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-rw-r--r--examples/viewer/viewer.cc713
1 files changed, 713 insertions, 0 deletions
diff --git a/examples/viewer/viewer.cc b/examples/viewer/viewer.cc
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--- /dev/null
+++ b/examples/viewer/viewer.cc
@@ -0,0 +1,713 @@
+//
+// Simple .obj viewer(vertex only)
+//
+#include <algorithm>
+#include <cassert>
+#include <cmath>
+#include <cstdio>
+#include <cstdlib>
+#include <iostream>
+#include <limits>
+#include <map>
+#include <string>
+#include <vector>
+
+#include <GL/glew.h>
+
+#ifdef __APPLE__
+#include <OpenGL/glu.h>
+#else
+#include <GL/glu.h>
+#endif
+
+#include <GLFW/glfw3.h>
+
+#define TINYOBJLOADER_IMPLEMENTATION
+#include "../../tiny_obj_loader.h"
+
+#include "trackball.h"
+
+#define STB_IMAGE_IMPLEMENTATION
+#include "stb_image.h"
+
+#ifdef _WIN32
+#ifdef __cplusplus
+extern "C" {
+#endif
+#include <windows.h>
+
+#ifdef max
+ #undef max
+#endif
+
+#ifdef min
+ #undef min
+#endif
+
+#include <mmsystem.h>
+#ifdef __cplusplus
+}
+#endif
+#pragma comment(lib, "winmm.lib")
+#else
+#if defined(__unix__) || defined(__APPLE__)
+#include <sys/time.h>
+#else
+#include <ctime>
+#endif
+#endif
+
+class timerutil {
+ public:
+#ifdef _WIN32
+ typedef DWORD time_t;
+
+ timerutil() { ::timeBeginPeriod(1); }
+ ~timerutil() { ::timeEndPeriod(1); }
+
+ void start() { t_[0] = ::timeGetTime(); }
+ void end() { t_[1] = ::timeGetTime(); }
+
+ time_t sec() { return (time_t)((t_[1] - t_[0]) / 1000); }
+ time_t msec() { return (time_t)((t_[1] - t_[0])); }
+ time_t usec() { return (time_t)((t_[1] - t_[0]) * 1000); }
+ time_t current() { return ::timeGetTime(); }
+
+#else
+#if defined(__unix__) || defined(__APPLE__)
+ typedef unsigned long int time_t;
+
+ void start() { gettimeofday(tv + 0, &tz); }
+ void end() { gettimeofday(tv + 1, &tz); }
+
+ time_t sec() { return (time_t)(tv[1].tv_sec - tv[0].tv_sec); }
+ time_t msec() {
+ return this->sec() * 1000 +
+ (time_t)((tv[1].tv_usec - tv[0].tv_usec) / 1000);
+ }
+ time_t usec() {
+ return this->sec() * 1000000 + (time_t)(tv[1].tv_usec - tv[0].tv_usec);
+ }
+ time_t current() {
+ struct timeval t;
+ gettimeofday(&t, NULL);
+ return (time_t)(t.tv_sec * 1000 + t.tv_usec);
+ }
+
+#else // C timer
+ // using namespace std;
+ typedef clock_t time_t;
+
+ void start() { t_[0] = clock(); }
+ void end() { t_[1] = clock(); }
+
+ time_t sec() { return (time_t)((t_[1] - t_[0]) / CLOCKS_PER_SEC); }
+ time_t msec() { return (time_t)((t_[1] - t_[0]) * 1000 / CLOCKS_PER_SEC); }
+ time_t usec() { return (time_t)((t_[1] - t_[0]) * 1000000 / CLOCKS_PER_SEC); }
+ time_t current() { return (time_t)clock(); }
+
+#endif
+#endif
+
+ private:
+#ifdef _WIN32
+ DWORD t_[2];
+#else
+#if defined(__unix__) || defined(__APPLE__)
+ struct timeval tv[2];
+ struct timezone tz;
+#else
+ time_t t_[2];
+#endif
+#endif
+};
+
+typedef struct {
+ GLuint vb_id; // vertex buffer id
+ int numTriangles;
+ size_t material_id;
+} DrawObject;
+
+std::vector<DrawObject> gDrawObjects;
+
+int width = 768;
+int height = 768;
+
+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;
+
+static std::string GetBaseDir(const std::string &filepath) {
+ if (filepath.find_last_of("/\\") != std::string::npos)
+ return filepath.substr(0, filepath.find_last_of("/\\"));
+ return "";
+}
+
+static bool FileExists(const std::string &abs_filename) {
+ bool ret;
+ FILE *fp = fopen(abs_filename.c_str(), "rb");
