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readfile.cpp
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readfile.cpp
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/*****************************************************************************/
/* This is the program skeleton for homework 2 in CS 184 by Ravi Ramamoorthi */
/* Extends HW 1 to deal with shading, more transforms and multiple objects */
/*****************************************************************************/
/*****************************************************************************/
// This file is readfile.cpp. It includes helper functions for matrix
// transformations for a stack (matransform) and to rightmultiply the
// top of a stack. These functions are given to aid in setting up the
// transformations properly, and to use glm functions in the right way.
// Their use is optional in your program.
// The functions readvals and readfile do basic parsing. You can of course
// rewrite the parser as you wish, but we think this basic form might be
// useful to you. It is a very simple parser.
// Please fill in parts that say YOUR CODE FOR HW 2 HERE.
// Read the other parts to get a context of what is going on.
/*****************************************************************************/
// Basic includes to get this file to work.
#include <iostream>
#include <string>
#include <fstream>
#include <sstream>
#include <deque>
#include <stack>
#include <GL/glut.h>
#include "Transform.h"
using namespace std ;
#include "variables.h"
#include "readfile.h"
// The function below applies the appropriate transform to a 4-vector
void matransform(stack<mat4> &transfstack, GLfloat * values) {
mat4 transform = transfstack.top() ;
vec4 valvec = vec4(values[0],values[1],values[2],values[3]) ;
vec4 newval = valvec * transform ;
for (int i = 0 ; i < 4 ; i++) values[i] = newval[i] ;
}
void rightmultiply(const mat4 & M, stack<mat4> &transfstack) {
mat4 &T = transfstack.top() ;
// Right multiply M, but do this left to account for row/column major
T = T*M ;
}
// Function to read the input data values
// Use is optional, but should be very helpful in parsing.
bool readvals(stringstream &s, const int numvals, GLfloat * values) {
for (int i = 0 ; i < numvals ; i++) {
s >> values[i] ;
if (s.fail()) {
cout << "Failed reading value " << i << " will skip\n" ;
return false ;
}
}
return true ;
}
void readfile(const char * filename) {
string str, cmd ;
ifstream in ;
in.open(filename) ;
if (in.is_open()) {
// I need to implement a matrix stack to store transforms.
// This is done using standard STL Templates
stack <mat4> transfstack ;
transfstack.push(mat4(1.0)) ; // identity
getline (in, str) ;
while (in) {
if ((str.find_first_not_of(" \t\r\n") != string::npos) && (str[0] != '#')) {
// Ruled out comment and blank lines
stringstream s(str) ;
s >> cmd ;
int i ;
GLfloat values[10] ; // position and color for light, colors for others
// Up to 10 params for cameras.
bool validinput ; // validity of input
// Process the light, add it to database.
// Lighting Command
if (cmd == "light") {
if (numused == numLights) // No more Lights
cerr << "Reached Maximum Number of Lights " << numused << " Will ignore further lights\n" ;
else {
validinput = readvals(s, 8, values) ; // Position/color for lts.
if (validinput) {
// YOUR CODE FOR HW 2 HERE.
// Note that values[0...7] shows the read in values
// Make use of lightposn[] and lightcolor[] arrays in variables.h
// Those arrays can then be used in display too.
for(int i = 0; i < 4; i++){
lightposn[numused*4 + i] = values[i];
lightcolor[numused*4 + i] = values[i + 4];
}
++numused ;
}
}
}
// Material Commands
// Ambient, diffuse, specular, shininess
// Filling this in is pretty straightforward, so I've left it in
// the skeleton, also as a hint of how to do the more complex ones.
// Note that no transforms/stacks are applied to the colors.
else if (cmd == "ambient") {
validinput = readvals(s, 4, values) ; // colors
if (validinput)
for (i = 0 ; i < 4 ; i++) ambient[i] = values[i] ;
}
else if (cmd == "diffuse") {
validinput = readvals(s, 4, values) ;
if (validinput)
for (i = 0 ; i < 4 ; i++) diffuse[i] = values[i] ;
}
else if (cmd == "specular") {
validinput = readvals(s, 4, values) ;
if (validinput)
for (i = 0 ; i < 4 ; i++) specular[i] = values[i] ;
}
else if (cmd == "emission") {
validinput = readvals(s, 4, values) ;
if (validinput)
for (i = 0 ; i < 4 ; i++) emission[i] = values[i] ;
}
else if (cmd == "shininess") {
validinput = readvals(s, 1, values) ;
if (validinput) shininess = values[0] ;
}
else if (cmd == "size") {
validinput = readvals(s,2,values) ;
if (validinput) { w = (int) values[0] ; h = (int) values[1] ; }
}
else if (cmd == "camera") {
validinput = readvals(s,10,values) ; // 10 values eye cen up fov
if (validinput) {
// YOUR CODE FOR HW 2 HERE
// Use all of values[0...9]
// You may need to use the upvector fn in Transform.cpp
// to set up correctly.
