module Util where import Codec.Wavefront import Control.Monad (sequence) import SDL (($=)) import qualified Graphics.Rendering.OpenGL as GL import qualified Graphics.GLUtil as GLU import qualified Data.Vector as V import Debug.Trace data LoadedObject = LoadedObject { loTriangles :: [Float] , loLines :: [Float] , loPoints :: [Float] , loTexTri :: Maybe [Float] } deriving (Show) loadObj :: WavefrontOBJ -> LoadedObject loadObj obj = LoadedObject ts ls ps tritex where inter = objLocations obj interTex = objTexCoords obj faces = map elValue (V.toList $ objFaces obj) lns = map elValue (V.toList $ objLines obj) points = trace (show $ map elValue (V.toList $ objPoints obj)) (map elValue (V.toList $ objPoints obj)) deface (Face a b c []) = map (\i -> inter V.! (faceLocIndex i -1)) [a, b, c] deface _ = error "loadObj: obj with quads encountered" deline (Line a b) = map (\i -> inter V.! (lineLocIndex i -1)) [a, b] depoint (Point i) = inter V.! (i - 1) tsLocs = concatMap deface faces lsLocs = concatMap deline lns psLocs = map depoint (trace (show points) points) deLoc (Location x y z w) = [x, y, z, w] deTex (TexCoord r s _) = [r, s] ts = concatMap deLoc tsLocs ls = concatMap deLoc lsLocs ps = concatMap deLoc psLocs defaceTex :: Face -> Maybe [TexCoord] defaceTex (Face a b c []) = mapM (fmap (\x -> interTex V.! (x - 1)) . faceTexCoordIndex) [a, b, c] defaceTex _ = error "loadObj: obj with quads encountered" tritex :: Maybe [Float] tritex = concatMap deTex <$> mftxs mftxs :: Maybe [TexCoord] mftxs = fmap concat (mapM defaceTex faces) -- objLocsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int) -- objLocsToPtr obj = do -- let ivs = objLocations obj -- faces = map elValue $ V.toList $ objFaces obj -- vs = concatMap -- (\(Face a b c []) -> -- map (\i -> ivs V.! ((faceLocIndex i) - 1)) [a, b, c]) -- faces -- ptr <- newArray $ concatMap (\(Location x y z w) -> [x, y, z, w]) vs -- return (ptr, length vs) -- -- objUVsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int) -- objUVsToPtr obj = do -- let uvs= V.toList $ objTexCoords obj -- ptr <- newArray $ concatMap (\(TexCoord r s t) -> [r, s, t]) uvs -- return (ptr, length uvs) loadTex :: FilePath -> IO GL.TextureObject loadTex f = do t <- either error id <$> GLU.readTexture f GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear') GLU.texture2DWrap $= (GL.Repeated, GL.ClampToEdge) return t