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// ----------------------------------------
// A simple OBJ viewer.
//
// Controls:
// - left mouse down + mouse motion : rotate
// - Scroll button and +- buttons   : zoom
// - right mouse click              : centre trackball
// - esc                            : exits
// - x,y,z buttons                  : switch trackball up axis
// - w                              : toggle wireframe on/off
// - t                              : toggle texture on/off
// - f                              : switch between vertex and face normals
// ----------------------------------------

#if (_MSC_VER >= 1200)
#pragma warning (disable: 4786)
#endif

#include <list>
#include <vector>

#include <assert.h>
#include <stdio.h>
#ifdef WIN32
#include <windows.h>
#include <io.h>
#endif
#include <string.h>
#include <stdlib.h>

#include <iostream>
#include <vector>

#include <Util/ArgExtracter.h>
#include <CGLA/Vec2i.h>
#include <CGLA/Vec2f.h>
#include <CGLA/Vec3f.h>
#include <CGLA/Mat4x4f.h>
#include "GLGraphics/glsl_shader.h"
#include "GLGraphics/gel_glut.h"
#include "GLGraphics/QuatTrackBall.h"
#include "GLGraphics/draw.h"
#include "GLGraphics/SOIL.h"
#include "Geometry/TriMesh.h"
#include "Geometry/obj_load.h"
#include "Geometry/ply_load.h"
#include "HMesh/x3d_load.h"
#include "HMesh/FaceCirculator.h"
#include "wireframe.h"

using namespace std;
using namespace CGLA;
using namespace Geometry;
using namespace HMesh;
using namespace GLGraphics;

int win_size_x = 800;
int win_size_y = 800;
bool per_vertex_normals = 1;
bool redo_display_list = 1;
bool do_wireframe = false;
Vec3f line_col = Vec3f(1,0,0);
QuatTrackBall* ball;
int spin_timer = 20;
void spin(int x);
int main_window;
TriMesh mesh;
bool do_textures = true;
vector<bool> has_texture;

void enable_textures(TriMesh& tm)
{
        for(unsigned int i=0;i<has_texture.size(); ++i)
                tm.materials[i].has_texture = has_texture[i];
}

void disable_textures(TriMesh& tm)
{
        for(unsigned int i=0;i<has_texture.size(); ++i)
                tm.materials[i].has_texture = false;
}

void load_textures(TriMesh& tm)
{
  has_texture.resize(tm.materials.size());
        for(unsigned int i=0;i<tm.materials.size(); ++i)
        {
                Material& mat = tm.materials[i];
                if(mat.tex_name != "")
                {
                        string name = mat.tex_path + mat.tex_name;
                        mat.tex_id = SOIL_load_OGL_texture(name.data(), 0, 0, SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_INVERT_Y | SOIL_FLAG_POWER_OF_TWO);
      if(mat.tex_id)
        has_texture[i] = true;
                }
        }
}

void load_mesh(const string& fn)
{
        if(fn.substr(fn.length()-4,fn.length())==".obj")
        {
                obj_load(fn, mesh);
        }
        else if(fn.substr(fn.length()-4,fn.length())==".ply")
        {
                ply_load(fn, mesh);
        }       
        else if(fn.substr(fn.length()-4,fn.length())==".x3d")
        {
                Manifold m;
                x3d_load(fn, m);
                
                for(VertexIter v=m.vertices_begin(); v != m.vertices_end();++v)
                        v->touched = mesh.geometry.add_vertex(v->pos);
                
                for(FaceIter f = m.faces_begin(); f!= m.faces_end(); ++f)
                {
                        Vec3i face;
                        int i=0;
                        for(FaceCirculator fc(f); !fc.end(); ++fc,++i)
                        {
                                if(i<2)
                                        face[i] = fc.get_vertex()->touched;
                                else
                                {
                                        face[2] = fc.get_vertex()->touched;
                                        mesh.geometry.add_face(face);
                                        face[1] = face[2];
                                }
                        }       
                }
        }
        else
        {
                cout << "Either the format was unrecognized or the file did not have the appropriate extension" << endl;
                exit(0);
        }
  load_textures(mesh);  
  if(!do_textures)
    disable_textures(mesh);             
}

bool depth_pick(int x, int y,Vec3f& wp)
{
        // Enquire about the viewport dimensions
        GLint viewport[4];
        glGetIntegerv(GL_VIEWPORT, viewport);
        
        // Get the minimum and maximum depth values.
        float minmax_depth[2];
        glGetFloatv(GL_DEPTH_RANGE, minmax_depth);
        
        // Read a single pixel at the position of the mouse cursor.
        float depth;
        glReadPixels(x, viewport[3]-y, 1,1, GL_DEPTH_COMPONENT,
                                 GL_FLOAT, (void*) &depth);
        
        // If the depth corresponds to the far plane, we clicked on the
        // background.
        if(depth == minmax_depth[1])
                return false;
        
