wfobj-view/wfobj-view.cc

354 lines
8.9 KiB
C++

/* Libraries we use */
#define GL_GLEXT_PROTOTYPES
#include <stdlib.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <iostream>
#include "wfobj/WFObj.h"
using namespace std;
/* Some definitions */
#define WIDTH 800
#define HEIGHT 800
#define TITLE "Josh's Wavefront Object Viewer"
enum Locations {
LOC_POSITION,
LOC_NORMAL
};
class Viewer
{
public:
Viewer(const char * filename);
void run();
private:
void initgl();
void display();
void setProjection();
void renderMaterial(const WFObj::Material & m);
WFObj m_obj;
GLuint m_list;
float m_rotationMatrix[16];
int m_startx, m_starty;
bool m_dragging;
float m_dist;
GLuint m_program, m_vs, m_fs;
GLint m_ambient_loc, m_diffuse_loc, m_specular_loc, m_shininess_loc;
};
char * loadFile(const char *fname)
{
struct stat st;
if (stat(fname, &st) != 0)
return NULL;
if (st.st_size <= 0)
return NULL;
char * buff = new char[st.st_size + 1];
int fd = open(fname, O_RDONLY);
read(fd, buff, st.st_size);
close(fd);
buff[st.st_size] = '\0';
return buff;
}
char *getShaderLog(GLuint id)
{
GLint log_length;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
char *log = new char[log_length];
glGetShaderInfoLog(id, log_length, &log_length, log);
return log;
}
return NULL;
}
char *getProgramLog(GLuint id)
{
GLint log_length;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0)
{
char *log = new char[log_length];
glGetProgramInfoLog(id, log_length, &log_length, log);
return log;
}
return NULL;
}
GLuint makeShader(GLenum shaderType, const char *fname)
{
GLuint id;
const char *source;
GLint status;
id = glCreateShader(shaderType);
if (id <= 0)
{
cerr << "Error creating shader object" << endl;
goto out;
}
source = loadFile(fname);
if (source == NULL)
{
fprintf(stderr, "Error reading file '%s'\n", fname);
goto cleanup_shader;
}
glShaderSource(id, 1, &source, NULL);
delete[] source;
glCompileShader(id);
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
cerr << "Error compiling shader" << endl;
char *log = getShaderLog(id);
cerr << "Shader Log:" << endl << log << endl;
delete[] log;
goto cleanup_shader;
}
return id;
cleanup_shader:
glDeleteShader(id);
out:
return 0;
}
/* The program's main entry point */
int main(int argc, char * argv[])
{
if (argc < 2)
{
cerr << "Usage: " << argv[0] << " <filename>" << endl;
return -1;
}
if (SDL_Init(SDL_INIT_VIDEO))
{
printf("Failed to initialize SDL!\n");
return -2;
}
atexit(SDL_Quit);
SDL_Surface * screen;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if (!(screen = SDL_SetVideoMode(WIDTH, HEIGHT, 32, SDL_OPENGL)))
{
printf("Failed to set video mode!\n");
SDL_Quit();
return -3;
}
SDL_WM_SetCaption(TITLE, TITLE);
Viewer v(argv[1]);
v.run();
return 0;
}
Viewer::Viewer(const char * filename)
{
m_dist = 5.0;
m_dragging = false;
if (!m_obj.load(filename))
{
cerr << "Error loading " << filename << endl;
exit(1);
}
m_vs = makeShader(GL_VERTEX_SHADER, "v_shader.glsl");
m_fs = makeShader(GL_FRAGMENT_SHADER, "f_shader.glsl");
m_program = glCreateProgram();
glAttachShader(m_program, m_vs);
glAttachShader(m_program, m_fs);
glBindAttribLocation(m_program, LOC_POSITION, "pos");
glBindAttribLocation(m_program, LOC_NORMAL, "normal");
glLinkProgram(m_program);
GLint link_status;
glGetProgramiv(m_program, GL_LINK_STATUS, &link_status);
if (link_status != GL_TRUE)
{
char *log = getProgramLog(m_program);
cerr << "Program log:" << endl << log << endl;
delete[] log;
glDeleteShader(m_vs);
glDeleteShader(m_fs);
exit(1);
}
m_ambient_loc = glGetUniformLocation(m_program, "ambient");
m_diffuse_loc = glGetUniformLocation(m_program, "diffuse");
