//////////////////////////////////////////////////////////////
// //
// Project: SDL/OpenGL template //
// Goal : just open a window with a valid OpenGL context //
// Author : Achille Peternier, VRLab - EPFL, 2005 //
// //
//////////////////////////////////////////////////////////////
//////////////
// #INCLUDE //
//////////////
#ifndef UNIX
#include <windows.h> // Only required under Windows :-D
#endif
#ifndef UNIX
#include <SDL.h> // This file import the SDL inteface
#else
#include <SDL/SDL.h> // This file import the SDL inteface
#endif
#include <GL/gl.h> // This file import the OpenGL interface
#include <GL/glu.h> // This file offers some OpenGL-related utilities
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <unistd.h>
#include <string>
#include <iostream>
#include <fstream>
#include <math.h>
#ifndef UNIX
/////////////
// #PRAGMA //
/////////////
// Visual Studio specific: you can import libraries directly by
// specifing them through a #pragma. On other compilters/platforms add
// the required .lib to the makefile or project proprieties
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "sdl.lib")
#pragma comment(lib, "sdlmain.lib")
#endif
#include "vec.h"
#include "color.h"
#include "poly.h"
#include "model.h"
#include "light.h"
using namespace std;
// Constants hardcoded during compilation
#define WINDOW_TITLE "the cube"
#define WINDOW_X 800 // Window width
#define WINDOW_Y 600 // Window height
#define WINDOW_COLORDEPTH 32 // Color depth (in bits)
#define WINDOW_ZETADEPTH 24 // z-buffer depth (in bits)
#define SURFACE_COUNT 6
#define PI 3.14159265f
int debugct = 0;
#define DD() do { printf("DD:%d\n", debugct); debugct++;} while(0);
#ifndef UNIX
#define mysleep(x) do {Sleep(x/100);} while (0);
#else
#define mysleep(x) do {usleep(x);} while (0);
#endif
///////////////////////////////////////////////////////////////////////////
// GLOBAL VARS
int MouseX, MouseY, OldMouseX, OldMouseY;
bool MouseButtonRight, MouseButtonLeft;
bool done = false; // Quit application when true
string getNextToken(string& line) {
if ( line.length() < 1 ) {
return "";
}
string mp;
while ( line[0] == ' ' ) {
line.erase(0, 1);
}
int np = line.find(" ", 0);
if ( (unsigned int)np == string::npos ) {
np = line.length();
}
mp = line.substr(0, np);
line.erase(0, np);
return mp;
}
int getNextPoint(string& line) {
string tch;
int sp;
tch = getNextToken(line);
if ( tch == "" ) {
return -1;
}
if ( (unsigned int)(sp = tch.find("/", 0)) != string::npos ) {
tch.erase(sp);
}
return (int)atoi(tch.c_str());
}
float getNextCoord(string& line) {
const char* tch;
tch = getNextToken(line).c_str();
if ( tch == "" ) {
return -1;
}
return (float)atof(tch);
}
Model* importModel(char* fname) {
string line;
ifstream fp;
std::vector<Vec*> points;
Model* mm = new Model();
Poly* tpoly;
int tp = -1;
fp.open(fname);
if ( ! fp.is_open()) {
printf("Error reading file %s\n", fname);
return mm;
}
while ( !fp.eof() ) {
getline(fp, line);
if ( line[0] == 'v' ) {
line.erase(0,1);
points.push_back(new Vec(getNextCoord(line), getNextCoord(line), getNextCoord(line)));
