Apply clang-format.
This commit is contained in:
@@ -1,15 +1,15 @@
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//
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// Simple .obj viewer(vertex only)
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//
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#include <vector>
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#include <string>
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <iostream>
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#include <limits>
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#include <cmath>
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#include <cassert>
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#include <algorithm>
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#include <string>
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#include <vector>
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#include <GL/glew.h>
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@@ -30,8 +30,8 @@
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include <windows.h>
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#include <mmsystem.h>
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#include <windows.h>
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#ifdef __cplusplus
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}
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#endif
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@@ -45,7 +45,7 @@ extern "C" {
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#endif
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class timerutil {
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public:
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public:
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#ifdef _WIN32
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typedef DWORD time_t;
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@@ -81,7 +81,7 @@ public:
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return (time_t)(t.tv_sec * 1000 + t.tv_usec);
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}
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#else // C timer
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#else // C timer
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// using namespace std;
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typedef clock_t time_t;
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@@ -96,7 +96,7 @@ public:
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#endif
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#endif
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private:
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private:
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#ifdef _WIN32
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DWORD t_[2];
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#else
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@@ -110,7 +110,7 @@ private:
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};
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typedef struct {
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GLuint vb; // vertex buffer
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GLuint vb; // vertex buffer
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int numTriangles;
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} DrawObject;
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@@ -155,14 +155,15 @@ void CalcNormal(float N[3], float v0[3], float v1[3], float v2[3]) {
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float len2 = N[0] * N[0] + N[1] * N[1] + N[2] * N[2];
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if (len2 > 0.0f) {
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float len = sqrtf(len2);
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N[0] /= len;
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N[1] /= len;
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}
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}
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bool LoadObjAndConvert(float bmin[3], float bmax[3], std::vector<DrawObject>& drawObjects, const char* filename)
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{
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bool LoadObjAndConvert(float bmin[3], float bmax[3],
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std::vector<DrawObject>* drawObjects,
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const char* filename) {
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tinyobj::attrib_t attrib;
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std::vector<tinyobj::shape_t> shapes;
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std::vector<tinyobj::material_t> materials;
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@@ -170,21 +171,22 @@ bool LoadObjAndConvert(float bmin[3], float bmax[3], std::vector<DrawObject>& dr
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timerutil tm;
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tm.start();
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std::string err;
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, NULL);
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bool ret =
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tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, NULL);
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if (!err.empty()) {
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std::cerr << err << std::endl;
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}
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tm.end();
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if (!ret) {
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std::cerr << "Failed to load " << filename << std::endl;
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return false;
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}
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printf("Parsing time: %d [ms]\n", tm.msec());
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printf("Parsing time: %d [ms]\n", (int)tm.msec());
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printf("# of vertices = %d\n", (int)(attrib.vertices.size()) / 3);
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printf("# of normals = %d\n", (int)(attrib.normals.size()) / 3);
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@@ -196,102 +198,105 @@ bool LoadObjAndConvert(float bmin[3], float bmax[3], std::vector<DrawObject>& dr
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bmax[0] = bmax[1] = bmax[2] = -std::numeric_limits<float>::max();