        // The lines below copy the viewing transformation from OpenGL
        // to local variables. The call to gluLookAt must have exactly
        // the same parameters as when the scene is drawn.
        glLoadIdentity();
        ball->set_gl_modelview();
        double mvmat[16];
        glGetDoublev(GL_MODELVIEW_MATRIX, mvmat);
        
        // Copy the projection matrix. We assume it is unchanged.
        double prjmat[16];
        glGetDoublev(GL_PROJECTION_MATRIX, prjmat);
        
        // Now unproject the point from screen to world coordinates.
        double ox, oy, oz;
        gluUnProject(x,viewport[3]-y,depth,
                                 mvmat,prjmat,viewport,
                                 &ox, &oy, &oz);
        
        wp = Vec3f(ox,oy,oz);
        
        return true;
}



void mouse_motion(int x, int y)
{
    ball->roll_ball(Vec2i(x,y));
}

void mouse(int btn, int state, int x, int y)
{
        if(state == GLUT_DOWN) 
        {
                if(btn == GLUT_LEFT_BUTTON) 
                        ball->grab_ball(ROTATE_ACTION, Vec2i(x,y));
                else if(btn == GLUT_MIDDLE_BUTTON) 
                        ball->grab_ball(ZOOM_ACTION, Vec2i(x, y));
                else if(btn == GLUT_RIGHT_BUTTON) 
                        ball->grab_ball(PAN_ACTION, Vec2i(x, y));
        }
        else if(state == GLUT_UP)
                ball->release_ball();   
}

void spin(int x)
{
        ball->do_spin();
        glutTimerFunc(spin_timer, spin, 0);  
        glutPostRedisplay();
}

void display()
{
        static unsigned int l;
    if(redo_display_list)
    {
        cout << "Creating display list" << endl;
        l = glGenLists(1);
        glNewList(l, GL_COMPILE);
        draw(mesh, per_vertex_normals);
        glEndList();
        redo_display_list = false;
                glutTimerFunc(spin_timer, spin, 0);     
        }
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    ball->set_gl_modelview();
        
        if(do_wireframe)
        {
                if(GLEW_EXT_geometry_shader4)
                {
                        enable_wireframe();
                        glCallList(l);
                        glUseProgram(0);
                }
                else
                {
                        glDisable(GL_LIGHTING);
                        glColor3f(1,1,1);
                        glCallList(l);
                        glEnable(GL_POLYGON_OFFSET_LINE);
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
                        glColor3fv(line_col.get());
                        glPolygonOffset(0,-5);
                        glCallList(l);
                        glEnable(GL_LIGHTING);
                        glDisable(GL_POLYGON_OFFSET_LINE);
                        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                }
        }
        else
                glCallList(l);
                
    glutSwapBuffers();
}

void keyboard(unsigned char key, int x, int y)
{
    switch(key)
    {
                case '\033': exit(0); break;
                case 'w': do_wireframe = !do_wireframe; break;
                case 'f': per_vertex_normals = !per_vertex_normals; redo_display_list = true; break;
    case 't': 
        do_textures = !do_textures; 
        if(do_textures) 
          enable_textures(mesh); 
        else 
          disable_textures(mesh); 
        redo_display_list = true; 
        break;
    }
}

int main(int argc, char** argv)
{
        Util::ArgExtracter ae(argc, argv);
        
        bool redo_normals = ae.extract("-n");

    // GLUT INIT
    glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH);
    glutInitWindowSize(win_size_x, win_size_y);
    glutInit(&argc, argv);
    main_window = glutCreateWindow("OBJ Viewer");
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);
    glutMotionFunc(mouse_motion);
    glutMouseFunc(mouse);
    //glutIdleFunc(idle);
        
        glewInit();
        
    // GL INIT
    glClearColor(.8f, 0.9f, 1.0f, 0.f);
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
    glShadeModel(GL_SMOOTH);
        
    // LOAD OBJ
    string fn;
    if(ae.no_remaining_args())
        fn = ae.get_last_arg();
    else
        fn = "../../data/head.obj";
        
        load_mesh(fn);  
        
        if(!mesh.has_normals() || redo_normals)
        {
                cout << "Computing normals" << endl;
                mesh.compute_normals();
        }
        cout<< __FILE__ << __LINE__ << " "  << mesh.geometry.no_faces() << " " << mesh.geometry.no_vertices() << endl;
        
        // Initialize Trackball
        Vec3f c;
        float r;
        mesh.get_bsphere(c,r);
        r *= 1.5;
        ball = new QuatTrackBall(c,r,800,800);
        
        // Setup projection
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        gluPerspective(53,1.0f,r/100.0,r*3.0);
        glMatrixMode(GL_MODELVIEW);
        
        if(GLEW_EXT_geometry_shader4)
                initialize_wireframe_shaders();
                        
        
        // Pass control to GLUT
        glutMainLoop();
        
        return 0;
}