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/*
* This code was created by Jeff Molofee '99
* (ported to Linux/SDL by Ti Leggett '01)
*
* Visit Jeff at http://nehe.gamedev.net/
*
* or for port-specific comments, questions, bugreports etc.
* email to leggett@eecs.tulane.edu
*
* modifications by Joe Flint for use by teara
* further mods by Joe Flint for use by tatac
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <vector>
#include <string>
#include <math.h>
#include "SDL.h"
#include "glhead.h"
#include "objfile.h"
using namespace std;
/* screen width, height, and bit depth */
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define SCREEN_BPP 16
#define WINDOW_TITLE "objview $Revision: 1.3 $"
/* This is our SDL surface */
SDL_Surface *surface;
double xrot=0, yrot=0, zrot=0;
double scale = 20;
double zoom = -60;
int width=SCREEN_WIDTH, height=SCREEN_HEIGHT;
//Key array
bool keys[SDLK_LAST] = {false};
//Currently SDL only has 5 mouse constants, numbered 1 to 5
bool mouseb[6] = {false};
bool mouseout = false;
int mousex, mousey;
int mousedeltax = 0, mousedeltay = 0;
//Float to store fps count
GLfloat fps = 0;
ObjFile obj;
void Quit(int);
/* function to release/destroy our resources and restoring the old desktop */
void quit( int returnCode )
{
/* clean up the window */
SDL_Quit( );
/* and exit appropriately */
exit( returnCode );
}
int initGL( GLvoid );
// function to reset our viewport after a window resize
int resizeWindow( int width, int height )
{
cout << "Resizing window" << endl;
// Height / width ration
GLfloat ratio;
// Protect against a divide by zero
if ( height == 0 )
height = 1;
ratio = ( GLfloat )width / ( GLfloat )height;
// Setup our viewport.
glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );
// change to the projection matrix and set our viewing volume.
glMatrixMode( GL_PROJECTION );
glLoadIdentity( );
// Set our perspective
gluPerspective( 45.0f, ratio, 20.0f, 100.0f );
// Make sure we're chaning the model view and not the projection
glMatrixMode( GL_MODELVIEW );
// Reset The View
glLoadIdentity( );
initGL();
return( true );
}
// general OpenGL initialization function
int initGL( GLvoid )
{
cout << "Initializing OpenGL" << endl;
// Enable smooth shading
glShadeModel( GL_SMOOTH );
// Set the background black
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
// Depth buffer setup
glClearDepth( 1.0f );
// Enables Depth Testing
glEnable( GL_DEPTH_TEST );
// The Type Of Depth Test To Do
glDepthFunc( GL_LEQUAL );
// Really Nice Perspective Calculations
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
//Make sure that culling is disabled
glDisable(GL_CULL_FACE);
//Material settings and light positions stolen from teara
//these will probably need to be changed at some point
//may not even belong in this portion of the code
GLfloat light_position[] = { 3.0, 3.0, 5.0, 0.0 };
GLfloat light_ambient[]= { 0.1f, 0.1f, 0.1f, 1.0f };
GLfloat light_diffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat light_specular[]= {1.0f, 1.0f, 1.0f, 1.0f };
GLfloat specularmat[]= {1.0f, 1.0f, 1.0f, 1.0f };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable( GL_NORMALIZE );
glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
glEnable( GL_COLOR_MATERIAL );
glMaterialfv(GL_FRONT, GL_SPECULAR, specularmat);
glMaterialf(GL_FRONT, GL_SHININESS, 128);
obj.build();
return( true );
}
// Here goes our drawing code
int drawGLScene( GLvoid )
{
// These are to calculate our fps
static GLint T0 = 0;
