Procházet zdrojové kódy

begin obj lexer/parser

develop
Robin Thoni před 8 roky
rodič
revize
e6ca633299

+ 5
- 0
.gitignore Zobrazit soubor

@@ -12,3 +12,8 @@ Makefile
12 12
 *.so.*
13 13
 TheGame/TheGame
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 tests/tests
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+
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+lexer-*.cpp
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+lexer-*.h
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+parser-*.cpp
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+parser-*.h

+ 1
- 1
TheGame/openglrenderdevice.cpp Zobrazit soubor

@@ -44,7 +44,7 @@ void OpenGLRenderDevice::initialize(int fov, int width, int height)
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     _width = width;
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     _height = height;
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     glClearColor(_clearColor.redF(), _clearColor.greenF(),
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-                 _clearColor.blue(), _clearColor.alpha());
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+                 _clearColor.blueF(), _clearColor.alphaF());
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     glEnable(GL_DEPTH_TEST);
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     glEnable(GL_CULL_FACE);

+ 6
- 1
TheGame/renderwidget.cpp Zobrazit soubor

@@ -5,6 +5,7 @@
5 5
 #include <QDebug>
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 #include "entities/ugeentitycube.h"
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 #include "entities/ugeentityaxes.h"
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+#include "utils/wavefrontobj.h"
8 9
 
9 10
 RenderWidget::RenderWidget(QWidget *parent) :
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     QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
@@ -20,6 +21,10 @@ RenderWidget::RenderWidget(QWidget *parent) :
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     _engine->addEntity(new UGEEntityAxes(_engine));
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     setMouseTracking(true);
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     setFocusPolicy(Qt::StrongFocus);
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+
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+
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+    WaveFrontObj obj;
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+    qDebug() << obj.openFile("/home/robin/Downloads/enterprise/obj/USSEnterprise.obj");
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 }
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 void RenderWidget::initializeGL()
@@ -78,7 +83,7 @@ void RenderWidget::mouseMoveEvent(QMouseEvent *event)
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     Vector3D dd = _device->get2DFrom3D(Vector3D(0.5, 0.5, 0.5));
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     dd.setY(height() - dd.getY());
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-    qDebug() << event->pos() << dd;
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+//    qDebug() << event->pos() << dd;
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     pos = _device->get3DFrom2D(event->x(), height() - event->y());
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     update();

+ 57
- 2
UGameEngine/UGameEngine.pro Zobrazit soubor

@@ -17,7 +17,8 @@ SOURCES += engine/ugameengine.cpp \
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     utils/vector3d.cpp \
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     utils/colorvector3d.cpp \
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     entities/ugeentitycube.cpp \
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-    entities/ugeentityaxes.cpp
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+    entities/ugeentityaxes.cpp \
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+    utils/wavefrontobj.cpp
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22 23
 HEADERS += engine/ugameengine.h\
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     engine/abstractrenderdevice.h \
@@ -25,7 +26,61 @@ HEADERS += engine/ugameengine.h\
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     utils/vector3d.h \
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     utils/colorvector3d.h \
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     entities/ugeentitycube.h \
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-    entities/ugeentityaxes.h
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+    entities/ugeentityaxes.h \
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+    utils/wavefrontobj.h
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+
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+
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+# FLEX && BISON
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+
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+LIBS += -lfl -ly
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+
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+FLEXSOURCES = utils/lexer-wavefront-obj.l
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+BISONSOURCES = utils/parser-wavefront-obj.y
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+
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+OTHER_FILES +=  \
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+    $$FLEXSOURCES \
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+    $$BISONSOURCES
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+
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+flexsource.input = FLEXSOURCES
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+flexsource.output = ${QMAKE_FILE_BASE}.cpp
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+flexsource.commands = flex --header-file=${QMAKE_FILE_BASE}.h -o ${QMAKE_FILE_BASE}.cpp ${QMAKE_FILE_IN}
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+flexsource.variable_out = SOURCES
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+flexsource.name = Flex Sources ${QMAKE_FILE_IN}
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+flexsource.CONFIG += target_predeps
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+
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+QMAKE_EXTRA_COMPILERS += flexsource
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+
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+flexheader.input = FLEXSOURCES
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+flexheader.output = ${QMAKE_FILE_BASE}.h
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+flexheader.commands = @true
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+flexheader.variable_out = HEADERS
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+flexheader.name = Flex Headers ${QMAKE_FILE_IN}
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+flexheader.CONFIG += target_predeps no_link
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+
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+QMAKE_EXTRA_COMPILERS += flexheader
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+
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+bisonsource.input = BISONSOURCES
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+bisonsource.output = ${QMAKE_FILE_BASE}.cpp
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+bisonsource.commands = bison -d --defines=${QMAKE_FILE_BASE}.h -o ${QMAKE_FILE_BASE}.cpp ${QMAKE_FILE_IN}
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+bisonsource.variable_out = SOURCES
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+bisonsource.name = Bison Sources ${QMAKE_FILE_IN}
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+bisonsource.CONFIG += target_predeps
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+
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+QMAKE_EXTRA_COMPILERS += bisonsource
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+
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+bisonheader.input = BISONSOURCES
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+bisonheader.output = ${QMAKE_FILE_BASE}.h
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+bisonheader.commands = @true
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+bisonheader.variable_out = HEADERS
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+bisonheader.name = Bison Headers ${QMAKE_FILE_IN}
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+bisonheader.CONFIG += target_predeps no_link
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+
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+QMAKE_EXTRA_COMPILERS += bisonheader
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+
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+
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+
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+
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+
29 84
 
