Fix for #29 Normal Generation by Smoothing Group Id - Commit 2
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@@ -1,4 +1,3 @@
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#include "stdafx.h" // Required to be included in a Visual Studio Win32 application
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//
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// Simple .obj viewer(vertex only)
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//
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@@ -775,13 +774,6 @@ static void Init() {
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up[2] = 0.0f;
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}
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// Gopal: I am commenting out the original main function.
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// Then, I make a copy and split in to two fuctions -
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// tinyObjectViewerMainCreateWindow and tinyObjectViewerMainLoop.
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// I need to separate these two functions in my windows project.
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// Ths first one is used to create the OpenGL window and link it to my
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// main application window. After that the second function is called.
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/*
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int main(int argc, char** argv) {
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if (argc < 2) {
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std::cout << "Needs input.obj\n" << std::endl;
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@@ -866,96 +858,3 @@ int main(int argc, char** argv) {
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glfwTerminate();
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}
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*/
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// The parameters bmin, bmax, materials and textures are shared between the two funations.
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// They are also declared as static to retain the values.
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static float bmin[3], bmax[3];
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static std::vector<tinyobj::material_t> materials;
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static std::map<std::string, GLuint> textures;
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int tinyObjectViewerMainCreateWindow(int argc, char** argv) {
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if (argc < 2) {
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std::cout << "Needs input.obj\n" << std::endl;
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return 0;
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}
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Init();
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW." << std::endl;
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return -1;
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}
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window = glfwCreateWindow(width, height, "Obj viewer", NULL, NULL);
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if (window == NULL) {
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std::cerr << "Failed to open GLFW window. " << std::endl;
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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// Callback
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glfwSetWindowSizeCallback(window, reshapeFunc);
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glfwSetKeyCallback(window, keyboardFunc);
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glfwSetMouseButtonCallback(window, clickFunc);
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glfwSetCursorPosCallback(window, motionFunc);
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glewExperimental = true;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW." << std::endl;
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return -1;
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}
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reshapeFunc(window, width, height);
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if (false == LoadObjAndConvert(bmin, bmax, &gDrawObjects, materials, textures, argv[1])) {
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return -1;
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}
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return 0;
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}
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void tinyObjectViewerMainLoop()
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{
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float maxExtent = 0.5f * (bmax[0] - bmin[0]);
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if (maxExtent < 0.5f * (bmax[1] - bmin[1])) {
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maxExtent = 0.5f * (bmax[1] - bmin[1]);
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}
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if (maxExtent < 0.5f * (bmax[2] - bmin[2])) {
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maxExtent = 0.5f * (bmax[2] - bmin[2]);
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}
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while (glfwWindowShouldClose(window) == GL_FALSE) {
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glfwPollEvents();
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glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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// camera & rotate
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GLfloat mat[4][4];
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gluLookAt(eye[0], eye[1], eye[2], lookat[0], lookat[1], lookat[2], up[0],
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up[1], up[2]);
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build_rotmatrix(mat, curr_quat);
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glMultMatrixf(&mat[0][0]);
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// Fit to -1, 1
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glScalef(1.0f / maxExtent, 1.0f / maxExtent, 1.0f / maxExtent);
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// Centerize object.
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glTranslatef(-0.5 * (bmax[0] + bmin[0]), -0.5 * (bmax[1] + bmin[1]),
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-0.5 * (bmax[2] + bmin[2]));
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Draw(gDrawObjects, materials, textures);
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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}
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