862 lines
27 KiB
C++
862 lines
27 KiB
C++
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#include <cassert>
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <iostream>
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#include <limits>
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#include <string>
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#include <vector>
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include "trackball.h"
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "tiny_gltf.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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#define CheckGLErrors(desc) \
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{ \
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GLenum e = glGetError(); \
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if (e != GL_NO_ERROR) { \
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printf("OpenGL error in \"%s\": %d (%d) %s:%d\n", desc, e, e, __FILE__, \
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__LINE__); \
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exit(20); \
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} \
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}
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#define CAM_Z (3.0f)
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int width = 768;
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int height = 768;
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double prevMouseX, prevMouseY;
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bool mouseLeftPressed;
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bool mouseMiddlePressed;
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bool mouseRightPressed;
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float curr_quat[4];
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float prev_quat[4];
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float eye[3], lookat[3], up[3];
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GLFWwindow *window;
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typedef struct { GLuint vb; } GLBufferState;
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typedef struct {
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std::vector<GLuint> diffuseTex; // for each primitive in mesh
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} GLMeshState;
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typedef struct {
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std::map<std::string, GLint> attribs;
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std::map<std::string, GLint> uniforms;
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} GLProgramState;
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typedef struct {
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GLuint vb; // vertex buffer
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size_t count; // byte count
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} GLCurvesState;
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std::map<int, GLBufferState> gBufferState;
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std::map<std::string, GLMeshState> gMeshState;
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std::map<int, GLCurvesState> gCurvesMesh;
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GLProgramState gGLProgramState;
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void CheckErrors(std::string desc) {
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GLenum e = glGetError();
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if (e != GL_NO_ERROR) {
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fprintf(stderr, "OpenGL error in \"%s\": %d (%d)\n", desc.c_str(), e, e);
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exit(20);
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}
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}
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static std::string GetFilePathExtension(const std::string &FileName) {
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if (FileName.find_last_of(".") != std::string::npos)
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return FileName.substr(FileName.find_last_of(".") + 1);
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return "";
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}
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bool LoadShader(GLenum shaderType, // GL_VERTEX_SHADER or GL_FRAGMENT_SHADER(or
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// maybe GL_COMPUTE_SHADER)
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GLuint &shader, const char *shaderSourceFilename) {
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GLint val = 0;
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// free old shader/program
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if (shader != 0) {
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glDeleteShader(shader);
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}
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std::vector<GLchar> srcbuf;
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FILE *fp = fopen(shaderSourceFilename, "rb");
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if (!fp) {
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fprintf(stderr, "failed to load shader: %s\n", shaderSourceFilename);
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return false;
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}
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fseek(fp, 0, SEEK_END);
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size_t len = ftell(fp);
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rewind(fp);
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srcbuf.resize(len + 1);
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len = fread(&srcbuf.at(0), 1, len, fp);
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srcbuf[len] = 0;
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fclose(fp);
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const GLchar *srcs[1];
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srcs[0] = &srcbuf.at(0);
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, srcs, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &val);
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if (val != GL_TRUE) {
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char log[4096];
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GLsizei msglen;
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glGetShaderInfoLog(shader, 4096, &msglen, log);
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printf("%s\n", log);
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// assert(val == GL_TRUE && "failed to compile shader");
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printf("ERR: Failed to load or compile shader [ %s ]\n",
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shaderSourceFilename);
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return false;
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}
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printf("Load shader [ %s ] OK\n", shaderSourceFilename);
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return true;
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}
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bool LinkShader(GLuint &prog, GLuint &vertShader, GLuint &fragShader) {
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GLint val = 0;
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if (prog != 0) {
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glDeleteProgram(prog);
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}
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prog = glCreateProgram();
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glAttachShader(prog, vertShader);
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glAttachShader(prog, fragShader);
