857 lines
24 KiB
C++
857 lines
24 KiB
C++
//
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// Simple .obj viewer(vertex only)
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//
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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 <map>
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#include <string>
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#include <vector>
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#include <GL/glew.h>
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#ifdef __APPLE__
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#include <GLFW/glfw3.h>
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#define TINYOBJLOADER_IMPLEMENTATION
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#include "../../tiny_obj_loader.h"
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#include "trackball.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#ifdef _WIN32
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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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#ifdef max
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#undef max
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#endif
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#ifdef min
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#undef min
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#endif
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#include <mmsystem.h>
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#ifdef __cplusplus
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}
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#endif
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#pragma comment(lib, "winmm.lib")
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#else
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#if defined(__unix__) || defined(__APPLE__)
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#include <sys/time.h>
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#else
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#include <ctime>
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#endif
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#endif
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class timerutil {
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public:
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#ifdef _WIN32
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typedef DWORD time_t;
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timerutil() { ::timeBeginPeriod(1); }
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~timerutil() { ::timeEndPeriod(1); }
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void start() { t_[0] = ::timeGetTime(); }
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void end() { t_[1] = ::timeGetTime(); }
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time_t sec() { return (time_t)((t_[1] - t_[0]) / 1000); }
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time_t msec() { return (time_t)((t_[1] - t_[0])); }
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time_t usec() { return (time_t)((t_[1] - t_[0]) * 1000); }
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time_t current() { return ::timeGetTime(); }
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#else
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#if defined(__unix__) || defined(__APPLE__)
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typedef unsigned long int time_t;
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void start() { gettimeofday(tv + 0, &tz); }
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void end() { gettimeofday(tv + 1, &tz); }
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time_t sec() { return (time_t)(tv[1].tv_sec - tv[0].tv_sec); }
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time_t msec() {
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return this->sec() * 1000 +
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(time_t)((tv[1].tv_usec - tv[0].tv_usec) / 1000);
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}
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time_t usec() {
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return this->sec() * 1000000 + (time_t)(tv[1].tv_usec - tv[0].tv_usec);
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}
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time_t current() {
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struct timeval t;
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gettimeofday(&t, NULL);
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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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// using namespace std;
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typedef clock_t time_t;
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void start() { t_[0] = clock(); }
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void end() { t_[1] = clock(); }
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time_t sec() { return (time_t)((t_[1] - t_[0]) / CLOCKS_PER_SEC); }
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time_t msec() { return (time_t)((t_[1] - t_[0]) * 1000 / CLOCKS_PER_SEC); }
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time_t usec() { return (time_t)((t_[1] - t_[0]) * 1000000 / CLOCKS_PER_SEC); }
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time_t current() { return (time_t)clock(); }
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#endif
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#endif
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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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#if defined(__unix__) || defined(__APPLE__)
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struct timeval tv[2];
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struct timezone tz;
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#else
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time_t t_[2];
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#endif
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#endif
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};
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typedef struct {
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GLuint vb_id; // vertex buffer id
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int numTriangles;
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size_t material_id;
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} DrawObject;
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std::vector<DrawObject> gDrawObjects;
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int width = 768;
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int height = 768;
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double prevMouseX, prevMouseY;
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bool mouseLeftPressed;
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bool mouseMiddlePressed;
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bool mouseRightPressed;
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float curr_quat[4];
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float prev_quat[4];
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float eye[3], lookat[3], up[3];
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GLFWwindow* window;
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static std::string GetBaseDir(const std::string& filepath) {
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if (filepath.find_last_of("/\\") != std::string::npos)
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return filepath.substr(0, filepath.find_last_of("/\\"));
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return "";
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}
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static bool FileExists(const std::string& abs_filename) {
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bool ret;
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FILE* fp;
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fopen_s(&fp, abs_filename.c_str(), "rb");
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if (fp) {
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ret = true;
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fclose(fp);
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} else {
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ret = false;
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}
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return ret;
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}
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static void CheckErrors(std::string desc) {
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GLenum e = glGetError();
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if (e != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL error in \"%s\": %d (%d)\n", desc.c_str(), e, e);
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exit(20);
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}
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}
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static void CalcNormal(float N[3], float v0[3], float v1[3], float v2[3]) {
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float v10[3];
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v10[0] = v1[0] - v0[0];