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{
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for (size_t s = 0; s < shapes.size(); s++) {
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DrawObject o;
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std::vector<float> vb; // pos(3float), normal(3float), color(3float)
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for (size_t f = 0; f < shapes[s].mesh.indices.size()/3; f++) {
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for (size_t s = 0; s < shapes.size(); s++) {
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DrawObject o;
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std::vector<float> vb; // pos(3float), normal(3float), color(3float)
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for (size_t f = 0; f < shapes[s].mesh.indices.size() / 3; f++) {
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tinyobj::index_t idx0 = shapes[s].mesh.indices[3 * f + 0];
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tinyobj::index_t idx1 = shapes[s].mesh.indices[3 * f + 1];
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tinyobj::index_t idx2 = shapes[s].mesh.indices[3 * f + 2];
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tinyobj::index_t idx0 = shapes[s].mesh.indices[3*f+0];
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tinyobj::index_t idx1 = shapes[s].mesh.indices[3*f+1];
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tinyobj::index_t idx2 = shapes[s].mesh.indices[3*f+2];
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float v[3][3];
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for (int k = 0; k < 3; k++) {
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int f0 = idx0.vertex_index;
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int f1 = idx1.vertex_index;
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int f2 = idx2.vertex_index;
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assert(f0 >= 0);
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assert(f1 >= 0);
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assert(f2 >= 0);
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float v[3][3];
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for (int k = 0; k < 3; k++) {
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int f0 = idx0.vertex_index;
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int f1 = idx1.vertex_index;
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int f2 = idx2.vertex_index;
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assert(f0 >= 0);
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assert(f1 >= 0);
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assert(f2 >= 0);
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v[0][k] = attrib.vertices[3*f0+k];
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v[1][k] = attrib.vertices[3*f1+k];
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v[2][k] = attrib.vertices[3*f2+k];
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bmin[k] = std::min(v[0][k], bmin[k]);
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bmin[k] = std::min(v[1][k], bmin[k]);
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bmin[k] = std::min(v[2][k], bmin[k]);
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bmax[k] = std::max(v[0][k], bmax[k]);
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bmax[k] = std::max(v[1][k], bmax[k]);
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bmax[k] = std::max(v[2][k], bmax[k]);
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}
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float n[3][3];
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if (attrib.normals.size() > 0) {
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int f0 = idx0.normal_index;
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int f1 = idx1.normal_index;
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int f2 = idx2.normal_index;
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assert(f0 >= 0);
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assert(f1 >= 0);
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assert(f2 >= 0);
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for (int k = 0; k < 3; k++) {
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n[0][k] = attrib.normals[3*f0+k];
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n[1][k] = attrib.normals[3*f1+k];
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n[2][k] = attrib.normals[3*f2+k];
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}
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} else {
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// compute geometric normal
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CalcNormal(n[0], v[0], v[1], v[2]);
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n[1][0] = n[0][0]; n[1][1] = n[0][1]; n[1][2] = n[0][2];
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n[2][0] = n[0][0]; n[2][1] = n[0][1]; n[2][2] = n[0][2];
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}
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for (int k = 0; k < 3; k++) {
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vb.push_back(v[k][0]);
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vb.push_back(v[k][1]);
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vb.push_back(v[k][2]);
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vb.push_back(n[k][0]);
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vb.push_back(n[k][1]);
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vb.push_back(n[k][2]);
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// Use normal as color.
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float c[3] = {n[k][0], n[k][1], n[k][2]};
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float len2 = c[0] * c[0] + c[1] * c[1] + c[2] * c[2];
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if (len2 > 0.0f) {
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float len = sqrtf(len2);
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c[0] /= len;
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c[1] /= len;
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c[2] /= len;
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}
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vb.push_back(c[0] * 0.5 + 0.5);
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vb.push_back(c[1] * 0.5 + 0.5);
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vb.push_back(c[2] * 0.5 + 0.5);
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}
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v[0][k] = attrib.vertices[3 * f0 + k];