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glLinkProgram(prog);
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glGetProgramiv(prog, GL_LINK_STATUS, &val);
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assert(val == GL_TRUE && "failed to link shader");
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printf("Link shader OK\n");
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return true;
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}
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void reshapeFunc(GLFWwindow *window, int w, int h) {
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(void)window;
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int fb_w, fb_h;
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glfwGetFramebufferSize(window, &fb_w, &fb_h);
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glViewport(0, 0, fb_w, fb_h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, (float)w / (float)h, 0.1f, 1000.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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width = w;
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height = h;
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}
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void keyboardFunc(GLFWwindow *window, int key, int scancode, int action,
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int mods) {
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(void)scancode;
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(void)mods;
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if (action == GLFW_PRESS || action == GLFW_REPEAT) {
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// Close window
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if (key == GLFW_KEY_Q || key == GLFW_KEY_ESCAPE) {
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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}
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void clickFunc(GLFWwindow *window, int button, int action, int mods) {
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double x, y;
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glfwGetCursorPos(window, &x, &y);
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bool shiftPressed = (mods & GLFW_MOD_SHIFT);
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bool ctrlPressed = (mods & GLFW_MOD_CONTROL);
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if ((button == GLFW_MOUSE_BUTTON_LEFT) && (!shiftPressed) && (!ctrlPressed)) {
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mouseLeftPressed = true;
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mouseMiddlePressed = false;
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mouseRightPressed = false;
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if (action == GLFW_PRESS) {
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int id = -1;
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// int id = ui.Proc(x, y);
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if (id < 0) { // outside of UI
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trackball(prev_quat, 0.0, 0.0, 0.0, 0.0);
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}
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} else if (action == GLFW_RELEASE) {
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mouseLeftPressed = false;
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}
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}
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if ((button == GLFW_MOUSE_BUTTON_RIGHT) ||
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((button == GLFW_MOUSE_BUTTON_LEFT) && ctrlPressed)) {
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if (action == GLFW_PRESS) {
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mouseRightPressed = true;
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mouseLeftPressed = false;
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mouseMiddlePressed = false;
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} else if (action == GLFW_RELEASE) {
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mouseRightPressed = false;
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}
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}
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if ((button == GLFW_MOUSE_BUTTON_MIDDLE) ||
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((button == GLFW_MOUSE_BUTTON_LEFT) && shiftPressed)) {
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if (action == GLFW_PRESS) {
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mouseMiddlePressed = true;
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mouseLeftPressed = false;
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mouseRightPressed = false;
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} else if (action == GLFW_RELEASE) {
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mouseMiddlePressed = false;
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}
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}
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}
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void motionFunc(GLFWwindow *window, double mouse_x, double mouse_y) {
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(void)window;
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float rotScale = 1.0f;
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float transScale = 2.0f;
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if (mouseLeftPressed) {
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trackball(prev_quat, rotScale * (2.0f * prevMouseX - width) / (float)width,
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rotScale * (height - 2.0f * prevMouseY) / (float)height,
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rotScale * (2.0f * mouse_x - width) / (float)width,
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rotScale * (height - 2.0f * mouse_y) / (float)height);
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add_quats(prev_quat, curr_quat, curr_quat);
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} else if (mouseMiddlePressed) {
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eye[0] += -transScale * (mouse_x - prevMouseX) / (float)width;
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lookat[0] += -transScale * (mouse_x - prevMouseX) / (float)width;
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eye[1] += transScale * (mouse_y - prevMouseY) / (float)height;
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lookat[1] += transScale * (mouse_y - prevMouseY) / (float)height;
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} else if (mouseRightPressed) {
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eye[2] += transScale * (mouse_y - prevMouseY) / (float)height;
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lookat[2] += transScale * (mouse_y - prevMouseY) / (float)height;
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}
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// Update mouse point
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prevMouseX = mouse_x;
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prevMouseY = mouse_y;
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}
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static void SetupMeshState(tinygltf::Model &model, GLuint progId) {
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// Buffer
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{
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for (size_t i = 0; i < model.bufferViews.size(); i++) {
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const tinygltf::BufferView &bufferView = model.bufferViews[i];
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if (bufferView.target == 0) {
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std::cout << "WARN: bufferView.target is zero" << std::endl;
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continue; // Unsupported bufferView.
