{
    public:

		/// Enumerations:
		enum class FormatFile : unsigned int{
			FORMATFILE_3DS,
			FORMATFILE_OBJ
		};

        /// Constructors & destructors:
        Model3(void);
        Model3(Model3 const& model) = default;
        Model3(Model3&& model) = default;
		~Model3(void);

		/// Member functions:
		Model3& set_data(Model3::FormatFile const& format_file, std::string const& name_file);
		Model3& set_data(Model3::FormatFile const& format_file, std::string const&& name_file);
		Model3& set_data(Model3::FormatFile&& format_file, std::string const& name_file);
		Model3& set_data(Model3::FormatFile&& format_file, std::string const&& name_file);
		void show(void) const;

		/// Member functions (overloaded operators):
		Model3& operator=(Model3 const& model);
		Model3& operator=(Model3&& model);

    private:
        /// Member data:
		std::vector<Helixirr::Vector3<float>> _m_voDataFace[3]; // Element 0 contains vertex coordinates, element 1 contains texture coordinates, element 2 contains vertex normals.
		std::vector<Helixirr::Vector3<float>> _m_voDataVertex[3]; // Element 0 contains vertex coordinates, element 1 contains texture coordinates, element 2 contains vertex normals.
		unsigned int _m_uiIdArrayVertex, _m_uiBufferVertex;
	}Model3D;

 

Here are implementations of functions set_data and show:

/// Member functions:
Model3& Model3::set_data(Model3::FormatFile const& format_file, std::string const& name_file){ /* UNFINISHED! */
	std::ifstream __file(name_file);

	// 3D model loading lambdas:
	auto const __load_3ds = [&](void){
		/* UNFINISHED! */
	};
	auto const __load_obj = [&](void){ /* WORKS HALF RIGHT AND MORE FUNCTIONALITY IS REQUIRED! */
		auto const __read_data_vertices = [](std::string const& string, float coordinates[], unsigned int const&& amount_elements, unsigned int&& index_begin){
			// Variables used in the following for loop:
			// index_begin = end index for string substraction operation
			// __i = index of the temporary float array
			// __j = start index for string substraction operation
			for(unsigned int __i = 0, __j = index_begin; __i != amount_elements; ++__j){
				if(string[__j] == ' '){ // If the "end character" for floating number is detected:
					coordinates[__i++] = atof(string.substr(index_begin, ++__j).c_str());
					index_begin = __j;
				}
			}
		};

		std::string __line;
		clock_t init = clock();
		while(std::getline(__file, __line)){ // For each line in the requested file:
			switch(__line[0]){ // Check out the first letter of a line:
				case 'f':{
					// Read through the whole line ignoring all the insignificant characters (like '\n'):
					for(unsigned int __i = 2, __j = 2, __k = 0; __j != __line.size() - 1; ++__j){
						if(__line[__j] == '/'){
							_m_voDataFace[__k].push_back(_m_voDataVertex[__k][atoi(__line.substr(__i, ++__j).c_str())]);
							__i = __j;
							++__k;
						}
						else if(__line[__j] == ' '){
							++__j;
							__i = __j;
							__k = 0;
						}
					}
					continue;
				}
				case 'v': // If a requested line contains some sort of vertex data:
					if(__line[1] == ' '){ // If the requested line contains vertex coordinates:
						float __coordinates[3] = {0.0f}; // A temporary float array to store vertex coordinates.
						__read_data_vertices(__line, __coordinates, 3, 2);
						_m_voDataVertex[0].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), std::move(__coordinates[2])));
					}
					else if(__line[1] == 'n'){ // If the requested line contains vertex normals:
						float __coordinates[3] = {0.0f}; // A temporary float array to store vertex normals.
						__read_data_vertices(__line, __coordinates, 3, 3);
						_m_voDataVertex[2].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), std::move(__coordinates[2])));
					}
					else if(__line[1] == 't'){ // If the requested line contains UV coordinates:
						float __coordinates[2] = {0.0f}; // A temporary float array to store UV coordinates.
						__read_data_vertices(__line, __coordinates, 2, 3);
						_m_voDataVertex[1].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), 0.0f));
					}
					continue;
				default:
					continue;
			}
		}
		printf("OBJ file loading - elapsed time: %f\n", static_cast<double>(clock() - init) / static_cast<double>(CLOCKS_PER_SEC));
	};

	// Detect requested file format:
	switch(format_file){
		case Model3::FormatFile::FORMATFILE_3DS:
			__load_3ds();
			break;
		case Model3::FormatFile::FORMATFILE_OBJ:
			__load_obj();
			break;
		default:
			break;
	}

	// Create and bind a vertex array:
	if(_m_uiIdArrayVertex == 0)
		glGenVertexArrays(1, &_m_uiIdArrayVertex);
	glBindVertexArray(_m_uiIdArrayVertex);

