diff options
author | Syoyo Fujita <syoyo@lighttransport.com> | 2016-04-18 20:07:04 +0900 |
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committer | Syoyo Fujita <syoyo@lighttransport.com> | 2016-04-18 20:07:04 +0900 |
commit | 1703ab087db0e90fc807ddd176a1ea426b7cf7a5 (patch) | |
tree | 298c41baf4dceced466974a6770af400ba03b802 /examples | |
parent | 93acf631571ded19556a4f4684541f5ecb3c8f10 (diff) | |
download | tinyobjloader-1703ab087db0e90fc807ddd176a1ea426b7cf7a5.tar.gz |
Add simple OpenGL viewer example.
Diffstat (limited to 'examples')
-rw-r--r-- | examples/viewer/Makefile | 8 | ||||
-rw-r--r-- | examples/viewer/README.md | 1 | ||||
-rw-r--r-- | examples/viewer/trackball.cc | 292 | ||||
-rw-r--r-- | examples/viewer/trackball.h | 75 | ||||
-rw-r--r-- | examples/viewer/viewer.cc | 403 |
5 files changed, 779 insertions, 0 deletions
diff --git a/examples/viewer/Makefile b/examples/viewer/Makefile new file mode 100644 index 0000000..e5204fc --- /dev/null +++ b/examples/viewer/Makefile @@ -0,0 +1,8 @@ +GLFW_INC=-I/usr/local/include +GLFW_LIBS=-L/usr/local/lib -lglfw3 -lglew +GL_LIBS=-framework OpenGL + +CXX_FLAGS=-Wno-deprecated-declarations + +all: + g++ -fsanitize=address -O0 -g -o objviewer $(CXX_FLAGS) viewer.cc ../../tiny_obj_loader.cc trackball.cc $(GLFW_INC) $(GL_LIBS) $(GLFW_LIBS) diff --git a/examples/viewer/README.md b/examples/viewer/README.md new file mode 100644 index 0000000..4e0e087 --- /dev/null +++ b/examples/viewer/README.md @@ -0,0 +1 @@ +Simple .obj viewer with glew + glfw3 + OpenGL diff --git a/examples/viewer/trackball.cc b/examples/viewer/trackball.cc new file mode 100644 index 0000000..86ff3b3 --- /dev/null +++ b/examples/viewer/trackball.cc @@ -0,0 +1,292 @@ +/* + * (c) Copyright 1993, 1994, Silicon Graphics, Inc. + * ALL RIGHTS RESERVED + * Permission to use, copy, modify, and distribute this software for + * any purpose and without fee is hereby granted, provided that the above + * copyright notice appear in all copies and that both the copyright notice + * and this permission notice appear in supporting documentation, and that + * the name of Silicon Graphics, Inc. not be used in advertising + * or publicity pertaining to distribution of the software without specific, + * written prior permission. + * + * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" + * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, + * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR + * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON + * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, + * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY + * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, + * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF + * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN + * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON + * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE + * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. + * + * US Government Users Restricted Rights + * Use, duplication, or disclosure by the Government is subject to + * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph + * (c)(1)(ii) of the Rights in Technical Data and Computer Software + * clause at DFARS 252.227-7013 and/or in similar or successor + * clauses in the FAR or the DOD or NASA FAR Supplement. + * Unpublished-- rights reserved under the copyright laws of the + * United States. Contractor/manufacturer is Silicon Graphics, + * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. + * + * OpenGL(TM) is a trademark of Silicon Graphics, Inc. + */ +/* + * Trackball code: + * + * Implementation of a virtual trackball. + * Implemented by Gavin Bell, lots of ideas from Thant Tessman and + * the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129. + * + * Vector manip code: + * + * Original code from: + * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli + * + * Much mucking with by: + * Gavin Bell + */ +#include <math.h> +#include "trackball.h" + +/* + * This size should really be based on the distance from the center of + * rotation to the point on the object underneath the mouse. That + * point would then track the mouse as closely as possible. This is a + * simple example, though, so that is left as an Exercise for the + * Programmer. + */ +#define TRACKBALLSIZE (0.8) + +/* + * Local function prototypes (not defined in trackball.h) + */ +static float tb_project_to_sphere(float, float, float); +static void normalize_quat(float[4]); + +static void vzero(float *v) { + v[0] = 0.0; + v[1] = 0.0; + v[2] = 0.0; +} + +static void vset(float *v, float x, float y, float z) { + v[0] = x; + v[1] = y; + v[2] = z; +} + +static void vsub(const float *src1, const float *src2, float *dst) { + dst[0] = src1[0] - src2[0]; + dst[1] = src1[1] - src2[1]; + dst[2] = src1[2] - src2[2]; +} + +static void vcopy(const float *v1, float *v2) { + register int i; + for (i = 0; i < 3; i++) + v2[i] = v1[i]; +} + +static void vcross(const float *v1, const float *v2, float *cross) { + float temp[3]; + + temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]); + temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]); + temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]); + vcopy(temp, cross); +} + +static float vlength(const float *v) { + return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); +} + +static void vscale(float *v, float div) { + v[0] *= div; + v[1] *= div; + v[2] *= div; +} + +static void vnormal(float *v) { vscale(v, 1.0 / vlength(v)); } + +static float vdot(const float *v1, const float *v2) { + return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; +} + +static void vadd(const float *src1, const float *src2, float *dst) { + dst[0] = src1[0] + src2[0]; + dst[1] = src1[1] + src2[1]; + dst[2] = src1[2] + src2[2]; +} + +/* + * Ok, simulate a track-ball. Project the points onto the virtual + * trackball, then figure out the axis of rotation, which is the cross + * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0) + * Note: This is a deformed trackball-- is a trackball in the center, + * but is deformed into a hyperbolic sheet of rotation away from the + * center. This particular function was chosen after trying out + * several variations. + * + * It is assumed that the arguments to this routine are in the range + * (-1.0 ... 1.0) + */ +void trackball(float q[4], float p1x, float p1y, float p2x, float p2y) { + float a[3]; /* Axis of rotation */ + float phi; /* how much to rotate about axis */ + float p1[3], p2[3], d[3]; + float t; + + if (p1x == p2x && p1y == p2y) { + /* Zero rotation */ + vzero(q); + q[3] = 1.0; + return; + } + + /* + * First, figure out z-coordinates for projection of P1 and P2 to + * deformed sphere + */ + vset(p1, p1x, p1y, tb_project_to_sphere(TRACKBALLSIZE, p1x, p1y)); + vset(p2, p2x, p2y, tb_project_to_sphere(TRACKBALLSIZE, p2x, p2y)); + + /* + * Now, we want the cross product of P1 and P2 + */ + vcross(p2, p1, a); + + /* + * Figure out how much to rotate around that axis. + */ + vsub(p1, p2, d); + t = vlength(d) / (2.0 * TRACKBALLSIZE); + + /* + * Avoid problems with out-of-control values... + */ + if (t > 1.0) + t = 1.0; + if (t < -1.0) + t = -1.0; + phi = 2.0 * asin(t); + + axis_to_quat(a, phi, q); +} + +/* + * Given an axis and angle, compute quaternion. + */ +void axis_to_quat(float a[3], float phi, float q[4]) { + vnormal(a); + vcopy(a, q); + vscale(q, sin(phi / 2.0)); + q[3] = cos(phi / 2.0); +} + +/* + * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet + * if we are away from the center of the sphere. + */ +static float tb_project_to_sphere(float r, float x, float y) { + float d, t, z; + + d = sqrt(x * x + y * y); + if (d < r * 0.70710678118654752440) { /* Inside sphere */ + z = sqrt(r * r - d * d); + } else { /* On hyperbola */ + t = r / 1.41421356237309504880; + z = t * t / d; + } + return z; +} + +/* + * Given two rotations, e1 and e2, expressed as quaternion rotations, + * figure