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v10[1] = v1[1] - v0[1];
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v10[2] = v1[2] - v0[2];
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float v20[3];
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v20[0] = v2[0] - v0[0];
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v20[1] = v2[1] - v0[1];
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v20[2] = v2[2] - v0[2];
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N[0] = v20[1] * v10[2] - v20[2] * v10[1];
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N[1] = v20[2] * v10[0] - v20[0] * v10[2];
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N[2] = v20[0] * v10[1] - v20[1] * v10[0];
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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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N[2] /= len;
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}
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}
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namespace // Local utility functions
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{
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void addBtoA(float a[3], float b[3])
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{
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for (size_t i = 0; i < 3; ++i)
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a[i] += b[i];
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}
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void assignBtoA(float a[3], float b[3])
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{
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for (size_t i = 0; i < 3; ++i)
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a[i] = b[i];
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}
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void normalizeVector(float N[3])
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{
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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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N[2] /= len;
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}
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}
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void computeSmoothingNormals(tinyobj::attrib_t &attrib, tinyobj::shape_t &shape,
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std::map<int, float[3]>& smoothVertexNormals)
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{
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smoothVertexNormals.clear();
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std::map<int, float[3]>::iterator iter;
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for (size_t f = 0; f < shape.mesh.indices.size() / 3; f++) {
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// Get the three indexes of the face (all faces are triangular)
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tinyobj::index_t idx0 = shape.mesh.indices[3 * f + 0];
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tinyobj::index_t idx1 = shape.mesh.indices[3 * f + 1];
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tinyobj::index_t idx2 = shape.mesh.indices[3 * f + 2];
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// Get the three vertex indexes and coordinates
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int vi[3]; // indexes
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float v[3][3]; // coordinates
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for (int k = 0; k < 3; k++) {
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vi[0] = idx0.vertex_index;
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vi[1] = idx1.vertex_index;
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vi[2] = idx2.vertex_index;
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assert(vi[0] >= 0);
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assert(vi[1] >= 0);
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assert(vi[2] >= 0);
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v[0][k] = attrib.vertices[3 * vi[0] + k];
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v[1][k] = attrib.vertices[3 * vi[1] + k];
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v[2][k] = attrib.vertices[3 * vi[2] + k];
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}
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// Compute the normal of the face
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float normal[3];
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CalcNormal(normal, v[0], v[1], v[2]);
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// Add the normal to the three vertexes
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for (size_t i = 0; i < 3; ++i)
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{
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iter = smoothVertexNormals.find(vi[i]);
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if (iter != smoothVertexNormals.end())
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addBtoA(iter->second, normal);
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else
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assignBtoA(smoothVertexNormals[vi[i]], normal);
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}
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} // f
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// Normalize the normals, that is, make them unit vectors
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for (iter = smoothVertexNormals.begin(); iter != smoothVertexNormals.end(); iter++)
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{
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normalizeVector(iter->second);
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}
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} // computeSmoothingNormals
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} // namespace
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static bool LoadObjAndConvert(float bmin[3], float bmax[3],
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std::vector<DrawObject>* drawObjects,
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std::vector<tinyobj::material_t>& materials,
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std::map<std::string, GLuint>& textures,
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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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timerutil tm;
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tm.start();
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std::string base_dir = GetBaseDir(filename);
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if (base_dir.empty()) {
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base_dir = ".";
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}
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#ifdef _WIN32
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base_dir += "\\";
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#else
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base_dir += "/";
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#endif
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std::string err;
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bool ret = tinyobj::LoadObj(&attrib, &shapes, &materials, &err, filename,
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base_dir.c_str());
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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", (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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printf("# of texcoords = %d\n", (int)(attrib.texcoords.size()) / 2);
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printf("# of materials = %d\n", (int)materials.size());
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printf("# of shapes = %d\n", (int)shapes.size());
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// Append `default` material
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materials.push_back(tinyobj::material_t());
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for (size_t i = 0; i < materials.size(); i++) {
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printf("material[%d].diffuse_texname = %s\n", int(i),
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materials[i].diffuse_texname.c_str());
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}
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// Load diffuse textures
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{
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for (size_t m = 0; m < materials.size(); m++) {
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tinyobj::material_t* mp = &materials[m];
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if (mp->diffuse_texname.length() > 0) {
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// Only load the texture if it is not already loaded
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if (textures.find(mp->diffuse_texname) == textures.end()) {
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GLuint texture_id;
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int w, h;
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int comp;
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std::string texture_filename = mp->diffuse_texname;
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if (!FileExists(texture_filename)) {
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// Append base dir.