}
if ( line[0] == 'f' ) {
line.erase(0,1);
tpoly = new Poly();
while ( (tp = getNextPoint(line)) > -1 ) {
tpoly->addPoint(points.at(tp-1));
}
mm->addFace(tpoly);
}
}
fp.close();
return mm;
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// MAIN //
int main( int argc, char **argv ) {
char a = '|';
printf("%d", a);
// Initialize SDL:
if (SDL_Init(SDL_INIT_VIDEO) == -1) {
printf("ERROR: unable to init SDL!\n");
return 1;
}
Vec viewer_zmove_pos = Vec(0.0f, 0.0f, 0.1f);
Vec viewer_zmove_neg = Vec(0.0f, 0.0f, -0.1f);
Vec viewer_xmove_pos = Vec(0.1f, 0.0f, 0.0f);
Vec viewer_xmove_neg = Vec(-0.1f, 0.0f, 0.0f);
Color black (0,0,0);
Color blue (0,0,1);
Color red (1,0,0);
Color violet (1,0,1);
Color yellow (1,1,0);
Color white (1,1,1);
Color green (0,1,0);
Color cyan (0,1,1);
Vec* p0 = new Vec(0 ,0 ,0 );
Vec* p1 = new Vec(10,0 ,0 );
Vec* p2 = new Vec(10,10,0 );
Vec* p3 = new Vec(0 ,10,0 );
Vec* p4 = new Vec(0 ,0 ,10);
Vec* p5 = new Vec(10,0 ,10);
Vec* p6 = new Vec(10,10,10);
Vec* p7 = new Vec(0 ,10,10);
Vec cen (5,5,5);
Model* cube = new Model();
/*
*
* 4---7
* |pp5|
* 4---0---3---7---4
* |pp2|pp0|pp3|pp1|
* 5---1---2---6---5
* |pp4|
* 5---6
*/
std::vector<Vec*> pp0;
std::vector<Vec*> pp1;
std::vector<Vec*> pp2;
std::vector<Vec*> pp3;
std::vector<Vec*> pp4;
std::vector<Vec*> pp5;
pp0.push_back(p0);
pp0.push_back(p3);
pp0.push_back(p2);
pp0.push_back(p1);
pp1.push_back(p4);
pp1.push_back(p5);
pp1.push_back(p6);
pp1.push_back(p7);
pp2.push_back(p4);
pp2.push_back(p0);
pp2.push_back(p1);
pp2.push_back(p5);
pp3.push_back(p2);
pp3.push_back(p3);
pp3.push_back(p7);
pp3.push_back(p6);
pp4.push_back(p1);
pp4.push_back(p2);
pp4.push_back(p6);
pp4.push_back(p5);
pp5.push_back(p3);
pp5.push_back(p0);
pp5.push_back(p4);
pp5.push_back(p7);
cube->addFace(new Poly(pp0, red));
cube->addFace(new Poly(pp1, green));
cube->addFace(new Poly(pp2, cyan));
cube->addFace(new Poly(pp3, blue));
cube->addFace(new Poly(pp4, yellow));
cube->addFace(new Poly(pp5, white));
cube->setCenter(cen);
//char* modelfile = "obj/sample.obj";
char* modelfile = "obj/untitled.obj";
//char* modelfile = "obj/teapot.obj";
Model* myModel = importModel(modelfile);
printf("imported %s : %d faces\n", modelfile, myModel->numFaces());
//myModel->setCenter(cen);
myModel->vardump("");
// Prepare configuration:
int bitsPerColor = 8;
if (WINDOW_COLORDEPTH == 16) {
bitsPerColor = 5;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, bitsPerColor);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, 0);
if (WINDOW_COLORDEPTH == 32) {
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
} else {
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0);
}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, WINDOW_ZETADEPTH);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Create surface:
unsigned flags = SDL_OPENGL;
SDL_WM_SetCaption(WINDOW_TITLE, NULL);
if (SDL_SetVideoMode(WINDOW_X, WINDOW_Y, WINDOW_COLORDEPTH, flags) == NULL ) {
printf("ERROR: unsupported video configuration!\n");
return 1;
}
// Ok, SDL up with a valid OpenGL context!
