Subversion Repositories gelsvn

Rev

Rev 442 | Rev 596 | Go to most recent revision | Blame | Compare with Previous | Last modification | View Log | RSS feed

// ----------------------------------------
// 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
// ----------------------------------------

#include <iostream>
#include <string>
#include <GL/glew.h>
#include "Util/ArgExtracter.h"
#include "CGLA/Vec2i.h"
#include "CGLA/Vec3f.h"
#include "GLGraphics/gel_glut.h"
#include "GLGraphics/QuatTrackBall.h"
#include "GLGraphics/draw.h"
#include "Geometry/TriMesh.h"
#include "Geometry/load.h"

using namespace std;
using namespace CGLA;
using namespace Geometry;
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;


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)
                        draw_triangles_in_wireframe(mesh, per_vertex_normals, Vec3f(1,0,0));
                else
                        draw_wireframe_oldfashioned(mesh, per_vertex_normals, Vec3f(1,0,0));
        }
        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;
        break;
    }
        redo_display_list=true;
}

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);
        
        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(fn, mesh);
        load_textures(mesh);
        
        if(!mesh.has_normals() || redo_normals)
        {
                cout << "Computing normals" << endl;
                mesh.compute_normals();
        }
        
        // 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);

        // Pass control to GLUT
        glutMainLoop();
        
        return 0;
}