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}
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const tinygltf::Buffer &buffer = model.buffers[bufferView.buffer];
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GLBufferState state;
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glGenBuffers(1, &state.vb);
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glBindBuffer(bufferView.target, state.vb);
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std::cout << "buffer.size= " << buffer.data.size()
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<< ", byteOffset = " << bufferView.byteOffset << std::endl;
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glBufferData(bufferView.target, bufferView.byteLength,
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&buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW);
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glBindBuffer(bufferView.target, 0);
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gBufferState[i] = state;
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}
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}
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#if 0 // TODO(syoyo): Implement
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// Texture
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{
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for (size_t i = 0; i < model.meshes.size(); i++) {
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const tinygltf::Mesh &mesh = model.meshes[i];
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gMeshState[mesh.name].diffuseTex.resize(mesh.primitives.size());
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for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
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const tinygltf::Primitive &primitive = mesh.primitives[primId];
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gMeshState[mesh.name].diffuseTex[primId] = 0;
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if (primitive.material < 0) {
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continue;
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}
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tinygltf::Material &mat = model.materials[primitive.material];
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// printf("material.name = %s\n", mat.name.c_str());
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if (mat.values.find("diffuse") != mat.values.end()) {
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std::string diffuseTexName = mat.values["diffuse"].string_value;
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if (model.textures.find(diffuseTexName) != model.textures.end()) {
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tinygltf::Texture &tex = model.textures[diffuseTexName];
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if (scene.images.find(tex.source) != model.images.end()) {
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tinygltf::Image &image = model.images[tex.source];
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GLuint texId;
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glGenTextures(1, &texId);
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glBindTexture(tex.target, texId);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Ignore Texture.fomat.
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GLenum format = GL_RGBA;
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if (image.component == 3) {
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format = GL_RGB;
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}
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glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
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image.height, 0, format, tex.type,
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&image.image.at(0));
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CheckErrors("texImage2D");
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glBindTexture(tex.target, 0);
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printf("TexId = %d\n", texId);
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gMeshState[mesh.name].diffuseTex[primId] = texId;
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}
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}
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}
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}
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}
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}
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#endif
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glUseProgram(progId);
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GLint vtloc = glGetAttribLocation(progId, "in_vertex");
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GLint nrmloc = glGetAttribLocation(progId, "in_normal");
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GLint uvloc = glGetAttribLocation(progId, "in_texcoord");
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// GLint diffuseTexLoc = glGetUniformLocation(progId, "diffuseTex");
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GLint isCurvesLoc = glGetUniformLocation(progId, "uIsCurves");
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gGLProgramState.attribs["POSITION"] = vtloc;
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gGLProgramState.attribs["NORMAL"] = nrmloc;
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gGLProgramState.attribs["TEXCOORD_0"] = uvloc;
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// gGLProgramState.uniforms["diffuseTex"] = diffuseTexLoc;
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gGLProgramState.uniforms["isCurvesLoc"] = isCurvesLoc;
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};
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#if 0 // TODO(syoyo): Implement
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// Setup curves geometry extension
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static void SetupCurvesState(tinygltf::Scene &scene, GLuint progId) {
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// Find curves primitive.
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{
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std::map<std::string, tinygltf::Mesh>::const_iterator it(
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scene.meshes.begin());
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std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(
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scene.meshes.end());
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for (; it != itEnd; it++) {
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const tinygltf::Mesh &mesh = it->second;
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// Currently we only support one primitive per mesh.
