Computer graphics in Game development
Ivan Belyavtsev
22.01.2021
Artists prepare 3D models for rendering using:
[1]
[2]
[2]
[3]
# - commentv - vertexvn - normalsvt - texture coordinatesf - face (polygon) - list of vertices, normals, and tex coordinates [4]## Object floor
v  -1.01  0.00   0.99
v   1.00  0.00   0.99
v   1.00  0.00  -1.04
v  -0.99  0.00  -1.04
g floor
usemtl floor
f -4 -3 -2 -1Ka - ambient colorKd - diffuse colorKs - specular colorNs - specular exponentnewmtl floor
  Ns 10.0000
  Ni 1.0000
  illum 2
  Ka 0.725 0.71 0.68 # White
  Kd 0.725 0.71 0.68
  Ks 0 0 0
  Ke 0 0 0Let’s skip reinventing the wheel
There are a lot of libraries to parse OBJ files
We will use tinyobjloader [5]
#define TINYOBJLOADER_IMPLEMENTATION // define this in only *one* .cc
#include "tiny_obj_loader.h"
std::string inputfile = "cornell_box.obj";
tinyobj::ObjReaderConfig reader_config;
reader_config.mtl_search_path = "./"; // Path to material files
tinyobj::ObjReader reader;
if (!reader.ParseFromFile(inputfile, reader_config)) {
  if (!reader.Error().empty()) {
      std::cerr << "TinyObjReader: " << reader.Error();
  }
  exit(1);
}
if (!reader.Warning().empty()) {
  std::cout << "TinyObjReader: " << reader.Warning();
}
auto& attrib = reader.GetAttrib();
auto& shapes = reader.GetShapes();
auto& materials = reader.GetMaterials();
// Loop over shapes
for (size_t s = 0; s < shapes.size(); s++) {
  // Loop over faces(polygon)
  size_t index_offset = 0;
  for (size_t f = 0; f < shapes[s].mesh.num_face_vertices.size(); f++) {
    int fv = shapes[s].mesh.num_face_vertices[f];
    // Loop over vertices in the face.
    for (size_t v = 0; v < fv; v++) {
      // access to vertex
      tinyobj::index_t idx = shapes[s].mesh.indices[index_offset + v];
      tinyobj::real_t vx = attrib.vertices[3*idx.vertex_index+0];
      tinyobj::real_t vy = attrib.vertices[3*idx.vertex_index+1];
      tinyobj::real_t vz = attrib.vertices[3*idx.vertex_index+2];
      tinyobj::real_t nx = attrib.normals[3*idx.normal_index+0];
      tinyobj::real_t ny = attrib.normals[3*idx.normal_index+1];
      tinyobj::real_t nz = attrib.normals[3*idx.normal_index+2];
      tinyobj::real_t tx = attrib.texcoords[2*idx.texcoord_index+0];
      tinyobj::real_t ty = attrib.texcoords[2*idx.texcoord_index+1];
      // Optional: vertex colors
      // tinyobj::real_t red = attrib.colors[3*idx.vertex_index+0];
      // tinyobj::real_t green = attrib.colors[3*idx.vertex_index+1];
      // tinyobj::real_t blue = attrib.colors[3*idx.vertex_index+2];
    }
    index_offset += fv;
    // per-face material
    shapes[s].mesh.material_ids[f];
  }
}[5]