Computer graphics in Game development
Ivan Belyavtsev
09.09.2022
Artists prepare 3D models for rendering using:
[1]
[2]
[2]
[3]
For our labs we have OBJ files in models
folder:
#
- commentv
- geometric vertexvn
- vertex normalsvt
- texture coordinatesf
- face (polygon) - list of vertices, normals, and tex
coordinatesg
- group nameusemtl
- material name (from .mlt
file)
[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 -1
[2]
Ka
- 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 0
[2]
Let’s skip reinventing the wheel
There are a lot of libraries to parse OBJ files
We will use tinyobjloader [5]
// define this in only *one* .cc
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
std::string inputfile = "cornell_box.obj";
tinyobj::ObjReaderConfig reader_config;
// Path to material files
reader_config.mtl_search_path = "./";
tinyobj::ObjReader reader;
[5]
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();
[5]
// 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]
The index buffer is a resource that stores the sequent indices of vertices in drawing order [6]
cg::vertex
structtinyobjloader
implement load_obj
,
allocate_buffers
, compute_normal
,
fill_vertex_data
, fill_buffers
,
get_vertex_buffers
, get_index_buffers
methods
of cg::world::model
class. Note: each shape should be
placed into separated vertex and index buffercg::renderer::rasterization_renderer
class to
consume cg::world::model