	// Create and bind a vertex buffer object:
	if(_m_uiBufferVertex == 0)
		glGenBuffers(1, &_m_uiBufferVertex);
	glBindBuffer(GL_ARRAY_BUFFER, _m_uiBufferVertex);

	// Insert vertex data:
	glBufferData(GL_ARRAY_BUFFER, sizeof(_m_voDataFace[0][0]) * _m_voDataFace[0].size(), &_m_voDataFace[0][0], GL_STATIC_DRAW);

	return *this;
}
Model3& Model3::set_data(Model3::FormatFile const& format_file, std::string const&& name_file){
	return this->set_data(format_file, name_file);
}
Model3& Model3::set_data(Model3::FormatFile&& format_file, std::string const& name_file){
	return this->set_data(format_file, name_file);
}
Model3& Model3::set_data(Model3::FormatFile&& format_file, std::string const&& name_file){
	return this->set_data(format_file, name_file);
}
void Model3::show(void) const{
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, _m_uiBufferVertex);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

	glEnable(GL_POINT_SMOOTH);
	glPointSize(2.0f);

	glDrawArrays(GL_TRIANGLES, 0, _m_voDataFace[0].size() + 1);
	glDisableVertexAttribArray(0);
}


I don't understand what have I done wrong. Can anybody help me?

Edited by Helixirr

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Looks like you're not converting the vertex indices. The obj-file has 1-based indices but std::vector has 0-based indices.

 

Thanks for the reply. Now, what does this mean? What are these vertex indices anyway? Am I reading OBJ file incorrectly? How do I practically do this conversion?

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In C++, an index is 0-based which means that the first element of an array has index 0, the second element has index 1, the third element has index 2, and so on. The OBJ file is 1-based, which means that the first vertex has index 1, the second vertex has index 2, the third vertex has index 3, and so on. Therefore, you cannot read an index from the OBJ file and use it directly to reference a C++ array.

 

The indices are what you read from the f-lines. For example, "f 1 2 3" means: the face is made up of three vertices (because there are three values), and the vertices are the vertex with index 1, the vertex with index 2, and the vertex with index 3.

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It means read the index from the .OBJ file, subtract one, and use that value in your std::vector.

 

 

L. Spiro

 

 

PS: Heh, and here I am always being so vocal against spoon-feeding. tongue.png

Edited by L. Spiro

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In C++, an index is 0-based which means that the first element of an array has index 0, the second element has index 1, the third element has index 2, and so on. The OBJ file is 1-based, which means that the first vertex has index 1, the second vertex has index 2, the third vertex has index 3, and so on. Therefore, you cannot read an index from the OBJ file and use it directly to reference a C++ array.

 

The indices are what you read from the f-lines. For example, "f 1 2 3" means: the face is made up of three vertices (because there are three values), and the vertices are the vertex with index 1, the vertex with index 2, and the vertex with index 3.

 

It means read the index from the .OBJ file, subtract one, and use that value in your std::vector.

 

 

L. Spiro

 

 

PS: Heh, and here I am always being so vocal against spoon-feeding. tongue.png

 

Now, after reading all this, I feel so stupid not to have realized, what I did wrong. Oh boy... rolleyes.gif

 

Fortunately, it works now. Thank you, God and thank you all. smile.png

 

Here is the working piece of code with a slight modification dedicated for those who are also interested in reading an OBJ file and putting OBJ file data into OpenGL. Please, have a look:

 

/// ----------------------------------
    /// @class  	Model3
    /// @brief  	Represents a 3D model.
	/// @typedef	Model3D
    /// ----------------------------------
    typedef class Model3 : public Model{
    public:

		/// Enumerations:
		enum class FormatFile : unsigned int{
			FORMATFILE_3DS,
			FORMATFILE_OBJ
		};

        /// Constructors & destructors:
        Model3(void);
        Model3(Model3 const& model) = default;
        Model3(Model3&& model) = default;
		~Model3(void);

		/// Member functions:
		Model3& set_data(Model3::FormatFile const& format_file, std::string const& name_file);
		Model3& set_data(Model3::FormatFile const& format_file, std::string const&& name_file);
		Model3& set_data(Model3::FormatFile&& format_file, std::string const& name_file);
		Model3& set_data(Model3::FormatFile&& format_file, std::string const&& name_file);
		void show(void) const;

		/// Member functions (overloaded operators):
		Model3& operator=(Model3 const& model);
		Model3& operator=(Model3&& model);

    private:
        /// Member data:
		std::vector<Helixirr::Vector3<float>> _m_voDataFace[3]; // Element 0 contains vertex coordinates, element 1 contains texture coordinates, element 2 contains vertex normals.
		std::vector<Helixirr::Vector3<float>> _m_voDataVertex[3]; // Element 0 contains vertex coordinates, element 1 contains texture coordinates, element 2 contains vertex normals.
		unsigned int _m_uiIdArrayVertex, _m_uiBufferVertex;
	}Model3D;
/// Member functions:
Model3& Model3::set_data(Model3::FormatFile const& format_file, std::string const& name_file){ /* UNFINISHED! */
	std::ifstream __file(name_file);