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if (mesh.primitives.size() > 1) {
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continue;
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}
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for (size_t primId = 0; primId < mesh.primitives.size(); primId++) {
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const tinygltf::Primitive &primitive = mesh.primitives[primId];
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gMeshState[mesh.name].diffuseTex[primId] = 0;
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if (primitive.material.empty()) {
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continue;
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}
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bool has_curves = false;
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if (primitive.extras.IsObject()) {
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if (primitive.extras.Has("ext_mode")) {
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const tinygltf::Value::Object &o =
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primitive.extras.Get<tinygltf::Value::Object>();
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const tinygltf::Value &ext_mode = o.find("ext_mode")->second;
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if (ext_mode.IsString()) {
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const std::string &str = ext_mode.Get<std::string>();
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if (str.compare("curves") == 0) {
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has_curves = true;
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}
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}
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}
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}
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if (!has_curves) {
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continue;
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}
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// Construct curves buffer
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const tinygltf::Accessor &vtx_accessor =
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scene.accessors[primitive.attributes.find("POSITION")->second];
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const tinygltf::Accessor &nverts_accessor =
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scene.accessors[primitive.attributes.find("NVERTS")->second];
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const tinygltf::BufferView &vtx_bufferView =
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scene.bufferViews[vtx_accessor.bufferView];
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const tinygltf::BufferView &nverts_bufferView =
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scene.bufferViews[nverts_accessor.bufferView];
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const tinygltf::Buffer &vtx_buffer =
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scene.buffers[vtx_bufferView.buffer];
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const tinygltf::Buffer &nverts_buffer =
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scene.buffers[nverts_bufferView.buffer];
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// std::cout << "vtx_bufferView = " << vtx_accessor.bufferView <<
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// std::endl;
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// std::cout << "nverts_bufferView = " << nverts_accessor.bufferView <<
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// std::endl;
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// std::cout << "vtx_buffer.size = " << vtx_buffer.data.size() <<
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// std::endl;
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// std::cout << "nverts_buffer.size = " << nverts_buffer.data.size() <<
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// std::endl;
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const int *nverts =
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reinterpret_cast<const int *>(nverts_buffer.data.data());
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const float *vtx =
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reinterpret_cast<const float *>(vtx_buffer.data.data());
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// Convert to GL_LINES data.
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std::vector<float> line_pts;
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|
size_t vtx_offset = 0;
|
||
|
for (int k = 0; k < static_cast<int>(nverts_accessor.count); k++) {
|
||
|
for (int n = 0; n < nverts[k] - 1; n++) {
|
||
|
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n) + 0]);
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n) + 1]);
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n) + 2]);
|
||
|
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 0]);
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 1]);
|
||
|
line_pts.push_back(vtx[3 * (vtx_offset + n + 1) + 2]);
|
||
|
|
||
|
// std::cout << "p0 " << vtx[3 * (vtx_offset + n) + 0] << ", "
|
||
|
// << vtx[3 * (vtx_offset + n) + 1] << ", "
|
||
|
// << vtx[3 * (vtx_offset + n) + 2] << std::endl;
|
||
|
|
||
|
// std::cout << "p1 " << vtx[3 * (vtx_offset + n+1) + 0] << ", "
|
||
|
// << vtx[3 * (vtx_offset + n+1) + 1] << ", "
|
||
|
// << vtx[3 * (vtx_offset + n+1) + 2] << std::endl;
|
||
|
}
|
||
|
|
||
|
vtx_offset += nverts[k];
|
||
|
}
|
||
|
|
||
|
GLCurvesState state;
|
||
|
glGenBuffers(1, &state.vb);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
|
||
|
glBufferData(GL_ARRAY_BUFFER, line_pts.size() * sizeof(float),
|
||
|
line_pts.data(), GL_STATIC_DRAW);
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||
|
|
||
|
state.count = line_pts.size() / 3;
|
||
|
gCurvesMesh[mesh.name] = state;
|
||
|
|
||
|
// Material
|
||
|
tinygltf::Material &mat = scene.materials[primitive.material];
|
||
|
// printf("material.name = %s\n", mat.name.c_str());
|
||
|
if (mat.values.find("diffuse") != mat.values.end()) {
|
||
|
std::string diffuseTexName = mat.values["diffuse"].string_value;
|
||
|
if (scene.textures.find(diffuseTexName) != scene.textures.end()) {
|
||
|
tinygltf::Texture &tex = scene.textures[diffuseTexName];
|
||
|
if (scene.images.find(tex.source) != scene.images.end()) {
|
||
|
tinygltf::Image &image = scene.images[tex.source];
|
||
|
GLuint texId;
|
||
|
glGenTextures(1, &texId);
|
||
|
glBindTexture(tex.target, texId);
|
||
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||
|
glTexParameterf(tex.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||
|
glTexParameterf(tex.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||
|
|
||
|
// Ignore Texture.fomat.