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v[1][k] = attrib.vertices[3 * f1 + k];
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v[2][k] = attrib.vertices[3 * f2 + k];
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bmin[k] = std::min(v[0][k], bmin[k]);
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bmin[k] = std::min(v[1][k], bmin[k]);
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bmin[k] = std::min(v[2][k], bmin[k]);
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bmax[k] = std::max(v[0][k], bmax[k]);
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bmax[k] = std::max(v[1][k], bmax[k]);
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bmax[k] = std::max(v[2][k], bmax[k]);
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}
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o.vb = 0;
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o.numTriangles = 0;
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if (vb.size() > 0) {
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glGenBuffers(1, &o.vb);
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glBindBuffer(GL_ARRAY_BUFFER, o.vb);
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glBufferData(GL_ARRAY_BUFFER, vb.size() * sizeof(float), &vb.at(0), GL_STATIC_DRAW);
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o.numTriangles = vb.size() / 9 / 3;
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printf("shape[%d] # of triangles = %d\n", static_cast<int>(s), o.numTriangles);
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float n[3][3];
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if (attrib.normals.size() > 0) {
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int f0 = idx0.normal_index;
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int f1 = idx1.normal_index;
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int f2 = idx2.normal_index;
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assert(f0 >= 0);
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assert(f1 >= 0);
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assert(f2 >= 0);
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for (int k = 0; k < 3; k++) {
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n[0][k] = attrib.normals[3 * f0 + k];
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n[1][k] = attrib.normals[3 * f1 + k];
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n[2][k] = attrib.normals[3 * f2 + k];
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}
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} else {
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// compute geometric normal
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CalcNormal(n[0], v[0], v[1], v[2]);
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n[1][0] = n[0][0];
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n[1][1] = n[0][1];
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n[1][2] = n[0][2];
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n[2][0] = n[0][0];
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n[2][1] = n[0][1];
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n[2][2] = n[0][2];
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}
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gDrawObjects.push_back(o);
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for (int k = 0; k < 3; k++) {
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vb.push_back(v[k][0]);
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vb.push_back(v[k][1]);
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vb.push_back(v[k][2]);
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vb.push_back(n[k][0]);
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vb.push_back(n[k][1]);
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vb.push_back(n[k][2]);
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// Use normal as color.
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float c[3] = {n[k][0], n[k][1], n[k][2]};
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float len2 = c[0] * c[0] + c[1] * c[1] + c[2] * c[2];
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if (len2 > 0.0f) {
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float len = sqrtf(len2);
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c[0] /= len;
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c[1] /= len;
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c[2] /= len;
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}
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vb.push_back(c[0] * 0.5 + 0.5);
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vb.push_back(c[1] * 0.5 + 0.5);
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vb.push_back(c[2] * 0.5 + 0.5);
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}
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}
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o.vb = 0;
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o.numTriangles = 0;
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if (vb.size() > 0) {
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glGenBuffers(1, &o.vb);
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glBindBuffer(GL_ARRAY_BUFFER, o.vb);
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glBufferData(GL_ARRAY_BUFFER, vb.size() * sizeof(float), &vb.at(0),
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GL_STATIC_DRAW);
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o.numTriangles = vb.size() / 9 / 3;
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printf("shape[%d] # of triangles = %d\n", static_cast<int>(s),
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o.numTriangles);
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}
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drawObjects->push_back(o);
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}
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}
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printf("bmin = %f, %f, %f\n", bmin[0], bmin[1], bmin[2]);
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printf("bmax = %f, %f, %f\n", bmax[0], bmax[1], bmax[2]);
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return true;
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}
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void reshapeFunc(GLFWwindow* window, int w, int h)
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{
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void reshapeFunc(GLFWwindow* window, int w, int h) {
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int fb_w, fb_h;
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// Get actual framebuffer size.