+ if (fp) {
+ ret = true;
+ fclose(fp);
+ } else {
+ ret = false;
+ }
+
+ return ret;
+}
+
+static 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);
+ }
+}
+
+static 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;
+ }
+}
+
+static bool LoadObjAndConvert(float bmin[3], float bmax[3],
+ std::vector<DrawObject>* drawObjects,
+ std::vector<tinyobj::material_t>& materials,
+ std::map<std::string, GLuint>& textures,
+ const char* filename) {
+ tinyobj::attrib_t attrib;
+ std::vector<tinyobj::shape_t> shapes;
+
+ timerutil tm;
+
+ tm.start();
+
+ std::string base_dir = GetBaseDir(filename);
+ if (base_dir.empty()) {
+ base_dir = ".";
+ }
+#ifdef _WIN32
+ base_dir += "\\";
+#else
+ base_dir += "/";
+#endif
+
+ std::string err;
+ bool ret =
+ tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, base_dir.c_str());
+ if (!err.empty()) {
+ std::cerr << err << std::endl;
+ }
+
+ tm.end();
+
+ if (!ret) {
+ std::cerr << "Failed to load " << filename << std::endl;
+ return false;
+ }
+
+ printf("Parsing time: %d [ms]\n", (int)tm.msec());
+
+ printf("# of vertices = %d\n", (int)(attrib.vertices.size()) / 3);
+ printf("# of normals = %d\n", (int)(attrib.normals.size()) / 3);
+ printf("# of texcoords = %d\n", (int)(attrib.texcoords.size()) / 2);
+ printf("# of materials = %d\n", (int)materials.size());
+ printf("# of shapes = %d\n", (int)shapes.size());
+
+ // Append `default` material
+ materials.push_back(tinyobj::material_t());
+
+ for (size_t i = 0; i < materials.size(); i++) {
+ printf("material[%d].diffuse_texname = %s\n", int(i), materials[i].diffuse_texname.c_str());
+ }
+
+ // Load diffuse textures
+ {
+ for (size_t m = 0; m < materials.size(); m++) {
+ tinyobj::material_t* mp = &materials[m];
+
+ if (mp->diffuse_texname.length() > 0) {
+ // Only load the texture if it is not already loaded
+ if (textures.find(mp->diffuse_texname) == textures.end()) {
+ GLuint texture_id;
+ int w, h;
+ int comp;
+
+ std::string texture_filename = mp->diffuse_texname;
+ if (!FileExists(texture_filename)) {
+ // Append base dir.
+ texture_filename = base_dir + mp->diffuse_texname;
+ if (!FileExists(texture_filename)) {
+ std::cerr << "Unable to find file: " << mp->diffuse_texname << std::endl;
+ exit(1);
+ }
+ }
+
+ unsigned char* image = stbi_load(texture_filename.c_str(), &w, &h, &comp, STBI_default);
+ if (!image) {
+ std::cerr << "Unable to load texture: " << texture_filename << std::endl;
+ exit(1);
+ }
+ std::cout << "Loaded texture: " << texture_filename << ", w = " << w << ", h = " << h << ", comp = " << comp << std::endl;
+
+ glGenTextures(1, &texture_id);
+ glBindTexture(GL_TEXTURE_2D, texture_id);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ if (comp == 3) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
+ }
+ else if (comp == 4) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
+ } else {
+ assert(0); // TODO
+ }
+ glBindTexture(GL_TEXTURE_2D, 0);
+ stbi_image_free(image);
+ textures.insert(std::make_pair(mp->diffuse_texname, texture_id));
+ }
+ }
+ }
+ }
+
+ 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> buffer; // pos(3float), normal(3float), color(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];
+
+ int current_material_id = shapes[s].mesh.material_ids[f];
+
+ if ((current_material_id < 0) || (current_material_id >= static_cast<int>(materials.size()))) {
+ // Invaid material ID. Use default material.