m_specular_loc = glGetUniformLocation(m_program, "specular");
m_shininess_loc = glGetUniformLocation(m_program, "shininess");
if (m_ambient_loc < 0 || m_diffuse_loc < 0 || m_specular_loc < 0
|| m_shininess_loc < 0)
{
cerr << "glGetUniformLocation() returned < 0" << endl;
exit(1);
}
glUseProgram(m_program);
glUniform4f(m_ambient_loc, 0.2, 0.2, 0.2, 1.0);
glUniform4f(m_diffuse_loc, 1.0, 1.0, 1.0, 1.0);
glUniform4f(m_specular_loc, 1.0, 1.0, 1.0, 1.0);
glUniform1f(m_shininess_loc, 85.0);
/* Print out the object's size */
const float * aabb = m_obj.getAABB();
cout << "Object width: " << (aabb[3]-aabb[0]) << endl;
cout << "Object depth: " << (aabb[4]-aabb[1]) << endl;
cout << "Object height: " << (aabb[5]-aabb[2]) << endl;
}
void Viewer::initgl()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, WIDTH, HEIGHT);
setProjection();
glLoadIdentity();
glGetFloatv(GL_MODELVIEW_MATRIX, m_rotationMatrix);
}
void Viewer::setProjection()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)WIDTH/(GLfloat)WIDTH, 0.01, 10000.0);
// gluLookAt(0, m_dist, 0, 0, 0, 0, 0, 0, 1);
glMatrixMode(GL_MODELVIEW);
}
void Viewer::display()
{
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, -m_dist, 0, 0, 0, 0, 0, 0, 1);
glMultMatrixf(m_rotationMatrix);
m_obj.bindBuffers();
glUseProgram(m_program);
glEnableVertexAttribArray(LOC_POSITION);
glEnableVertexAttribArray(LOC_NORMAL);
int stride = m_obj.getStride();
glVertexAttribPointer(LOC_POSITION, 3, GL_FLOAT, GL_FALSE,
stride, (GLvoid *) m_obj.getVertexOffset());
glVertexAttribPointer(LOC_NORMAL, 3, GL_FLOAT, GL_FALSE,
stride, (GLvoid *) m_obj.getNormalOffset());
if (m_obj.doTextures())
{
/* TODO */
}
for (map<string, WFObj::Material>::iterator it =
m_obj.getMaterials().begin();
it != m_obj.getMaterials().end();
it++)
{
renderMaterial(it->second);
glDrawElements(GL_TRIANGLES, it->second.num_vertices,
GL_UNSIGNED_SHORT,
(GLvoid *) (sizeof(GLushort) * it->second.first_vertex));
}
SDL_GL_SwapBuffers();
}
void Viewer::run()
{
initgl();
display();
SDL_Event event;
while (SDL_WaitEvent(&event))
{
if (event.type == SDL_QUIT)
break;
else if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.sym == SDLK_ESCAPE)
break;
if (event.key.keysym.sym == SDLK_q)
break;
}
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
if (event.button.button == SDL_BUTTON_LEFT)
{
if (event.button.state == SDL_PRESSED)
{
m_dragging = true;
m_startx = event.button.x;
m_starty = event.button.y;
}
}
else if (event.button.button == 4)
{
m_dist *= 0.85;
if (m_dist < 1.0f)
m_dist = 1.0f;
setProjection();
display();
}
else if (event.button.button == 5)
{
m_dist *= 1.2;
setProjection();
display();
}
}
else if (event.type == SDL_MOUSEBUTTONUP)
{
if (event.button.button == SDL_BUTTON_LEFT)
{
m_dragging = false;
}
}
else if (event.type == SDL_MOUSEMOTION)
{
if (m_dragging)
{
glLoadIdentity();
glRotatef(event.motion.y - m_starty, 1, 0, 0);
glRotatef(event.motion.x - m_startx, 0, 0, 1);
glMultMatrixf(m_rotationMatrix);
glGetFloatv(GL_MODELVIEW_MATRIX, m_rotationMatrix);
m_startx = event.motion.x;
m_starty = event.motion.y;
display();
}
}
}
}
void Viewer::renderMaterial(const WFObj::Material & m)
{
if (m.flags & WFObj::Material::SHININESS_BIT)
glUniform1f(m_shininess_loc, m.shininess);
if (m.flags & WFObj::Material::AMBIENT_BIT)
glUniform4fv(m_ambient_loc, 1, &m.ambient[0]);
if (m.flags & WFObj::Material::DIFFUSE_BIT)
glUniform4fv(m_diffuse_loc, 1, &m.diffuse[0]);
if (m.flags & WFObj::Material::SPECULAR_BIT)
glUniform4fv(m_specular_loc, 1, &m.specular[0]);
if (m.flags & WFObj::Material::TEXTURE_BIT)
{
cerr << "error: textured materials not implemented yet" << endl;
}
}