// Now setup some OpenGL parameter:
// Clear background with a darkblue color
glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
// correct clipping
glEnable (GL_DEPTH_TEST);
//enable light
glEnable(GL_LIGHTING);
//light info
Vec l0_dir(0.0f, 0.0f, 0.0f);
Vec l0_pos(10.0f, -10.0f, 10.0f);
Color l0_col(1.0f, 0.0f, 0.0f);
Vec l1_dir(0.0f, 0.0f, 0.0f);
Vec l1_pos(15.0f, 15.0f, 15.0f);
//DiffuseLight light0(&l0_pos, &l0_col, GL_LIGHT0);
Light light0(&l1_pos, &l1_dir, GL_LIGHT1);
glEnable(GL_COLOR_MATERIAL);
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
// Mainloop:
float deltay = 0.0f;
float deltaz = 0.0f;
float deltacolor = 0.0f;
Vec viewer = Vec(0.0f, 0.0f, -50.0f);
while (!done) {
/////////////////////
// Do some rendering:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup a perspective view:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, // Field of view
WINDOW_X/WINDOW_Y, // width/height ratio
1.0f, // near clipping plane
1000.0f); // far clipping plane
// Place the viewer 50 units backward:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(viewer.x(), viewer.y(), viewer.z());
viewer.vardump(" ");
// Draw a rotating triangle:
glRotatef(deltay, 0.0f, 1.0f, 0.0f); // Rotation around the Y axis
glRotatef(deltaz, 1.0f, 0.0f, 0.0f);
cube->draw();
cube->rotate(Vec(0.0f, 0.01f, 0.01f));
//myModel->draw();
//light0.draw();
//light0.trace();
//light1.draw();
//light1.trace();
////////////////
// Check events:
SDL_Event event;
while (SDL_PollEvent(&event)) {
// Quit by click on X:
if (event.type == SDL_QUIT) {
done = true;
}
}
// Update mouse:
OldMouseX = MouseX;
OldMouseY = MouseY;
unsigned buttons = SDL_GetMouseState(&MouseX, &MouseY);
if (buttons&SDL_BUTTON(1)) {
MouseButtonLeft = true;
} else {
MouseButtonLeft = false;
}
if (buttons&SDL_BUTTON(3)) {// <-- Beware: may be 2 on mouses
// without the middle button!
MouseButtonRight = true;
} else {
MouseButtonRight = false;
}
//if (MouseButtonLeft)
// delta += 1.0f;
// Update keyboard (used like a joypad):
Uint8 *keystate = SDL_GetKeyState(NULL);
if (keystate[SDLK_ESCAPE]) {
done = true;
}
// lights
if (keystate[SDLK_1]) light0.flip();
//if (keystate[SDLK_2]) light1.flip();
//background color
/* if (keystate[SDLK_1]) {
glClearColor(0.5f, 0.0f, 0.0f, 1.0f);
}
if (keystate[SDLK_2]) {
glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
}
if (keystate[SDLK_3]) {
glClearColor(0.0f, 0.0f, 0.5f, 1.0f);
}*/
//scene rotation
if (keystate[SDLK_LEFT]) deltay -= 2.0f;
if (keystate[SDLK_RIGHT]) deltay += 2.0f;
if (keystate[SDLK_UP]) deltaz -= 2.0f;
if (keystate[SDLK_DOWN]) deltaz += 2.0f;
// move viewer
if (keystate[SDLK_w]) viewer.add(viewer_zmove_neg);
if (keystate[SDLK_s]) viewer.add(viewer_zmove_pos);
if (keystate[SDLK_a]) viewer.add(viewer_xmove_pos);
if (keystate[SDLK_d]) viewer.add(viewer_xmove_neg);
if (keystate[SDLK_SPACE]) {
deltacolor += 0.01f;
if (deltacolor > 1.0f) {
deltacolor = 0.0f;
}
}
////////////////
// Swap buffers:
mysleep(2000); // Just don't kill computer resources ;)
SDL_GL_SwapBuffers();
}
// Ok, release everything and byebye:
SDL_Quit();
return 0;
}