30 85
 unix {
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     target.path = /usr/lib

+ 66
- 0
UGameEngine/utils/lexer-wavefront-obj.l Zobrazit soubor

@@ -0,0 +1,66 @@
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+%{
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+// In this section we can add all needed headers, from Qt or another libraries.
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+//#include <QtScript>
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+#include <QVariant>
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+#include <QDebug>
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+
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+// Also, we must add the parser's header where are defined the tokens.
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+#include "parser-wavefront-obj.h"
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+
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+#define TOKEN(type) \
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+  TOK_##type
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+
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+%}
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+
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+%option noyywrap
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+%option prefix="wavefront_obj"
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+
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+%%
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+
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+ /* Whitespace */
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+[ \t]+       {                           }
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+
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+ /* Newline */
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+\n|\n\r      { ++wavefront_objlineno;    }
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+
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+ /* Comment */
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+"#"[^\n\r]*  {                        }
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+
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+ /* Material library */
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+"mtllib"     { return TOKEN(MTLLIB);  }
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+
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+ /* Use material */
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+"usemtl"     { return TOKEN(USEMTL);  }
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+
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+ /* Named object */
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+"o"     { return TOKEN(O);  }
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+
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+ /* Vertex */
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+"v"     { return TOKEN(V);  }
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+
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+ /* Texture coordinate */
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+"vt"     { return TOKEN(VT);  }
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+
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+ /* Vertex normal */
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+"vn"     { return TOKEN(VN);  }
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+
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+ /* Parameter space vertices */
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+"vp"     { return TOKEN(VP);  }
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+
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+ /* Face */
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+"f"     { return TOKEN(F);  }
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+
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+ /* Smooth */
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+"s"     { return TOKEN(S);  }
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+
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+ /* Slash */
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+"/"     { return TOKEN(SLASH);  }
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+
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+ /* Number */
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+-?[0-9]+(.[0-9]+)?     { return TOKEN(NUMBER); }
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+
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+ /* String */
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+[^\n\r\t ]+  { return TOKEN(STRING);  }
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+
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+
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+%%