	// 3D model loading lambdas:
	auto const __load_3ds = [&](void){
		/* UNFINISHED! */
	};
	auto const __load_obj = [&](void){ /* WORKS HALF RIGHT AND MORE FUNCTIONALITY IS REQUIRED! */
		auto const __read_data_vertices = [](std::string const& string, float coordinates[], unsigned int const&& amount_elements, unsigned int&& index_begin){
			// Variables used in the following for loop:
			// index_begin = end index for string substraction operation
			// __i = index of the temporary float array
			// __j = start index for string substraction operation
			for(unsigned int __i = 0, __j = index_begin; __i != amount_elements; ++__j){
				if(string[__j] == ' '){ // If the "end character" for floating number is detected:
					coordinates[__i++] = atof(string.substr(index_begin, ++__j).c_str());
					index_begin = __j;
				}
			}
		};

		std::string __line;
		clock_t init = clock();
		while(std::getline(__file, __line)){ // For each line in the requested file:
			switch(__line[0]){ // Check out the first letter of a line:
				case 'f':{
					// Read through the whole line ignoring all the insignificant characters (like '\n'):
					for(unsigned int __i = 2, __j = 2, __k = 0; __j != __line.size() - 1; ++__j){
						if(__line[__j] == '/'){
							_m_voDataFace[__k].push_back(_m_voDataVertex[__k][atoi(__line.substr(__i, ++__j).c_str()) - 1]);
							__i = __j;
							++__k;
						}
						else if(__line[__j] == ' '){
							++__j;
							__i = __j;
							__k = 0;
						}
					}
					continue;
				}
				case 'v': // If a requested line contains some sort of vertex data:
					if(__line[1] == ' '){ // If the requested line contains vertex coordinates:
						float __coordinates[3] = {0.0f}; // A temporary float array to store vertex coordinates.
						__read_data_vertices(__line, __coordinates, 3, 2);
						_m_voDataVertex[0].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), std::move(__coordinates[2])));
					}
					else if(__line[1] == 'n'){ // If the requested line contains vertex normals:
						float __coordinates[3] = {0.0f}; // A temporary float array to store vertex normals.
						__read_data_vertices(__line, __coordinates, 3, 3);
						_m_voDataVertex[2].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), std::move(__coordinates[2])));
					}
					else if(__line[1] == 't'){ // If the requested line contains UV coordinates:
						float __coordinates[2] = {0.0f}; // A temporary float array to store UV coordinates.
						__read_data_vertices(__line, __coordinates, 2, 3);
						_m_voDataVertex[1].push_back(Helixirr::Vector3<float>(std::move(__coordinates[0]), std::move(__coordinates[1]), 0.0f));
					}
					continue;
				default:
					continue;
			}
		}
		printf("OBJ file loading - elapsed time: %f\n", static_cast<double>(clock() - init) / static_cast<double>(CLOCKS_PER_SEC));
	};

	// Detect requested file format:
	switch(format_file){
		case Model3::FormatFile::FORMATFILE_3DS:
			__load_3ds();
			break;
		case Model3::FormatFile::FORMATFILE_OBJ:
			__load_obj();
			break;
		default:
			break;
	}

	// Create and bind a vertex array:
	if(_m_uiIdArrayVertex == 0)
		glGenVertexArrays(1, &_m_uiIdArrayVertex);
	glBindVertexArray(_m_uiIdArrayVertex);

	// Create and bind a vertex buffer object:
	if(_m_uiBufferVertex == 0)
		glGenBuffers(1, &_m_uiBufferVertex);
	glBindBuffer(GL_ARRAY_BUFFER, _m_uiBufferVertex);

	// Insert vertex data:
	glBufferData(GL_ARRAY_BUFFER, sizeof(_m_voDataFace[0][0]) * _m_voDataFace[0].size(), &_m_voDataFace[0][0], GL_STATIC_DRAW);

	return *this;
}
Model3& Model3::set_data(Model3::FormatFile const& format_file, std::string const&& name_file){
	return this->set_data(format_file, name_file);
}
Model3& Model3::set_data(Model3::FormatFile&& format_file, std::string const& name_file){
	return this->set_data(format_file, name_file);
}
Model3& Model3::set_data(Model3::FormatFile&& format_file, std::string const&& name_file){
	return this->set_data(format_file, name_file);
}
void Model3::show(void) const{
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, _m_uiBufferVertex);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);

	glEnable(GL_POINT_SMOOTH);
	glPointSize(2.0f);

	glDrawArrays(GL_TRIANGLES, 0, _m_voDataFace[0].size() + 1);
	glDisableVertexAttribArray(0);
}

 


 

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