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glfwGetFramebufferSize(window, &fb_w, &fb_h);
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@@ -307,78 +312,90 @@ void reshapeFunc(GLFWwindow* window, int w, int h)
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height = h;
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}
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void keyboardFunc(GLFWwindow *window, int key, int scancode, int action, int mods) {
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if(action == GLFW_PRESS || action == GLFW_REPEAT){
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// Move camera
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float mv_x = 0, mv_y = 0, mv_z = 0;
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if(key == GLFW_KEY_K) mv_x += 1;
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else if(key == GLFW_KEY_J) mv_x += -1;
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else if(key == GLFW_KEY_L) mv_y += 1;
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else if(key == GLFW_KEY_H) mv_y += -1;
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else if(key == GLFW_KEY_P) mv_z += 1;
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else if(key == GLFW_KEY_N) mv_z += -1;
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//camera.move(mv_x * 0.05, mv_y * 0.05, mv_z * 0.05);
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// Close window
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if(key == GLFW_KEY_Q || key == GLFW_KEY_ESCAPE) glfwSetWindowShouldClose(window, GL_TRUE);
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void keyboardFunc(GLFWwindow* window, int key, int scancode, int action,
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int mods) {
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(void)window;
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(void)scancode;
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(void)mods;
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if (action == GLFW_PRESS || action == GLFW_REPEAT) {
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// Move camera
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float mv_x = 0, mv_y = 0, mv_z = 0;
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if (key == GLFW_KEY_K)
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mv_x += 1;
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else if (key == GLFW_KEY_J)
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mv_x += -1;
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else if (key == GLFW_KEY_L)
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mv_y += 1;
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else if (key == GLFW_KEY_H)
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mv_y += -1;
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else if (key == GLFW_KEY_P)
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mv_z += 1;
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else if (key == GLFW_KEY_N)
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mv_z += -1;
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// camera.move(mv_x * 0.05, mv_y * 0.05, mv_z * 0.05);
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// Close window
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if (key == GLFW_KEY_Q || key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, GL_TRUE);
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//init_frame = true;
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}
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// init_frame = true;
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}
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}
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void clickFunc(GLFWwindow* window, int button, int action, int mods){
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if(button == GLFW_MOUSE_BUTTON_LEFT){
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if(action == GLFW_PRESS){
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mouseLeftPressed = true;
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trackball(prev_quat, 0.0, 0.0, 0.0, 0.0);
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} else if(action == GLFW_RELEASE){
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mouseLeftPressed = false;
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}
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void clickFunc(GLFWwindow* window, int button, int action, int mods) {
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(void)window;
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(void)mods;
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if (button == GLFW_MOUSE_BUTTON_LEFT) {
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if (action == GLFW_PRESS) {
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mouseLeftPressed = true;
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trackball(prev_quat, 0.0, 0.0, 0.0, 0.0);
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} else if (action == GLFW_RELEASE) {
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mouseLeftPressed = false;
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}
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if(button == GLFW_MOUSE_BUTTON_RIGHT){
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if(action == GLFW_PRESS){
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mouseRightPressed = true;
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} else if(action == GLFW_RELEASE){
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mouseRightPressed = false;
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}
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}
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if (button == GLFW_MOUSE_BUTTON_RIGHT) {
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if (action == GLFW_PRESS) {
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mouseRightPressed = true;
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} else if (action == GLFW_RELEASE) {
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mouseRightPressed = false;
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}
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if(button == GLFW_MOUSE_BUTTON_MIDDLE){
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if(action == GLFW_PRESS){
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mouseMiddlePressed = true;