static GLint Frames = 0;
static int startTime = SDL_GetTicks();
static int start = SDL_GetTicks();
// Make sure depth buffer writing before trying to clear it
glDepthMask(GL_TRUE);
// Clear The Screen And The Depth Buffer
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
//This resets the matrix and applies global rotation
//again, this may belong elsewhere
glLoadIdentity( );
glTranslatef( 0.0f, 0.0f, zoom );
glRotatef( xrot, 1.0f, 0.0f, 0.0f);
glRotatef( yrot, 0.0f, 1.0f, 0.0f );
glRotatef( zrot, 0.0f, 0.0f, 1.0f );
static double matrix[] = { 1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 };
static bool leftdown = false;
static Vector quant;
static double quantw;
if( mouseb[SDL_BUTTON_LEFT] ) {
static Vector i;
if( !leftdown ) {
i.x = ( mousex * 1.0 / (( width - 1) * 0.5 ) ) - 1;
i.y = 1 - ( mousey * 1.0 / (( height - 1) * 0.5 ) );
i.z = 0;
if( i.magnitude() > 1 )
i.normalize();
else
i.z = sqrt(1 - (i.x*i.x + i.y*i.y) );
leftdown = true;
}
Vector e;
e.x = ( mousex * 1.0 / (( width - 1) * 0.5 ) ) - 1;
e.y = 1 - ( mousey * 1.0 / (( height - 1) * 0.5 ) );
e.z = 0;
if( e.magnitude() > 1 )
e.normalize();
else
e.z = sqrt(1 - (e.x*e.x + e.y*e.y));
Vector perp;
perp = i.cross( e );
if( perp.magnitude() > 1e-5 ) {
quant = perp;
quantw = i.dot( e );
} else {
quant.x = quant.y = quant.z = 0;
quantw = 0;
}
quant.normalize();
if( quantw != 0 )
glRotated( 57.2958*2 * acos( quantw ), quant.x, quant.y, quant.z );
// yrot += mousedeltax / 2.0;
// zrot += mousedeltay / 2.0;
mousedeltax = 0;
mousedeltay = 0;
} else {
if( leftdown ) {
glPushMatrix();
glLoadIdentity();
if( quantw != 0 )
glRotated( 57.2958*2 * acos( quantw ), quant.x, quant.y, quant.z );
glMultMatrixd( matrix );
glGetDoublev( GL_MODELVIEW_MATRIX, matrix );
glPopMatrix();
}
leftdown = false;
}
glMultMatrixd( matrix );
static double scale = 10;
glScaled( scale, scale, scale );
static double r = 0.8, g = 0.8, b = 0.8;
glColor3d( r, g, b );
if( r < 1 && keys[SDLK_r] )
r += 0.001;
if( r > 0 && keys[SDLK_e] )
r -= 0.001;
if( g < 1 && keys[SDLK_g] )
g += 0.001;
if( g > 0 && keys[SDLK_f] )
g -= 0.001;
if( b < 1 && keys[SDLK_b] )
b += 0.001;
if( b > 0 && keys[SDLK_v] )
b -= 0.001;
obj.draw();
/*glTranslatef( -3.5*0.6, 0, -1.5*0.6 );
for( int j = 0; j < 4; j++ ) {
for( int i = 0; i < 8; i++ ) {
glCallList( objdisplist );
glTranslatef( 0.6, 0, 0 );
}
glTranslatef( -8*0.6, 0, 0.6 );
if( j == 1 )
glColor3d( 0.2, 0.2, 0.2 );
}*/
//obj.draw();
if( mouseb[SDL_BUTTON_RIGHT] ) {
scale += mousedeltay / 2.0;
mousedeltay = 0;
mousedeltax = 0;
}
if( keys[SDLK_UP] )
zoom += 0.05;
if( keys[SDLK_DOWN] )
zoom -= 0.05;
// Draw it to the screen
SDL_GL_SwapBuffers( );
// Gather our frames per second
Frames++;
{
GLint t = SDL_GetTicks();
if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0;
fps = Frames / seconds;
cout << Frames << " frames in " << seconds << " seconds = " << fps << " FPS" << endl;
T0 = t;
Frames = 0;
}
}
return( true );
}
int main( int argc, char **argv )
{
int x;
vector<string> args(argc);
for(x=0; x < argc; x++)
args[x]=argv[x];
if( argc < 2 ) {
cout << "Please give an obj file to load" << endl;
return 1;
}
if( !obj.load( args[1].c_str() ) ) {
cout << "Failed to load " << args[1] << endl;
return 2;
}
obj.findNorms();
// Flags to pass to SDL_SetVideoMode
int videoFlags;
// main loop variable
int done = false;
// used to collect events
SDL_Event event;
// this holds some info about our display
const SDL_VideoInfo *videoInfo;
// whether or not the window is active
