package demos.dualDepthPeeling; // Translated from C++ Version: // nvModel.h - Model support class // // The nvModel class implements an interface for a multipurpose model // object. This class is useful for loading and formatting meshes // for use by OpenGL. It can compute face normals, tangents, and // adjacency information. The class supports the obj file format. // // Author: Evan Hart // Email: sdkfeedback@nvidia.com // // Copyright (c) NVIDIA Corporation. All rights reserved. //////////////////////////////////////////////////////////////////////////////// import java.io.BufferedReader; import java.io.FileNotFoundException; import java.io.IOException; import java.io.InputStreamReader; import java.net.URLConnection; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.util.HashMap; import java.util.Vector; import com.jogamp.common.util.IOUtil; public class Model { // // Enumeration of primitive types // ////////////////////////////////////////////////////////////// public enum PrimType { eptNone(0x0), eptPoints(0x1), eptEdges(0x2), eptTriangles(0x4), eptTrianglesWithAdjacency(0x8), eptAll(0xf); PrimType( int val ) { m_iVal = val; } int m_iVal = 0; }; public static final int NumPrimTypes = 4; public Model CreateModel() { return new Model(); } public Model() { posSize_ = 0; pOffset_ = -1; nOffset_ = -1; vtxSize_ = 0; openEdges_ = 0; } public class IdxSet { Integer pIndex = 0; Integer nIndex = 0; boolean lessThan ( IdxSet rhs ) { if (pIndex < rhs.pIndex) return true; else if (pIndex == rhs.pIndex) { if (nIndex < rhs.nIndex) return true; } return false; } }; // // loadModelFromFile // // This function attempts to determine the type of // the filename passed as a parameter. If it understands // that file type, it attempts to parse and load the file // into its raw data structures. If the file type is // recognized and successfully parsed, the function returns // true, otherwise it returns false. // ////////////////////////////////////////////////////////////// public boolean loadModelFromFile( Class<?> context, String file ) { URLConnection conn = IOUtil.getResource(context, file); if ( conn != null ) { BufferedReader input = null; try { input = new BufferedReader(new InputStreamReader(conn.getInputStream())); String line = null; float[] val = new float[4]; int[][] idx = new int[3][3]; boolean hasNormals = false; while ( (line = input.readLine()) != null) { switch (line.charAt(0)) { case '#': break; case 'v': switch (line.charAt(1)) { case ' ': line = line.substring( line.indexOf( " " ) + 1 ); //vertex, 3 or 4 components val[0] = Float.valueOf( line.substring( 0, line.indexOf( " " ) ) ); line = line.substring( line.indexOf( " " ) + 1 ); val[1] = Float.valueOf( line.substring( 0, line.indexOf( " " ) ) ); line = line.substring( line.indexOf( " " ) + 1 ); val[2] = Float.valueOf( line ); positions_.add( val[0]); positions_.add( val[1]); positions_.add( val[2]); break; case 'n': //normal, 3 components line = line.substring( line.indexOf( " " ) + 1 ); val[0] = Float.valueOf( line.substring( 0, line.indexOf( " " ) ) ); line = line.substring( line.indexOf( " " ) + 1 ); val[1] = Float.valueOf( line.substring( 0, line.indexOf( " " ) ) ); line = line.substring( line.indexOf( " " ) + 1 ); val[2] = Float.valueOf( line ); normals_.add( val[0]); normals_.add( val[1]); normals_.add( val[2]); break; } break; case 'f': //face line = line.substring( line.indexOf( " " ) + 2 ); idx[0][0] = Integer.valueOf( line.substring( 0, line.indexOf("//") ) ).intValue(); line = line.substring( line.indexOf( "//" ) + 2 ); idx[0][1] = Integer.valueOf( line.substring( 0, line.indexOf(" ") ) ).intValue(); { //This face has vertex and normal indices // in .obj, f v1 .... the vertex index used start from 1, so -1 here //remap them to the right spot idx[0][0] = (idx[0][0] > 0) ? (idx[0][0] - 1) : ((int)positions_.size() - idx[0][0]); idx[0][1] = (idx[0][1] > 0) ? (idx[0][1] - 1) : ((int)normals_.size() - idx[0][1]); //grab the second vertex to prime line = line.substring( line.indexOf( " " ) + 1 ); idx[1][0] = Integer.valueOf( line.substring( 0, line.indexOf("//") ) ); line = line.substring( line.indexOf( "//" ) + 2 ); idx[1][1] = Integer.valueOf( line.substring( 0, line.indexOf(" ") ) ); //remap them to the right spot idx[1][0] = (idx[1][0] > 0) ? (idx[1][0] - 1) : ((int)positions_.size() - idx[1][0]); idx[1][1] = (idx[1][1] > 0) ? (idx[1][1] - 1) : ((int)normals_.size() - idx[1][1]); //grab the third vertex to prime line = line.substring( line.indexOf( " " ) + 1 ); idx[2][0] = Integer.valueOf( line.substring( 0, line.indexOf("//") ) ); line = line.substring( line.indexOf( "//" ) + 2 ); idx[2][1] = Integer.valueOf( line ); { //remap them to the right spot idx[2][0] = (idx[2][0] > 0) ? (idx[2][0] - 1) : ((int)positions_.size() - idx[2][0]); idx[2][1] = (idx[2][1] > 0) ? (idx[2][1] - 1) : ((int)normals_.size() - idx[2][1]); //add the indices for (int ii = 0; ii < 3; ii++) { pIndex_.add( idx[ii][0]); nIndex_.add( idx[ii][1]); } //prepare for the next iteration, the num 0 does not change. idx[1][0] = idx[2][0]; idx[1][1] = idx[2][1]; } hasNormals = true; } break; default: break; }; } //post-process data //free anything that ended up being unused if (!hasNormals) { normals_.clear(); nIndex_.clear(); } posSize_ = 3; return true; } catch (FileNotFoundException kFNF) { System.err.println("Unable to find the shader file " + file); } catch (IOException kIO) { System.err.println("Problem reading the shader file " + file); } catch (NumberFormatException kIO) { System.err.println("Problem reading the shader file " + file); } finally { IOUtil.close(input, false); } } return false; } // // compileModel // // This function takes the raw model data in the internal // structures, and attempts to bring it to a format directly // accepted for vertex array style rendering. This means that // a unique compiled vertex will exist for each unique // combination of position, normal, tex coords, etc that are // used in the model. The prim parameter, tells the model // what type of index list to compile. By default it compiles // a simple triangle mesh with no connectivity. // public void compileModel( ) { boolean needsTriangles = true; HashMap<IdxSet, Integer> pts = new HashMap<IdxSet, Integer>(); vertices_ = FloatBuffer.allocate( (pIndex_.size() + nIndex_.size()) * 3 ); indices_ = IntBuffer.allocate( pIndex_.size() ); for ( int i = 0; i < pIndex_.size(); i++ ) { IdxSet idx = new IdxSet(); idx.pIndex = pIndex_.elementAt(i); if ( normals_.size() > 0) idx.nIndex = nIndex_.elementAt(i); else idx.nIndex = 0; if ( !pts.containsKey(idx) ) { if (needsTriangles) indices_.put( pts.size()); pts.put( idx, pts.size() ); //position, vertices_.put( positions_.elementAt(idx.pIndex*posSize_)); vertices_.put( positions_.elementAt(idx.pIndex*posSize_ + 1)); vertices_.put( positions_.elementAt(idx.pIndex*posSize_ + 2)); //normal if (normals_.size() > 0) { vertices_.put( normals_.elementAt(idx.nIndex*3)); vertices_.put( normals_.elementAt(idx.nIndex*3 + 1)); vertices_.put( normals_.elementAt(idx.nIndex*3 + 2)); } } else { if (needsTriangles) indices_.put( pts.get(idx) ); } } //create selected prim //set the offsets and vertex size pOffset_ = 0; //always first vtxSize_ = posSize_; if ( hasNormals()) { nOffset_ = vtxSize_; vtxSize_ += 3; } else { nOffset_ = -1; } vertices_.rewind(); indices_.rewind(); } // // computeBoundingBox // // This function returns the points defining the axis- // aligned bounding box containing the model. // ////////////////////////////////////////////////////////////// public void computeBoundingBox( float[] minVal, float[] maxVal) { if ( positions_.isEmpty()) return; for ( int i = 0; i < 3; i++ ) { minVal[i] = 1e10f; maxVal[i] = -1e10f; } for ( int i = 0; i < positions_.size(); i+= 3 ) { float x = positions_.elementAt(i); float y = positions_.elementAt(i+1); float z = positions_.elementAt(i+2); minVal[0] = Math.min( minVal[0], x ); minVal[1] = Math.min( minVal[1], y ); minVal[2] = Math.min( minVal[2], z ); maxVal[0] = Math.max( maxVal[0], x ); maxVal[1] = Math.max( maxVal[1], y ); maxVal[2] = Math.max( maxVal[2], z ); } } public void clearNormals() { normals_.clear(); nIndex_.clear(); } public boolean hasNormals() { return normals_.size() > 0; } public int getPositionSize() { return posSize_; } public int getNormalSize() { return 3; } public Vector<Float> getPositions() { return ( positions_.size() > 0) ? positions_ : null; } public Vector<Float> getNormals() { return ( normals_.size() > 0) ? normals_ : null; } public Vector<Integer> getPositionIndices() { return ( pIndex_.size() > 0) ? pIndex_: null; } public Vector<Integer> getNormalIndices() { return ( nIndex_.size() > 0) ? nIndex_ : null; } public int getPositionCount() { return (posSize_ > 0) ? (int)positions_.size() / posSize_ : 0; } public int getNormalCount() { return (int)normals_.size() / 3; } public int getIndexCount() { return (int)pIndex_.size(); } public FloatBuffer getCompiledVertices() { return vertices_; } public IntBuffer getCompiledIndices( ) { return indices_; } public int getCompiledPositionOffset() { return pOffset_; } public int getCompiledNormalOffset() { return nOffset_; } public int getCompiledVertexSize() { return vtxSize_; } public int getCompiledVertexCount() { return ((pIndex_.size() + nIndex_.size()) * 3); } public int getCompiledIndexCount( ) { return pIndex_.size(); } public int getOpenEdgeCount() { return openEdges_; } Vector<Float> positions_ = new Vector<Float>(); Vector<Float> normals_ = new Vector<Float>(); int posSize_; Vector<Integer> pIndex_ = new Vector<Integer>(); Vector<Integer> nIndex_ = new Vector<Integer>(); //data structures optimized for rendering, compiled model IntBuffer indices_ = null; FloatBuffer vertices_ = null; int pOffset_; int nOffset_; int vtxSize_ = 0; int openEdges_; };