+ current_material_id = materials.size() - 1; // Default material is added to the last item in `materials`.
+ }
+ //if (current_material_id >= materials.size()) {
+ // std::cerr << "Invalid material index: " << current_material_id << std::endl;
+ //}
+ //
+ float diffuse[3];
+ for (size_t i = 0; i < 3; i++) {
+ diffuse[i] = materials[current_material_id].diffuse[i];
+ }
+ float tc[3][2];
+ if (attrib.texcoords.size() > 0) {
+ assert(attrib.texcoords.size() > 2 * idx0.texcoord_index + 1);
+ assert(attrib.texcoords.size() > 2 * idx1.texcoord_index + 1);
+ assert(attrib.texcoords.size() > 2 * idx2.texcoord_index + 1);
+
+ // Flip Y coord.
+ tc[0][0] = attrib.texcoords[2 * idx0.texcoord_index];
+ tc[0][1] = 1.0f - attrib.texcoords[2 * idx0.texcoord_index + 1];
+ tc[1][0] = attrib.texcoords[2 * idx1.texcoord_index];
+ tc[1][1] = 1.0f - attrib.texcoords[2 * idx1.texcoord_index + 1];
+ tc[2][0] = attrib.texcoords[2 * idx2.texcoord_index];
+ tc[2][1] = 1.0f - attrib.texcoords[2 * idx2.texcoord_index + 1];
+ } else {
+ tc[0][0] = 0.0f;
+ tc[0][1] = 0.0f;
+ tc[1][0] = 0.0f;
+ tc[1][1] = 0.0f;
+ tc[2][0] = 0.0f;
+ tc[2][1] = 0.0f;
+ }
+
+ 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;
+ assert(f0 >= 0);
+ assert(f1 >= 0);
+ assert(f2 >= 0);
+
+ 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;
+ assert(f0 >= 0);
+ assert(f1 >= 0);
+ assert(f2 >= 0);
+ 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++) {
+ buffer.push_back(v[k][0]);
+ buffer.push_back(v[k][1]);
+ buffer.push_back(v[k][2]);
+ buffer.push_back(n[k][0]);
+ buffer.push_back(n[k][1]);
+ buffer.push_back(n[k][2]);
+ // Combine normal and diffuse to get color.
+ float normal_factor = 0.2;
+ float diffuse_factor = 1 - normal_factor;
+ float c[3] = {
+ n[k][0] * normal_factor + diffuse[0] * diffuse_factor,
+ n[k][1] * normal_factor + diffuse[1] * diffuse_factor,
+ n[k][2] * normal_factor + diffuse[2] * diffuse_factor
+ };
+ float len2 = c[0] * c[0] + c[1] * c[1] + c[2] * c[2];
+ if (len2 > 0.0f) {
+ float len = sqrtf(len2);
+
+ c[0] /= len;
+ c[1] /= len;
+ c[2] /= len;
+ }
+ buffer.push_back(c[0] * 0.5 + 0.5);
+ buffer.push_back(c[1] * 0.5 + 0.5);
+ buffer.push_back(c[2] * 0.5 + 0.5);
+
+ buffer.push_back(tc[k][0]);
+ buffer.push_back(tc[k][1]);
+ }
+ }
+
+ o.vb_id = 0;
+ o.numTriangles = 0;
+
+ // OpenGL viewer does not support texturing with per-face material.
+ if (shapes[s].mesh.material_ids.size() > 0 && shapes[s].mesh.material_ids.size() > s) {
+ o.material_id = shapes[s].mesh.material_ids[0]; // use the material ID of the first face.