int isActive = true;
// initialize SDL
if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
cerr << "Video initialization failed:" << SDL_GetError() << endl;
quit( 1 );
}
// Fetch the video info
videoInfo = SDL_GetVideoInfo( );
if ( !videoInfo )
{
cerr << "Video query failed: " << SDL_GetError() << endl;
quit( 1 );
}
// the flags to pass to SDL_SetVideoMode
videoFlags = SDL_OPENGL; // Enable OpenGL in SDL
videoFlags |= SDL_GL_DOUBLEBUFFER; // Enable double buffering
videoFlags |= SDL_HWPALETTE; // Store the palette in hardware
videoFlags |= SDL_RESIZABLE; // Enable window resizing
// This checks to see if surfaces can be stored in memory
if ( videoInfo->hw_available )
videoFlags |= SDL_HWSURFACE;
else
videoFlags |= SDL_SWSURFACE;
// This checks if hardware blits can be done
if ( videoInfo->blit_hw )
videoFlags |= SDL_HWACCEL;
// Sets up OpenGL double buffering
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
// get a SDL surface
SDL_WM_SetCaption(WINDOW_TITLE,NULL);
surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
videoFlags );
// Verify there is a surface
if ( !surface )
{
cerr << "Video mode set failed: " << SDL_GetError( ) << endl;
quit( 1 );
}
// initialize OpenGL
initGL( );
// resize the initial window
resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
SDL_GetMouseState(&mousex, &mousey);
// wait for events
int frameCount = 0;
while ( !done )
{
// handle the events in the queue
while ( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_MOUSEBUTTONDOWN:
mousex = event.button.x;
mousey = event.button.y;
mouseb[event.button.button] = true;
break;
case SDL_MOUSEBUTTONUP:
mousex = event.button.x;
mousey = event.button.y;
mouseb[event.button.button] = false;
break;
case SDL_MOUSEMOTION:
//printf("Mouse moved to (%d,%d)\n", event.motion.x, event.motion.y);
mousex = event.motion.x;
if( event.motion.state ) {
mousedeltax += event.motion.xrel;
mousedeltay += event.motion.yrel;
}
mousey = event.motion.y;
break;
case SDL_ACTIVEEVENT:
// Something's happend with our focus
// If we lost focus or we are iconified,
// we shouldn't draw the screen
if ( event.active.gain == 0 && event.active.state!=SDL_APPMOUSEFOCUS) {
cout << "inact" <<endl;
isActive = false;
} else
isActive = true;
if ( event.active.gain == 0 &&
event.active.state ==
SDL_APPMOUSEFOCUS ) {
mouseout = true;
cout << "mouseout" << endl;
} else if ( event.active.gain == 1 &&
event.active.state ==
SDL_APPMOUSEFOCUS ) {
mouseout = false;
cout << "mousein" << endl;
}
break;
case SDL_VIDEORESIZE:
// handle resize event
surface = SDL_SetVideoMode(
event.resize.w,
event.resize.h,
16, videoFlags );
if ( !surface )
{
cerr << "Could not get a surface after resize: " << SDL_GetError( ) << endl;
quit( 1 );
}
resizeWindow( event.resize.w,
event.resize.h );
width = event.resize.w;
height = event.resize.h;
break;
case SDL_KEYDOWN:
keys[ event.key.keysym.sym ] = true;
// handle key presses
//handleKeyPress( &event.key.keysym );
break;
case SDL_KEYUP:
keys[ event.key.keysym.sym ] = false;
break;
case SDL_QUIT:
// handle quit requests
done = true;
break;
default:
break;
}
}
if(keys[SDLK_ESCAPE] || keys[SDLK_q])
quit( 0 );
if(keys[SDLK_F1]) {
//This only works with X
//In order to get it to work with Win32 the surface must be recreated
SDL_WM_ToggleFullScreen( surface );
keys[SDLK_F1]=false;
}
if ( isActive )
drawGLScene( );
}
/* clean ourselves up and exit */
quit( 0 );
/* Should never get here */
return( 0 );
}
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