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} else if(action == GLFW_RELEASE){
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mouseMiddlePressed = false;
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}
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}
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if (button == GLFW_MOUSE_BUTTON_MIDDLE) {
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if (action == GLFW_PRESS) {
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mouseMiddlePressed = true;
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} else if (action == GLFW_RELEASE) {
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mouseMiddlePressed = false;
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}
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}
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}
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void motionFunc(GLFWwindow* window, double mouse_x, double mouse_y){
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void motionFunc(GLFWwindow* window, double mouse_x, double mouse_y) {
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(void)window;
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float rotScale = 1.0f;
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float transScale = 2.0f;
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if(mouseLeftPressed){
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trackball(prev_quat,
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rotScale * (2.0f * prevMouseX - width) / (float)width,
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rotScale * (height - 2.0f * prevMouseY) / (float)height,
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rotScale * (2.0f * mouse_x - width) / (float)width,
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rotScale * (height - 2.0f * mouse_y) / (float)height);
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if (mouseLeftPressed) {
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trackball(prev_quat, rotScale * (2.0f * prevMouseX - width) / (float)width,
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rotScale * (height - 2.0f * prevMouseY) / (float)height,
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rotScale * (2.0f * mouse_x - width) / (float)width,
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rotScale * (height - 2.0f * mouse_y) / (float)height);
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add_quats(prev_quat, curr_quat, curr_quat);
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} else if (mouseMiddlePressed) {
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eye[0] -= transScale * (mouse_x - prevMouseX) / (float)width;
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lookat[0] -= transScale * (mouse_x - prevMouseX) / (float)width;
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eye[1] += transScale * (mouse_y - prevMouseY) / (float)height;
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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;
|
||||
}
|
||||
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;
|
||||
// Update mouse point
|
||||
prevMouseX = mouse_x;
|
||||
prevMouseY = mouse_y;
|
||||
}
|
||||
|
||||
void Draw(const std::vector<DrawObject>& drawObjects)
|
||||
{
|
||||
void Draw(const std::vector<DrawObject>& drawObjects) {
|
||||
glPolygonMode(GL_FRONT, GL_FILL);
|
||||
glPolygonMode(GL_BACK, GL_FILL);
|
||||
|
||||
@@ -390,14 +407,14 @@ void Draw(const std::vector<DrawObject>& drawObjects)
|
||||
if (o.vb < 1) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, o.vb);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 36, (const void*)0);
|
||||
glNormalPointer(GL_FLOAT, 36, (const void*)(sizeof(float)*3));
|
||||
glColorPointer(3, GL_FLOAT, 36, (const void*)(sizeof(float)*6));
|
||||
glNormalPointer(GL_FLOAT, 36, (const void*)(sizeof(float) * 3));
|
||||
glColorPointer(3, GL_FLOAT, 36, (const void*)(sizeof(float) * 6));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * o.numTriangles);
|
||||
CheckErrors("drawarrays");
|
||||
@@ -414,13 +431,13 @@ void Draw(const std::vector<DrawObject>& drawObjects)
|
||||
if (o.vb < 1) {
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, o.vb);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 36, (const void*)0);
|
||||
glNormalPointer(GL_FLOAT, 36, (const void*)(sizeof(float)*3));
|
||||
glNormalPointer(GL_FLOAT, 36, (const void*)(sizeof(float) * 3));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * o.numTriangles);
|
||||
CheckErrors("drawarrays");
|
||||
@@ -443,26 +460,21 @@ static void Init() {
|
||||
up[2] = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
int main(int argc, char** argv) {
|
||||
if (argc < 2) {
|
||||
std::cout << "Needs input.obj\n" << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
Init();
|
||||
|
||||
|
||||
if(!glfwInit()){
|
||||
if (!glfwInit()) {
|
||||
std::cerr << "Failed to initialize GLFW." << std::endl;
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
window = glfwCreateWindow(width, height, "Obj viewer", NULL, NULL);
|
||||
if(window == NULL){
|
||||
if (window == NULL) {
|
||||
std::cerr << "Failed to open GLFW window. " << std::endl;
|
||||
glfwTerminate();
|
||||
return 1;
|
||||
@@ -486,7 +498,7 @@ int main(int argc, char **argv)
|
||||
reshapeFunc(window, width, height);
|
||||
|
||||
float bmin[3], bmax[3];
|
||||
if (false == LoadObjAndConvert(bmin, bmax, gDrawObjects, argv[1])) {
|
||||
if (false == LoadObjAndConvert(bmin, bmax, &gDrawObjects, argv[1])) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
@@ -498,7 +510,7 @@ int main(int argc, char **argv)
|
||||
maxExtent = 0.5f * (bmax[2] - bmin[2]);
|
||||
}
|
||||
|
||||
while(glfwWindowShouldClose(window) == GL_FALSE) {
|
||||
while (glfwWindowShouldClose(window) == GL_FALSE) {
|
||||
glfwPollEvents();
|
||||
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
@@ -509,7 +521,8 @@ int main(int argc, char **argv)
|
||||
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]);
|
||||
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]);
|
||||
|
||||
@@ -517,8 +530,9 @@ int main(int argc, char **argv)
|
||||
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]));
|
||||
|
||||
glTranslatef(-0.5 * (bmax[0] + bmin[0]), -0.5 * (bmax[1] + bmin[1]),
|
||||
-0.5 * (bmax[2] + bmin[2]));
|
||||
|
||||
Draw(gDrawObjects);
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
|
||||
Reference in New Issue
Block a user