+ } else {
+ o.material_id = materials.size() - 1; // = ID for default material.
+ }
+ printf("shape[%d] material_id %d\n", int(s), int(o.material_id));
+
+ if (buffer.size() > 0) {
+ glGenBuffers(1, &o.vb_id);
+ glBindBuffer(GL_ARRAY_BUFFER, o.vb_id);
+ glBufferData(GL_ARRAY_BUFFER, buffer.size() * sizeof(float), &buffer.at(0),
+ GL_STATIC_DRAW);
+ o.numTriangles = buffer.size() / (3 + 3 + 3 + 2) / 3; // 3:vtx, 3:normal, 3:col, 2:texcoord
+
+ printf("shape[%d] # of triangles = %d\n", static_cast<int>(s),
+ o.numTriangles);
+ }
+
+ drawObjects->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;
+}
+
+static void reshapeFunc(GLFWwindow* window, int w, int h) {
+ int fb_w, fb_h;
+ // Get actual framebuffer size.
+ glfwGetFramebufferSize(window, &fb_w, &fb_h);
+
+ glViewport(0, 0, fb_w, fb_h);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(45.0, (float)w / (float)h, 0.01f, 100.0f);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ width = w;
+ height = h;
+}
+
+static void keyboardFunc(GLFWwindow* window, int key, int scancode, int action,
+ int mods) {
+ (void)window;
+ (void)scancode;
+ (void)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;
+ }
+}
+
+static void clickFunc(GLFWwindow* window, int button, int action, int mods) {
+ (void)window;
+ (void)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;
+ }
+ }
+}
+
+static void motionFunc(GLFWwindow* window, double mouse_x, double mouse_y) {
+ (void)window;
+ 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;
+}
+
+static void Draw(const std::vector<DrawObject>& drawObjects, std::vector<tinyobj::material_t>& materials, std::map<std::string, GLuint>& textures) {
+ glPolygonMode(GL_FRONT, GL_FILL);
+ glPolygonMode(GL_BACK, GL_FILL);
+
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(1.0, 1.0);
+ GLsizei stride = (3 + 3 + 3 + 2) * sizeof(float);
+ for (size_t i = 0; i < drawObjects.size(); i++) {
+ DrawObject o = drawObjects[i];
+ if (o.vb_id < 1) {
+ continue;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, o.vb_id);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ if ((o.material_id < materials.size())) {
+ std::string diffuse_texname = materials[o.material_id].diffuse_texname;
+ if (textures.find(diffuse_texname) != textures.end()) {
+ glBindTexture(GL_TEXTURE_2D, textures[diffuse_texname]);
+ }
+ }
+ glVertexPointer(3, GL_FLOAT, stride, (const void*)0);
+ glNormalPointer(GL_FLOAT, stride, (const void*)(sizeof(float) * 3));
+ glColorPointer(3, GL_FLOAT, stride, (const void*)(sizeof(float) * 6));
+ glTexCoordPointer(2, GL_FLOAT, stride, (const void*)(sizeof(float) * 9));
+
+ glDrawArrays(GL_TRIANGLES, 0, 3 * o.numTriangles);
+ CheckErrors("drawarrays");
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ // 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_id < 1) {
+ continue;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, o.vb_id);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(3, GL_FLOAT, stride, (const void*)0);
+ glNormalPointer(GL_FLOAT, stride, (const void*)(sizeof(float) * 3));
+ glColorPointer(3, GL_FLOAT, stride, (const void*)(sizeof(float) * 6));
+ glTexCoordPointer(2, GL_FLOAT, stride, (const void*)(sizeof(float) * 9));
+
+ 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);
+ glfwSwapInterval(1);
+
+ // 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];
+ std::vector<tinyobj::material_t> materials;
+ std::map<std::string, GLuint> textures;
+ if (false == LoadObjAndConvert(bmin, bmax, &gDrawObjects, materials, textures, 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);
+ glEnable(GL_TEXTURE_2D);
+
+ // 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, materials, textures);
+
+ glfwSwapBuffers(window);
+ }
+
+ glfwTerminate();
+}