|
||
|
GLenum format = GL_RGBA;
|
||
|
if (image.component == 3) {
|
||
|
format = GL_RGB;
|
||
|
}
|
||
|
glTexImage2D(tex.target, 0, tex.internalFormat, image.width,
|
||
|
image.height, 0, format, tex.type,
|
||
|
&image.image.at(0));
|
||
|
|
||
|
CheckErrors("texImage2D");
|
||
|
glBindTexture(tex.target, 0);
|
||
|
|
||
|
printf("TexId = %d\n", texId);
|
||
|
gMeshState[mesh.name].diffuseTex[primId] = texId;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glUseProgram(progId);
|
||
|
GLint vtloc = glGetAttribLocation(progId, "in_vertex");
|
||
|
GLint nrmloc = glGetAttribLocation(progId, "in_normal");
|
||
|
GLint uvloc = glGetAttribLocation(progId, "in_texcoord");
|
||
|
|
||
|
GLint diffuseTexLoc = glGetUniformLocation(progId, "diffuseTex");
|
||
|
GLint isCurvesLoc = glGetUniformLocation(progId, "uIsCurves");
|
||
|
|
||
|
gGLProgramState.attribs["POSITION"] = vtloc;
|
||
|
gGLProgramState.attribs["NORMAL"] = nrmloc;
|
||
|
gGLProgramState.attribs["TEXCOORD_0"] = uvloc;
|
||
|
gGLProgramState.uniforms["diffuseTex"] = diffuseTexLoc;
|
||
|
gGLProgramState.uniforms["uIsCurves"] = isCurvesLoc;
|
||
|
};
|
||
|
#endif
|
||
|
|
||
|
static void DrawMesh(tinygltf::Model &model, const tinygltf::Mesh &mesh) {
|
||
|
//// Skip curves primitive.
|
||
|
// if (gCurvesMesh.find(mesh.name) != gCurvesMesh.end()) {
|
||
|
// return;
|
||
|
//}
|
||
|
|
||
|
// if (gGLProgramState.uniforms["diffuseTex"] >= 0) {
|
||
|
// glUniform1i(gGLProgramState.uniforms["diffuseTex"], 0); // TEXTURE0
|
||
|
//}
|
||
|
|
||
|
if (gGLProgramState.uniforms["isCurvesLoc"] >= 0) {
|
||
|
glUniform1i(gGLProgramState.uniforms["isCurvesLoc"], 0);
|
||
|
}
|
||
|
|
||
|
for (size_t i = 0; i < mesh.primitives.size(); i++) {
|
||
|
const tinygltf::Primitive &primitive = mesh.primitives[i];
|
||
|
|
||
|
if (primitive.indices < 0) return;
|
||
|
|
||
|
// Assume TEXTURE_2D target for the texture object.
|
||
|
// glBindTexture(GL_TEXTURE_2D, gMeshState[mesh.name].diffuseTex[i]);
|
||
|
|
||
|
std::map<std::string, int>::const_iterator it(primitive.attributes.begin());
|
||
|
std::map<std::string, int>::const_iterator itEnd(
|
||
|
primitive.attributes.end());
|
||
|
|
||
|
for (; it != itEnd; it++) {
|
||
|
assert(it->second >= 0);
|
||
|
const tinygltf::Accessor &accessor = model.accessors[it->second];
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, gBufferState[accessor.bufferView].vb);
|
||
|
CheckErrors("bind buffer");
|
||
|
int size = 1;
|
||
|
if (accessor.type == TINYGLTF_TYPE_SCALAR) {
|
||
|
size = 1;
|
||
|
} else if (accessor.type == TINYGLTF_TYPE_VEC2) {
|
||
|
size = 2;
|
||
|
} else if (accessor.type == TINYGLTF_TYPE_VEC3) {
|
||
|
size = 3;
|
||
|
} else if (accessor.type == TINYGLTF_TYPE_VEC4) {
|
||
|
size = 4;
|
||
|
} else {
|
||
|
assert(0);
|
||
|
}
|
||
|
// it->first would be "POSITION", "NORMAL", "TEXCOORD_0", ...
