#ifndef WFOBJ_H #define WFOBJ_H #include #include #include #include class WFObj { public: /* types */ class Buffer { public: Buffer() : m_alloc(false) {} ~Buffer() { if (m_alloc) delete data; } uint8_t *data; size_t length; void alloc(size_t sz) { length = sz; data = new uint8_t[sz]; m_alloc = true; } protected: bool m_alloc; }; typedef bool (*loadfile_t)(const char *fname, Buffer & buff); typedef GLuint (*loadtexture_t)(const char *fname); enum { VERTEX, VERTEX_TEXTURE, VERTEX_NORMAL, VERTEX_TYPES }; /* constructors */ WFObj(loadfile_t lf = NULL, loadtexture_t lt = NULL); ~WFObj(); /* methods */ bool load(const char *fname); bool load(const Buffer &buff); const float * const getAABB() { return m_aabb; } protected: /* types */ class Vertex { public: float operator[](int idx) const { return data[idx]; } float & operator[](int idx) { return data[idx]; } float * getData() { return data; } private: float data[4]; }; class VertexRef { public: VertexRef() : vertex(0), texture(0), normal(0) {} int vertex; int texture; int normal; bool operator<(const VertexRef & other); }; class Face { public: VertexRef vertices[3]; }; class Material { public: enum { MAT_SHININESS = 0x01, MAT_AMBIENT = 0x02, MAT_DIFFUSE = 0x04, MAT_SPECULAR = 0x08, MAT_TEXTURE = 0x10 }; Material() : flags(0) {} float shininess; float ambient[3]; float diffuse[3]; float specular[3]; std::string texture; int flags; }; /* methods */ void clear(); void processInputLine(const std::string & input); Vertex readVertex(const std::vector & parts); std::vector readFaces(const std::vector & parts); VertexRef readVertexRef(const std::string ref); void updateAABB(); static bool loadfile(const char *path, Buffer & buff); std::string getLine(const Buffer & buff, size_t idx, size_t *update_idx); void loadMaterial(const std::string & name); /* variables */ std::vector m_vertices[VERTEX_TYPES]; std::map< std::string, std::vector< Face > > m_faces; std::map< std::string, Material > m_materials; float m_aabb[6]; std::string m_path; loadfile_t m_loadfile; loadtexture_t m_loadtexture; std::string m_current_material_name; bool m_valid; }; #endif