// // Simple .obj viewer(vertex only) // #include #include #include #include #include #include #include #include #include #include #include #ifdef __APPLE__ #include #else #include #endif #include #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 #ifdef max #undef max #endif #ifdef min #undef min #endif #include #ifdef __cplusplus } #endif #pragma comment(lib, "winmm.lib") #else #if defined(__unix__) || defined(__APPLE__) #include #else #include #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 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* drawObjects, std::vector& materials, std::map& textures, const char* filename) { tinyobj::attrib_t attrib; std::vector 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::max(); bmax[0] = bmax[1] = bmax[2] = -std::numeric_limits::max(); { for (size_t s = 0; s < shapes.size(); s++) { DrawObject o; std::vector 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(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(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& drawObjects, std::vector& materials, std::map& 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 materials; std::map 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(); }