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/*
* Copyright © 2008 Ben Smith
* Copyright © 2010-2011 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 is free software: you can redistribute it and/or modify it under the
* terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* glmark2 is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Ben Smith (original glmark benchmark)
* Alexandros Frantzis (glmark2)
*/
#ifndef GLMARK2_MODEL_H_
#define GLMARK2_MODEL_H_
#include <string>
#include <vector>
#include <map>
#include "vec.h"
// Forward declare the mesh object. We don't need the whole header here.
class Mesh;
enum ModelFormat
{
MODEL_INVALID,
MODEL_3DS,
MODEL_OBJ
};
/**
* A descriptor for a model file.
*/
class ModelDescriptor
{
std::string name_;
std::string pathname_;
ModelFormat format_;
ModelDescriptor();
public:
ModelDescriptor(const std::string& name, ModelFormat format,
const std::string& pathname) :
name_(name),
pathname_(pathname),
format_(format) {}
~ModelDescriptor() {}
const std::string& pathname() const { return pathname_; }
ModelFormat format() const { return format_; }
};
typedef std::map<std::string, ModelDescriptor*> ModelMap;
/**
* A model as loaded from a 3D object data file.
*/
class Model
{
public:
typedef enum {
AttribTypePosition = 1,
AttribTypeNormal,
AttribTypeTexcoord,
AttribTypeTangent,
AttribTypeBitangent,
AttribTypeCustom
} AttribType;
Model() {}
~Model() {}
bool load(const std::string& name);
void calculate_normals();
void convert_to_mesh(Mesh &mesh);
void convert_to_mesh(Mesh &mesh,
const std::vector<std::pair<AttribType, int> > &attribs);
const LibMatrix::vec3& minVec() const { return minVec_; }
const LibMatrix::vec3& maxVec() const { return maxVec_; }
static const ModelMap& find_models();
private:
struct Face {
uint32_t a, b, c;
uint16_t face_flags;
};
struct Vertex {
LibMatrix::vec3 v;
LibMatrix::vec3 n;
LibMatrix::vec2 t;
LibMatrix::vec3 nt;
LibMatrix::vec3 nb;
};
struct Object {
Object(const std::string &name) : name(name) {}
std::string name;
std::vector<Vertex> vertices;
std::vector<Face> faces;
};
void append_object_to_mesh(const Object &object, Mesh &mesh,
int p_pos, int n_pos, int t_pos,
int nt_pos, int nb_pos);
bool load_3ds(const std::string &filename);
bool load_obj(const std::string &filename);
// For vertices of the bounding box for this model.
void compute_bounding_box(const Object& object);
LibMatrix::vec3 minVec_;
LibMatrix::vec3 maxVec_;
std::vector<Object> objects_;
};
#endif