// Set eyeinit upinit center fovy in variables.h
eyeinit = glm::vec3(values[0], values[1], values[2]);
upinit = glm::vec3(values[6], values[7], values[8]);
center = glm::vec3(values[3], values[4], values[5]);
upinit = Transform::upvector(upinit, eyeinit);
fovy = values[9];
}
}
// I've left the code for loading objects in the skeleton, so
// you can get a sense of how this works.
else if (cmd == "sphere" || cmd == "cube" || cmd == "teapot") {
if (numobjects == maxobjects) // No more objects
cerr << "Reached Maximum Number of Objects " << numobjects << " Will ignore further objects\n" ;
else {
validinput = readvals(s, 1, values) ;
if (validinput) {
object * obj = &(objects[numobjects]) ;
obj -> size = values[0] ;
for (i = 0 ; i < 4 ; i++) {
(obj -> ambient)[i] = ambient[i] ;
(obj -> diffuse)[i] = diffuse[i] ;
(obj -> specular)[i] = specular[i] ;
(obj -> emission)[i] = emission[i] ;
}
obj -> shininess = shininess ;
obj -> transform = transfstack.top() ;
if (cmd == "sphere") obj -> type = sphere ;
else if (cmd == "cube") obj -> type = cube ;
else if (cmd == "teapot") obj -> type = teapot ;
}
++numobjects ;
}
}
else if (cmd == "translate") {
validinput = readvals(s,3,values) ;
if (validinput) {
// YOUR CODE FOR HW 2 HERE.
// Think about how the transformation stack is affected
// You might want to use helper functions on top of file.
mat4 curTransMat = glm::transpose(Transform::translate((float) values[0], (float) values[1], (float) values[2]));
rightmultiply(curTransMat, transfstack);
}
}
else if (cmd == "scale") {
validinput = readvals(s,3,values) ;
if (validinput) {
// YOUR CODE FOR HW 2 HERE.
// Think about how the transformation stack is affected
// You might want to use helper functions on top of file.
mat4 curScaleMat = glm::transpose(Transform::scale((float) values[0], (float) values[1], (float) values[2]));
rightmultiply(curScaleMat, transfstack);
}
}
else if (cmd == "rotate") {
validinput = readvals(s,4,values) ;
if (validinput) {
// YOUR CODE FOR HW 2 HERE.
// values[0..2] are the axis, values[3] is the angle.
// You may want to normalize the axis (or in Transform::rotate)
// See how the stack is affected, as above.
vec3 _axis = glm::vec3(values[0], values[1], values[2]);
vec3 axis = glm::normalize(_axis);
mat4 curRotationMat = glm::mat4(Transform::rotate((float) values[3], axis));
curRotationMat = glm::transpose(curRotationMat);
rightmultiply(curRotationMat, transfstack);
}
}
// I include the basic push/pop code for matrix stacks
else if (cmd == "pushTransform")
transfstack.push(transfstack.top()) ;
else if (cmd == "popTransform") {
if (transfstack.size() <= 1)
cerr << "Stack has no elements. Cannot Pop\n" ;
else transfstack.pop() ;
}
else {
cerr << "Unknown Command: " << cmd << " Skipping \n" ;
}
}
getline (in, str) ;
}
// Set up initial position for eye, up and amount
// As well as booleans
eye = eyeinit ;
up = upinit ;
amount = 5;
sx = sy = 1.0 ; // scales in x and y
tx = ty = 0.0 ; // translation in x and y
useGlu = false; // don't use the glu perspective/lookat fns
glEnable(GL_DEPTH_TEST);
}
else {
cerr << "Unable to Open Input Data File " << filename << "\n" ;
throw 2 ;
}
}