+ 105
- 0
UGameEngine/utils/parser-wavefront-obj.y Zobrazit soubor

@@ -0,0 +1,105 @@
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+%{
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+/*#include <QtGui>*/
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+#include <QVariant>
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+#include <QDebug>
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+#include "utils/wavefrontobj.h"
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+#include "lexer-wavefront-obj.h"
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+
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+
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+
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+// yylex is a function generated by Flex and we must tell to Bison that it is
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+// defined in other place.
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+extern int wavefront_objlex(void);
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+
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+// Bison uses the yyerror function for informing us when a parsing error has
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+// occurred.
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+void wavefront_objerror(const char *s);
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+%}
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+
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+%define api.prefix {wavefront_obj}
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+%define api.token.prefix {TOK_}
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+
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+// Here we define our custom variable types.
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+// Custom types must be of fixed size.
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+%union {
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+    float number;
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+    char* string;
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+    void* wavefront;
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+}
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+
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+// Define the terminal expression types.
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+%token <float_number> NUMBER
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+%token <string> STRING
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+%token SLASH
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+%token MTLLIB
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+%token USEMTL
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+%token O
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+%token V
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+%token VT
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+%token VN
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+%token VP
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+%token F
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+%token S
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+
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+// Define the non-terminal expression types.
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+%type <wavefront> wavefront_obj
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+
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+%%
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+
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+start: wavefront_obj {
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+/*    qDebug() << $1;*/
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+};
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+
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+wavefront_obj: stmt_list {
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+                  }
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+                ;
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+
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+
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+stmt_list: {}
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+            | stmt_list stmt {};
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+
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+stmt: mtllib {}
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+            | usemtl {}
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+            | named_object {}
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+            | vertex {}
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+            | texture_coordinate {}
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+            | vertex_normal {}
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+            | vertex_space {}
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+            | face {}
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+            | smooth {};
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+
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+mtllib: MTLLIB STRING {};
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+
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+usemtl: USEMTL STRING {};
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+
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+named_object: O STRING {};
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+
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+vertex: V NUMBER NUMBER NUMBER {}
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+            | V NUMBER NUMBER NUMBER NUMBER {};
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+
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+texture_coordinate: VT NUMBER NUMBER {}
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+            | VT NUMBER NUMBER NUMBER {};
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+
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+vertex_normal: VN NUMBER NUMBER NUMBER {};
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+
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+vertex_space: VP NUMBER NUMBER NUMBER {};
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+
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+face: F face_vertex_list {};
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+
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+face_vertex_list: {}
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+            | face_vertex_list face_vertex {};
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+
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+face_vertex: NUMBER {}
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+            | NUMBER SLASH NUMBER {}
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+            | NUMBER SLASH NUMBER SLASH NUMBER {}
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+            | NUMBER SLASH SLASH NUMBER {};
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+
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+smooth: S NUMBER {}
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+            | S STRING {};
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+
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+%%
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+
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+void wavefront_objerror(const char *s)
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+{
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+    qDebug() << "parse error:" << s << "at line" << wavefront_objlineno << "at" << wavefront_objtext;
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+}

+ 33
- 0
UGameEngine/utils/wavefrontobj.cpp Zobrazit soubor

@@ -0,0 +1,33 @@
1
+#include "wavefrontobj.h"
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+#include <QFile>
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+#include <QDebug>
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+#include "lexer-wavefront-obj.h"
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+#include "parser-wavefront-obj.h"
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+
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+WaveFrontObj::WaveFrontObj(QObject *parent) :
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+    QObject(parent)
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+{
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+}
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+
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+bool WaveFrontObj::openFile(const QString &filename)
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+{
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+    QFile f(filename);
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+    if (f.open(QIODevice::ReadOnly)) {
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+        bool res = load(f);
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+        f.close();
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+        return res;
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+    }
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+    _error = "Failed to open file: " + f.errorString();
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+    return false;
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+}
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+
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+bool WaveFrontObj::load(QIODevice &device)
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+{
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+    QString file = device.readAll();
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+
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+    YY_BUFFER_STATE bufferState = wavefront_obj_scan_string(file.toUtf8().constData());
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+    int res = wavefront_objparse();
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+    wavefront_obj_delete_buffer(bufferState);
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+
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+    return res == 0;
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+}

+ 28
- 0
UGameEngine/utils/wavefrontobj.h Zobrazit soubor

@@ -0,0 +1,28 @@
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+#ifndef WAVEFRONTOBJ_H
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+#define WAVEFRONTOBJ_H
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+
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+#include <QObject>
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+#include <QIODevice>
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+
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+class WaveFrontObj : public QObject
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+{
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+    Q_OBJECT
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+public:
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+    explicit WaveFrontObj(QObject *parent = 0);
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+
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+signals:
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+
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+public slots:
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+    bool openFile(const QString& filename);
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+    bool load(QIODevice& device);
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+
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+private:
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+    QString _error;
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+
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+};
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+
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+struct WaveFrontObjData
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+{
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+};
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+
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+#endif // WAVEFRONTOBJ_H

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