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texture_filename = base_dir + mp->diffuse_texname;
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if (!FileExists(texture_filename)) {
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std::cerr << "Unable to find file: " << mp->diffuse_texname
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<< std::endl;
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exit(1);
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}
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}
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unsigned char* image =
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stbi_load(texture_filename.c_str(), &w, &h, &comp, STBI_default);
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if (!image) {
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std::cerr << "Unable to load texture: " << texture_filename
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<< std::endl;
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exit(1);
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}
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std::cout << "Loaded texture: " << texture_filename << ", w = " << w
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<< ", h = " << h << ", comp = " << comp << std::endl;
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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if (comp == 3) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB,
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GL_UNSIGNED_BYTE, image);
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} else if (comp == 4) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, image);
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} else {
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assert(0); // TODO
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(image);
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textures.insert(std::make_pair(mp->diffuse_texname, texture_id));
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}
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}
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}
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}
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bmin[0] = bmin[1] = bmin[2] = std::numeric_limits<float>::max();
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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> buffer; // pos(3float), normal(3float), color(3float)
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// Check for smoothing group and compute smoothing normals
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std::map<int, float[3]> smoothVertexNormals;
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if (shapes[s].smoothingGroupId > 0)
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computeSmoothingNormals(attrib, shapes[s], smoothVertexNormals);
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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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int current_material_id = shapes[s].mesh.material_ids[f];
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if ((current_material_id < 0) ||
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(current_material_id >= static_cast<int>(materials.size()))) {
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// Invaid material ID. Use default material.
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current_material_id =
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materials.size() -
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1; // Default material is added to the last item in `materials`.
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}
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// if (current_material_id >= materials.size()) {
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// std::cerr << "Invalid material index: " << current_material_id <<
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// std::endl;
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//}
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//
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float diffuse[3];
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for (size_t i = 0; i < 3; i++) {
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diffuse[i] = materials[current_material_id].diffuse[i];
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}
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float tc[3][2];
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if (attrib.texcoords.size() > 0) {
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if ((idx0.texcoord_index < 0) || (idx1.texcoord_index < 0) ||
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(idx2.texcoord_index < 0)) {
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// face does not contain valid uv index.
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tc[0][0] = 0.0f;
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tc[0][1] = 0.0f;
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tc[1][0] = 0.0f;
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tc[1][1] = 0.0f;
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tc[2][0] = 0.0f;
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tc[2][1] = 0.0f;
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} else {
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assert(attrib.texcoords.size() >
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size_t(2 * idx0.texcoord_index + 1));
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assert(attrib.texcoords.size() >
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size_t(2 * idx1.texcoord_index + 1));
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assert(attrib.texcoords.size() >
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size_t(2 * idx2.texcoord_index + 1));
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// Flip Y coord.
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tc[0][0] = attrib.texcoords[2 * idx0.texcoord_index];
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tc[0][1] = 1.0f - attrib.texcoords[2 * idx0.texcoord_index + 1];
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tc[1][0] = attrib.texcoords[2 * idx1.texcoord_index];
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tc[1][1] = 1.0f - attrib.texcoords[2 * idx1.texcoord_index + 1];
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tc[2][0] = attrib.texcoords[2 * idx2.texcoord_index];
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tc[2][1] = 1.0f - attrib.texcoords[2 * idx2.texcoord_index + 1];
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}
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} else {
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tc[0][0] = 0.0f;
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tc[0][1] = 0.0f;
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tc[1][0] = 0.0f;
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tc[1][1] = 0.0f;
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tc[2][0] = 0.0f;
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tc[2][1] = 0.0f;
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}
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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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{
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bool invalid_normal_index = false;
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if (attrib.normals.size() > 0) {
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int nf0 = idx0.normal_index;
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int nf1 = idx1.normal_index;
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int nf2 = idx2.normal_index;
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if ((nf0 < 0) || (nf1 < 0) || (nf2 < 0)) {
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// normal index is missing from this face.
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invalid_normal_index = true;
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} else {
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for (int k = 0; k < 3; k++) {
|
|
assert(size_t(3 * nf0 + k) < attrib.normals.size());
|
|
assert(size_t(3 * nf1 + k) < attrib.normals.size());
|
|
assert(size_t(3 * nf2 + k) < attrib.normals.size());
|
|
n[0][k] = attrib.normals[3 * nf0 + k];
|
|
n[1][k] = attrib.normals[3 * nf1 + k];
|
|
n[2][k] = attrib.normals[3 * nf2 + k];
|
|
}
|
|
}
|
|
} else {
|
|
invalid_normal_index = true;
|
|
}
|
|
|
|
if (invalid_normal_index && !smoothVertexNormals.empty()) {
|
|
// Use smoothing normals
|
|
int f0 = idx0.vertex_index;
|
|
int f1 = idx1.vertex_index;
|
|
int f2 = idx2.vertex_index;
|
|
|
|
if (f0 >= 0 && f1 >= 0 && f2 >= 0) {
|
|
assignBtoA(n[0], smoothVertexNormals[f0]);
|
|
assignBtoA(n[1], smoothVertexNormals[f1]);
|
|
assignBtoA(n[2], smoothVertexNormals[f2]);
|
|
invalid_normal_index = false;
|
|
}
|
|
}
|
|
|
|
if (invalid_normal_index) {
|
|
// 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();
|
|
}
|