// // Simple .obj viewer(vertex only) // #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" #ifdef _WIN32 #ifdef __cplusplus extern "C" { #endif #include #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; // vertex buffer int numTriangles; } 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; 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& drawObjects, const char* filename) { tinyobj::attrib_t attrib; std::vector shapes; std::vector materials; timerutil tm; tm.start(); std::string err; bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename, NULL); 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", 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()); 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 vb; // 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]; 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++) { 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]); // Use normal as color. float c[3] = {n[k][0], n[k][1], n[k][2]}; 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; } vb.push_back(c[0] * 0.5 + 0.5); vb.push_back(c[1] * 0.5 + 0.5); vb.push_back(c[2] * 0.5 + 0.5); } } 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() / 9 / 3; printf("shape[%d] # of triangles = %d\n", static_cast(s), o.numTriangles); } 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) { 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; } 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& 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); 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)); 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); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(3, GL_FLOAT, 36, (const void*)0); glNormalPointer(GL_FLOAT, 36, (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); 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]; 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(); }