out the equivalent single rotation and stuff it into dest. + * + * This routine also normalizes the result every RENORMCOUNT times it is + * called, to keep error from creeping in. + * + * NOTE: This routine is written so that q1 or q2 may be the same + * as dest (or each other). + */ + +#define RENORMCOUNT 97 + +void add_quats(float q1[4], float q2[4], float dest[4]) { + static int count = 0; + float t1[4], t2[4], t3[4]; + float tf[4]; + + vcopy(q1, t1); + vscale(t1, q2[3]); + + vcopy(q2, t2); + vscale(t2, q1[3]); + + vcross(q2, q1, t3); + vadd(t1, t2, tf); + vadd(t3, tf, tf); + tf[3] = q1[3] * q2[3] - vdot(q1, q2); + + dest[0] = tf[0]; + dest[1] = tf[1]; + dest[2] = tf[2]; + dest[3] = tf[3]; + + if (++count > RENORMCOUNT) { + count = 0; + normalize_quat(dest); + } +} + +/* + * Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0 + * If they don't add up to 1.0, dividing by their magnitued will + * renormalize them. + * + * Note: See the following for more information on quaternions: + * + * - Shoemake, K., Animating rotation with quaternion curves, Computer + * Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985. + * - Pletinckx, D., Quaternion calculus as a basic tool in computer + * graphics, The Visual Computer 5, 2-13, 1989. + */ +static void normalize_quat(float q[4]) { + int i; + float mag; + + mag = (q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]); + for (i = 0; i < 4; i++) + q[i] /= mag; +} + +/* + * Build a rotation matrix, given a quaternion rotation. + * + */ +void build_rotmatrix(float m[4][4], const float q[4]) { + m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]); + m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]); + m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]); + m[0][3] = 0.0; + + m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]); + m[1][1] = 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]); + m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]); + m[1][3] = 0.0; + + m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]); + m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]); + m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]); + m[2][3] = 0.0; + + m[3][0] = 0.0; + m[3][1] = 0.0; + m[3][2] = 0.0; + m[3][3] = 1.0; +} diff --git a/examples/viewer/trackball.h b/examples/viewer/trackball.h new file mode 100644 index 0000000..b1f9437 --- /dev/null +++ b/examples/viewer/trackball.h @@ -0,0 +1,75 @@ +/* + * (c) Copyright 1993, 1994, Silicon Graphics, Inc. + * ALL RIGHTS RESERVED + * Permission to use, copy, modify, and distribute this software for + * any purpose and without fee is hereby granted, provided that the above + * copyright notice appear in all copies and that both the copyright notice + * and this permission notice appear in supporting documentation, and that + * the name of Silicon Graphics, Inc. not be used in advertising + * or publicity pertaining to distribution of the software without specific, + * written prior permission. + * + * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" + * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, + * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR + * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON + * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, + * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY + * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, + * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF + * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN + * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON + * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE + * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. + * + * US Government Users Restricted Rights + * Use, duplication, or disclosure by the Government is subject to + * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph + * (c)(1)(ii) of the Rights in Technical Data and Computer Software + * clause at DFARS 252.227-7013 and/or in similar or successor + * clauses in the FAR or the DOD or NASA FAR Supplement. + * Unpublished-- rights reserved under the copyright laws of the + * United States. Contractor/manufacturer is Silicon Graphics, + * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. + * + * OpenGL(TM) is a trademark of Silicon Graphics, Inc. + */ +/* + * trackball.h + * A virtual trackball implementation + * Written by Gavin Bell for Silicon Graphics, November 1988. + */ + +/* + * Pass the x and y coordinates of the last and current positions of + * the mouse, scaled so they are from (-1.0 ... 