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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 CSE167 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 "Transform.h"
using namespace std;
#include "variables.h"
#include "readfile.h"
// You may not need to use the following two functions, but it is provided
// here for convenience
// The function below applies the appropriate transform to a 4-vector
void matransform(stack<mat4> &transfstack, float* values)
{
mat4 transform = transfstack.top();
vec4 valvec = vec4(values[0],values[1],values[2],values[3]);
vec4 newval = transform * valvec;
for (int i = 0; i < 4; i++) values[i] = newval[i];
}
void rightmultiply(const mat4 & M, stack<mat4> &transfstack)
{
mat4 &T = transfstack.top();
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, float* 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()) {
fileName = (char *)malloc(sizeof(char)*100);
// 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
nameSpecified = false;
//default Values of attenuation
attenuation[0] = 1;
attenuation[1] = 0;
attenuation[2] = 0;
//default values of maxDepth
maxDepth = 5;
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;
float 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
// Material Commands
// Ambient, diffuse, specular, shininess properties for each object.
// 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.
if (cmd == "ambient") {
validinput = readvals(s, 3, values); // colors
if (validinput) {
for (i = 0; i < 3; i++) {
ambient[i] = values[i];
}
}
} else if (cmd == "diffuse") {
validinput = readvals(s, 3, values);
if (validinput) {
for (i = 0; i < 3; i++) {
diffuse[i] = values[i];
}
}
} else if (cmd == "specular") {
validinput = readvals(s, 3, values);
if (validinput) {
for (i = 0; i < 3; i++) {
specular[i] = values[i];
}
}
} else if (cmd == "emission") {
validinput = readvals(s, 3, values);
if (validinput) {
for (i = 0; i < 3; i++) {
emission[i] = values[i];
}
}
} else if (cmd == "shininess") {
validinput = readvals(s, 1, values);
if (validinput) {
shininess = values[0];
}
} else if (cmd == "attenuation") {
validinput = readvals(s, 3, values);
if (validinput) {
for (i = 0; i < 3; i++) {
attenuation[i] = values[i];
}
}
} else if (cmd == "size") {
validinput = readvals(s,2,values);
if (validinput) {
w = (int) values[0]; h = (int) values[1];
}
}
else if (cmd == "directional")
{
validinput = readvals(s, 6, values);
if (validinput)
{
vec3 light, color;
for (int i = 0; i < 6; ++i)
{
if (i < 3)
{
light[i] = values[i];
} else {
color[i%3] = values[i];
}
}
directionalLights[numDirectionalLights] = light;
directionalColors[numDirectionalLights++] = color;
}
}
else if (cmd == "point")
{
validinput = readvals(s, 6, values);
if (validinput)
{
vec3 light, color;
for (int i = 0; i < 6; ++i)
{
if (i < 3)
{
light[i] = values[i];
} else {
color[i%3] = values[i];
}
}
pointLights[numPointLights] = light;
pointColors[numPointLights++] = color;
}
}
else if (cmd == "output")
{
nameSpecified = true;
s >> fileName;
}
else if (cmd == "maxdepth"){
validinput = readvals(s, 1, values);
if(validinput){
maxDepth = values[0];
}
}
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 = vec3(values[0], values[1], values[2]);
center = vec3(values[3], values[4], values[5]);
vec3 axis = vec3(values[6], values[7], values[8]);
upinit = Transform::upvector(axis, eyeinit-center);
fovy = values[9] / 57.2958; // convert to radians
}
}
// I've left the code for loading objects in the skeleton, so
// you can get a sense of how this works.
// Also look at demo.txt to get a sense of why things are done this way.
else if (cmd == "sphere") {
if (numobjects == maxobjects) { // No more objects
cerr << "Reached Maximum Number of Objects " << numobjects << " Will ignore further objects\n";
} else {
validinput = readvals(s, 4, values);
if (validinput) {
object * obj = &(objects[numobjects]);
// Set the object's light properties
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];
if(i<3){
(obj->attenuation)[i] = attenuation[i];
}
}
obj->shininess = shininess;
// Set the object's transform
obj->transform = transfstack.top();
obj->type = sphere;
vec4 sphere = vec4( values[0], values[1], values[2], 1);
obj->radius = values[3];
obj->shapeVertices.push_back( sphere );
}
++numobjects;
}
} else if (cmd == "tri") {
if (numobjects == maxobjects) { // No more objects
cerr << "Reached Maximum Number of Objects " << numobjects << " Will ignore further objects\n";
} else {
validinput = readvals(s, 3, values);
if (validinput) {
object * obj = &(objects[numobjects]);
// Set the object's light properties
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];
if(i<3){
(obj->attenuation)[i] = attenuation[i];
}
}
obj->shininess = shininess;
// Set the object's transform
obj->transform = transfstack.top();
obj->type = tri;
//save the corresponding vertices to this opject
for (int i = 0; i < 3; ++i)
{
obj->shapeVertices.push_back( vertices[ values[i] ] );
}
}
++numobjects;
}
}
else if (cmd == "maxverts")
{
validinput = readvals(s, 1, values);
if(validinput) maxverts = values[0];
}
else if (cmd == "vertex")
{
if (numVertices >= maxverts)
{
cerr << "Reached max num vertices " << numVertices <<
" will ignore further vertices\n";
}
else {
validinput = readvals(s, 3, values);
if (validinput)
{
vec4 * v = new vec4( values[0], values[1], values[2], 1);
vertices.push_back(*v);
}
numVertices++;
}
}
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.
// Also keep in mind what order your matrix is!
mat4 tr = Transform::translate(values[0], values[1], values[2]);
rightmultiply(tr, 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.
// Also keep in mind what order your matrix is!
mat4 sc = Transform::scale(values[0], values[1], values[2]);
rightmultiply(sc, 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.
// Note that rotate returns a mat3.
// Also keep in mind what order your matrix is!
vec3 axis = vec3(values[0], values[1], values[2]);
axis = glm::normalize(axis);
mat3 rot = Transform::rotate(-1 * values[3], axis);
mat4 rot4 = mat4(rot);
rightmultiply(rot4, 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 = amountinit;
sx = sy = 1.0; // keyboard controlled scales in x and y
tx = ty = 0.0; // keyboard controllled translation in x and y
} else {
cerr << "Unable to Open Input Data File " << filename << "\n";
throw 2;
}
}