1.0). + * + * The resulting rotation is returned as a quaternion rotation in the + * first paramater. + */ +void trackball(float q[4], float p1x, float p1y, float p2x, float p2y); + +void negate_quat(float *q, float *qn); + +/* + * Given two quaternions, add them together to get a third quaternion. + * Adding quaternions to get a compound rotation is analagous to adding + * translations to get a compound translation. When incrementally + * adding rotations, the first argument here should be the new + * rotation, the second and third the total rotation (which will be + * over-written with the resulting new total rotation). + */ +void add_quats(float *q1, float *q2, float *dest); + +/* + * A useful function, builds a rotation matrix in Matrix based on + * given quaternion. + */ +void build_rotmatrix(float m[4][4], const float q[4]); + +/* + * This function computes a quaternion based on an axis (defined by + * the given vector) and an angle about which to rotate. The angle is + * expressed in radians. The result is put into the third argument. + */ +void axis_to_quat(float a[3], float phi, float q[4]); diff --git a/examples/viewer/viewer.cc b/examples/viewer/viewer.cc new file mode 100644 index 0000000..d89fadc --- /dev/null +++ b/examples/viewer/viewer.cc @@ -0,0 +1,403 @@ +// +// Simple .obj viewer(vertex only) +// +#include <vector> +#include <string> +#include <cstdio> +#include <iostream> +#include <limits> +#include <cmath> + +#include <GL/glew.h> + +#ifdef __APPLE__ +#include <OpenGL/glu.h> +#else +#include <GL/glu.h> +#endif + +#include <GLFW/glfw3.h> + +#include "../../tiny_obj_loader.h" + +#include "trackball.h" + +typedef struct { + GLuint vb; // vertex buffer + int numTriangles; +} DrawObject; + +std::vector<DrawObject> gDrawObjects; + +int width = 512; +int height = 512; + +double prevMouseX, prevMouseY; +bool mouseLeftPressed; +bool mouseMiddlePressed; +bool mouseRightPressed; +float curr_quat[4]; +float prev_quat[4]; +float eye[3], lookat[3], up[3]; + +GLFWwindow* window; + +void CheckErrors(std::string desc) { + GLenum e = glGetError(); + if (e != GL_NO_ERROR) { + fprintf(stderr, "OpenGL error in \"%s\": %d (%d)\n", desc.c_str(), e, e); + exit(20); + } +} + +void CalcNormal(float N[3], float v0[3], float v1[3], float v2[3]) { + float v10[3]; + v10[0] = v1[0] - v0[0]; + v10[1] = v1[1] - v0[1]; + v10[2] = v1[2] - v0[2]; + + float v20[3]; + v20[0] = v2[0] - v0[0]; + v20[1] = v2[1] - v0[1]; + v20[2] = v2[2] - v0[2]; + + N[0] = v20[1] * v10[2] - v20[2] * v10[1]; + N[1] = v20[2] * v10[0] - v20[0] * v10[2]; + N[2] = v20[0] * v10[1] - v20[1] * v10[0]; + + float len2 = N[0] * N[0] + N[1] * N[1] + N[2] * N[2]; + if (len2 > 0.0f) { + float len = sqrtf(len2); + + N[0] /= len; + N[1] /= len; + } +} + +bool LoadObjAndConvert(float bmin[3], float bmax[3], std::vector<DrawObject>& drawObjects, const char* filename) +{ + tinyobj::attrib_t attrib; + std::vector<tinyobj::shape_t> shapes; + std::vector<tinyobj::material_t> materials; + + std::string err; + bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, NULL); + if (!err.empty()) { + std::cerr << err << std::endl; + } + + if (!ret) { + std::cerr << "Failed to load " << filename << std::endl; + return false; + } + + printf("# of materials = %d\n", (int)materials.size()); + printf("# of shapes = %d\n", (int)shapes.size()); + + bmin[0] = bmin[1] = bmin[2] = std::numeric_limits<float>::max(); + bmax[0] = bmax[1] = bmax[2] = -std::numeric_limits<float>::max(); + + { + for (size_t s = 0; s < shapes.size(); s++) { + DrawObject o; + std::vector<float> vb; // pos(3float), normal(3float) + for (size_t f = 0; f < shapes[s].mesh.indices.size()/3; f++) { + + tinyobj::index_t idx0 = shapes[s].mesh.indices[3*f+0]; + tinyobj::index_t idx1 = shapes[s].mesh.indices[3*f+1]; + tinyobj::index_t idx2 = shapes[s].mesh.indices[3*f+2]; + + float v[3][3]; + for (int k = 0; k < 3; k++) { + int f0 = idx0.vertex_index; + int f1 = idx1.vertex_index; + int f2 = idx2.vertex_index; + + v[0][k] = attrib.vertices[3*f0+k]; + v[1][k] = attrib.vertices[3*f1+k]; + v[2][k] = attrib.vertices[3*f2+k]; + bmin[k] = std::min(v[0][k], bmin[k]); + bmin[k] = std::min(v[1][k], bmin[k]); + bmin[k] = std::min(v[2][k], bmin[k]); + bmax[k] = std::max(v[0][k], bmax[k]); + bmax[k] = std::max(v[1][k], bmax[k]); + bmax[k] = std::max(v[2][k], bmax[k]); + } + + float n[3][3]; + + if (attrib.normals.size() > 0) { + int f0 = idx0.normal_index; + int f1 = idx1.normal_index; + int f2 = idx2.normal_index; + for (int k = 0; k < 3; k++) { + n[0][k] = attrib.normals[3*f0+k]; + n[1][k] = attrib.normals[3*f1+k]; + n[2][k] = attrib.normals[3*f2+k]; + } + } else { + // compute geometric normal + CalcNormal(n[0], v[0], v[1], v[2]); + n[1][0] = n[0][0]; n[1][1] = n[0][1]; n[1][2] = n[0][2]; + n[2][0] = n[0][0]; n[2][1] = n[0][1]; n[2][2] = n[0][2]; + } + + for (int k = 0; k < 3; k++) { + vb.push_back(v[k][0]); + vb.push_back(v[k][1]); + vb.push_back(v[k][2]); + vb.push_back(n[k][0]); + vb.push_back(n[k][1]); + vb.push_back(n[k][2]); + } + + } + + o.vb = 0; + o.numTriangles = 0; + if (vb.size() > 0) { + glGenBuffers(1, &o.vb); + glBindBuffer(GL_ARRAY_BUFFER, o.vb); + glBufferData(GL_ARRAY_BUFFER, vb.size() * sizeof(float), &vb.at(0), GL_STATIC_DRAW); + o.numTriangles = vb.size() / 6 / 3; + } + + gDrawObjects.push_back(o); + } + } + + printf("bmin = %f, %f, %f\n", bmin[0], bmin[1], bmin[2]); + printf("bmax = %f, %f, %f\n", bmax[0], bmax[1], bmax[2]); + + return true; +} + +void reshapeFunc(GLFWwindow* window, int w, int h) +{ + printf("reshape\n"); + glViewport(0, 0, w, h); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(45.0, (float)w / (float)h, 0.1f, 1000.0f); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + width = w; + height = h; +} + +void keyboardFunc(GLFWwindow *window, int key, int scancode, int action, int mods) { + if(action == GLFW_PRESS || action == GLFW_REPEAT){ + // Move camera + float mv_x = 0, mv_y = 0, mv_z = 0; + if(key == GLFW_KEY_K) mv_x += 1; + else if(key == GLFW_KEY_J) mv_x += -1; + else if(key == GLFW_KEY_L) mv_y += 1; + else if(key == GLFW_KEY_H) mv_y += -1; + else if(key == GLFW_KEY_P) mv_z += 1; + else if(key == GLFW_KEY_N) mv_z += -1; + //camera.move(mv_x * 0.05, mv_y * 0.05, mv_z * 0.05); + // Close window + if(key == GLFW_KEY_Q || key == GLFW_KEY_ESCAPE) glfwSetWindowShouldClose(window, GL_TRUE); + + //init_frame = true; + } +} + +void clickFunc(GLFWwindow* window, int button, int action, int mods){ + if(button == GLFW_MOUSE_BUTTON_LEFT){ + if(action == GLFW_PRESS){ + mouseLeftPressed = true; + trackball(prev_quat, 0.0, 0.0, 0.0, 0.0); + } else if(action == GLFW_RELEASE){ + mouseLeftPressed = false; + } + } + if(button == GLFW_MOUSE_BUTTON_RIGHT){ + if(action == GLFW_PRESS){ + mouseRightPressed = true; + } else if(action == GLFW_RELEASE){ + mouseRightPressed = false; + } + } + if(button == GLFW_MOUSE_BUTTON_MIDDLE){ + if(action == GLFW_PRESS){ + mouseMiddlePressed = true; + } else if(action == GLFW_RELEASE){ + mouseMiddlePressed = false; + } + } +} + +void motionFunc(GLFWwindow* window, double mouse_x, double mouse_y){ + float rotScale = 1.0f; + float transScale = 2.0f; + + if(mouseLeftPressed){ + trackball(prev_quat, + rotScale * (2.0f * prevMouseX - width) / (float)width, + rotScale * (height - 2.0f * prevMouseY) / (float)height, + rotScale * (2.0f * mouse_x - width) / (float)width, + rotScale * (height - 2.0f * mouse_y) / (float)height); + + add_quats(prev_quat, curr_quat, curr_quat); + } else if (mouseMiddlePressed) { + eye[0] += transScale * (mouse_x - prevMouseX) / (float)width; + lookat[0] += transScale * (mouse_x - prevMouseX) / (float)width; + eye[1] += transScale * (mouse_y - prevMouseY) / (float)height; + lookat[1] += transScale * (mouse_y - prevMouseY) / (float)height; + } else if (mouseRightPressed) { + eye[2] += transScale * (mouse_y - prevMouseY) / (float)height; + lookat[2] += transScale * (mouse_y - prevMouseY) / (float)height; + } + + // Update mouse point + prevMouseX = mouse_x; + prevMouseY = mouse_y; +} + +void Draw(const std::vector<DrawObject>& drawObjects) +{ + glPolygonMode(GL_FRONT, GL_FILL); + glPolygonMode(GL_BACK, GL_FILL); + + glEnable(GL_POLYGON_OFFSET_FILL); + glPolygonOffset(1.0, 1.0); + glColor3f(1.0f, 1.0f, 1.0f); + for (size_t i = 0; i < drawObjects.size(); i++) { + DrawObject o = drawObjects[i]; + if (o.vb < 1) { + continue; + } + + glBindBuffer(GL_ARRAY_BUFFER, o.vb); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glVertexPointer(3, GL_FLOAT, 24, (const void*)0); + glNormalPointer(GL_FLOAT, 24, (const void*)(sizeof(float)*3)); + + glDrawArrays(GL_TRIANGLES, 0, 3 * o.numTriangles); + CheckErrors("drawarrays"); + } + + // draw wireframe + glDisable(GL_POLYGON_OFFSET_FILL); + glPolygonMode(GL_FRONT, GL_LINE); + glPolygonMode(GL_BACK, GL_LINE); + + glColor3f(0.0f, 0.0f, 0.4f); + for (size_t i = 0; i < drawObjects.size(); i++) { + DrawObject o = drawObjects[i]; + if (o.vb < 1) { + continue; + } + + glBindBuffer(GL_ARRAY_BUFFER, o.vb); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glVertexPointer(3, GL_FLOAT, 24, (const void*)0); + glNormalPointer(GL_FLOAT, 24, (const void*)(sizeof(float)*3)); + + glDrawArrays(GL_TRIANGLES, 0, 3 * o.numTriangles); + CheckErrors("drawarrays"); + } +} + +static void Init() { + trackball(curr_quat, 0, 0, 0, 0); + + eye[0] = 0.0f; + eye[1] = 0.0f; + eye[2] = 3.0f; + + lookat[0] = 0.0f; + lookat[1] = 0.0f; + lookat[2] = 0.0f; + + up[0] = 0.0f; + up[1] = 1.0f; + up[2] = 0.0f; +} + + +int main(int argc, char **argv) +{ + if (argc < 2) { + std::cout << "Needs input.obj\n" << std::endl; + return 0; + } + + Init(); + + + if(!glfwInit()){ + std::cerr << "Failed to initialize GLFW." << std::endl; + return -1; + } + + + + window = glfwCreateWindow(width, height, "Obj viewer", NULL, NULL); + if(window == NULL){ + std::cerr << "Failed to open GLFW window. " << std::endl; + glfwTerminate(); + return 1; + } + + glfwMakeContextCurrent(window); + + // Callback + glfwSetWindowSizeCallback(window, reshapeFunc); + glfwSetKeyCallback(window, keyboardFunc); + glfwSetMouseButtonCallback(window, clickFunc); + glfwSetCursorPosCallback(window, motionFunc); + + glewExperimental = true; + if (glewInit() != GLEW_OK) { + std::cerr << "Failed to initialize GLEW." << std::endl; + return -1; + } + + reshapeFunc(window, width, height); + + float bmin[3], bmax[3]; + if (false == LoadObjAndConvert(bmin, bmax, gDrawObjects, argv[1])) { + return -1; + } + + float maxExtent = 0.5f * (bmax[0] - bmin[0]); + if (maxExtent < 0.5f * (bmax[1] - bmin[1])) { + maxExtent = 0.5f * (bmax[1] - bmin[1]); + } + if (maxExtent < 0.5f * (bmax[2] - bmin[2])) { + maxExtent = 0.5f * (bmax[2] - bmin[2]); + } + + while(glfwWindowShouldClose(window) == GL_FALSE) { + glfwPollEvents(); + glClearColor(0.1f, 0.2f, 0.3f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glEnable(GL_DEPTH_TEST); + + // camera & rotate + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + GLfloat mat[4][4]; + gluLookAt(eye[0], eye[1], eye[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2]); + build_rotmatrix(mat, curr_quat); + glMultMatrixf(&mat[0][0]); + + // Fit to -1, 1 + glScalef(1.0f / maxExtent, 1.0f / maxExtent, 1.0f / maxExtent); + + // Centerize object. + glTranslatef(-0.5*(bmax[0] + bmin[0]), -0.5*(bmax[1] + bmin[1]), -0.5*(bmax[2] + bmin[2])); + + Draw(gDrawObjects); + + glfwSwapBuffers(window); + } + + glfwTerminate(); +} |