|
||
|
if ((it->first.compare("POSITION") == 0) ||
|
||
|
(it->first.compare("NORMAL") == 0) ||
|
||
|
(it->first.compare("TEXCOORD_0") == 0)) {
|
||
|
if (gGLProgramState.attribs[it->first] >= 0) {
|
||
|
// Compute byteStride from Accessor + BufferView combination.
|
||
|
int byteStride = accessor.ByteStride(model.bufferViews[accessor.bufferView]);
|
||
|
assert(byteStride != -1);
|
||
|
glVertexAttribPointer(gGLProgramState.attribs[it->first], size,
|
||
|
accessor.componentType, accessor.normalized ? GL_TRUE : GL_FALSE,
|
||
|
byteStride,
|
||
|
BUFFER_OFFSET(accessor.byteOffset));
|
||
|
CheckErrors("vertex attrib pointer");
|
||
|
glEnableVertexAttribArray(gGLProgramState.attribs[it->first]);
|
||
|
CheckErrors("enable vertex attrib array");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const tinygltf::Accessor &indexAccessor =
|
||
|
model.accessors[primitive.indices];
|
||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
|
||
|
gBufferState[indexAccessor.bufferView].vb);
|
||
|
CheckErrors("bind buffer");
|
||
|
int mode = -1;
|
||
|
if (primitive.mode == TINYGLTF_MODE_TRIANGLES) {
|
||
|
mode = GL_TRIANGLES;
|
||
|
} else if (primitive.mode == TINYGLTF_MODE_TRIANGLE_STRIP) {
|
||
|
mode = GL_TRIANGLE_STRIP;
|
||
|
} else if (primitive.mode == TINYGLTF_MODE_TRIANGLE_FAN) {
|
||
|
mode = GL_TRIANGLE_FAN;
|
||
|
} else if (primitive.mode == TINYGLTF_MODE_POINTS) {
|
||
|
mode = GL_POINTS;
|
||
|
} else if (primitive.mode == TINYGLTF_MODE_LINE) {
|
||
|
mode = GL_LINES;
|
||
|
} else if (primitive.mode == TINYGLTF_MODE_LINE_LOOP) {
|
||
|
mode = GL_LINE_LOOP;
|
||
|
} else {
|
||
|
assert(0);
|
||
|
}
|
||
|
glDrawElements(mode, indexAccessor.count, indexAccessor.componentType,
|
||
|
BUFFER_OFFSET(indexAccessor.byteOffset));
|
||
|
CheckErrors("draw elements");
|
||
|
|
||
|
{
|
||
|
std::map<std::string, int>::const_iterator it(
|
||
|
primitive.attributes.begin());
|
||
|
std::map<std::string, int>::const_iterator itEnd(
|
||
|
primitive.attributes.end());
|
||
|
|
||
|
for (; it != itEnd; it++) {
|
||
|
if ((it->first.compare("POSITION") == 0) ||
|
||
|
(it->first.compare("NORMAL") == 0) ||
|
||
|
(it->first.compare("TEXCOORD_0") == 0)) {
|
||
|
if (gGLProgramState.attribs[it->first] >= 0) {
|
||
|
glDisableVertexAttribArray(gGLProgramState.attribs[it->first]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0 // TODO(syoyo): Implement
|
||
|
static void DrawCurves(tinygltf::Scene &scene, const tinygltf::Mesh &mesh) {
|
||
|
(void)scene;
|
||
|
|
||
|
if (gCurvesMesh.find(mesh.name) == gCurvesMesh.end()) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (gGLProgramState.uniforms["isCurvesLoc"] >= 0) {
|
||
|
glUniform1i(gGLProgramState.uniforms["isCurvesLoc"], 1);
|
||
|
}
|
||
|
|
||
|
GLCurvesState &state = gCurvesMesh[mesh.name];
|
||
|
|
||
|
if (gGLProgramState.attribs["POSITION"] >= 0) {
|
||
|
glBindBuffer(GL_ARRAY_BUFFER, state.vb);
|
||
|
glVertexAttribPointer(gGLProgramState.attribs["POSITION"], 3, GL_FLOAT,
|
||
|
GL_FALSE, /* stride */ 0, BUFFER_OFFSET(0));
|
||
|
CheckErrors("curve: vertex attrib pointer");
|
||
|
glEnableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
|
||
|
CheckErrors("curve: enable vertex attrib array");
|
||
|
}
|
||
|
|
||
|
glDrawArrays(GL_LINES, 0, state.count);
|
||
|
|
||
|
if (gGLProgramState.attribs["POSITION"] >= 0) {
|
||
|
glDisableVertexAttribArray(gGLProgramState.attribs["POSITION"]);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// Hierarchically draw nodes
|
||
|
static void DrawNode(tinygltf::Model &model, const tinygltf::Node &node) {
|
||
|
// Apply xform
|
||
|
|
||
|
glPushMatrix();
|
||
|
if (node.matrix.size() == 16) {
|
||
|
// Use `matrix' attribute
|
||
|
glMultMatrixd(node.matrix.data());
|
||
|
} else {
|
||
|
// Assume Trans x Rotate x Scale order
|
||
|
if (node.scale.size() == 3) {
|
||
|
glScaled(node.scale[0], node.scale[1], node.scale[2]);
|
||
|
}
|
||
|
|
||
|
if (node.rotation.size() == 4) {
|
||
|
glRotated(node.rotation[0], node.rotation[1], node.rotation[2],
|
||
|
node.rotation[3]);
|
||
|
}
|
||
|
|
||
|
if (node.translation.size() == 3) {
|
||
|
glTranslated(node.translation[0], node.translation[1],
|
||
|
node.translation[2]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// std::cout << "node " << node.name << ", Meshes " << node.meshes.size() <<
|
||
|
// std::endl;
|
||
|
|
||
|
// std::cout << it->first << std::endl;
|
||
|
// FIXME(syoyo): Refactor.
|
||
|
// DrawCurves(scene, it->second);
|
||
|
DrawMesh(model, model.meshes[node.mesh]);
|
||
|
|
||
|
// Draw child nodes.
|
||
|
for (size_t i = 0; i < node.children.size(); i++) {
|
||
|
DrawNode(model, model.nodes[node.children[i]]);
|
||
|
}
|
||
|
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
static void DrawModel(tinygltf::Model &model) {
|
||
|
#if 0
|
||
|
std::map<std::string, tinygltf::Mesh>::const_iterator it(scene.meshes.begin());
|
||
|
std::map<std::string, tinygltf::Mesh>::const_iterator itEnd(scene.meshes.end());
|
||
|
|
||
|
for (; it != itEnd; it++) {
|
||
|
DrawMesh(scene, it->second);
|
||
|
DrawCurves(scene, it->second);
|
||
|
}
|
||
|
#else
|
||
|
|
||
|
// TODO(syoyo): Support non-default scenes.
|
||
|
assert(model.defaultScene >= 0);
|
||
|
const tinygltf::Scene &scene = model.scenes[model.defaultScene];
|
||
|
for (size_t i = 0; i < scene.nodes.size(); i++) {
|
||
|
DrawNode(model, model.nodes[scene.nodes[i]]);
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
static void Init() {
|
||
|
trackball(curr_quat, 0, 0, 0, 0);
|
||
|
|
||
|
eye[0] = 0.0f;
|
||
|
eye[1] = 0.0f;
|
||
|
eye[2] = CAM_Z;
|
||
|
|
||
|
lookat[0] = 0.0f;
|
||
|
lookat[1] = 0.0f;
|
||
|
lookat[2] = 0.0f;
|
||
|
|
||
|
up[0] = 0.0f;
|
||
|
up[1] = 1.0f;
|
||
|
up[2] = 0.0f;
|
||
|
}
|
||
|
|
||
|
static void PrintNodes(const tinygltf::Scene &scene) {
|
||
|
for (size_t i = 0; i < scene.nodes.size(); i++) {
|
||
|
std::cout << "node.name : " << scene.nodes[i] << std::endl;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int main(int argc, char **argv) {
|
||
|
if (argc < 2) {
|
||
|
std::cout << "glview input.gltf <scale>\n" << std::endl;
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
float scale = 1.0f;
|
||
|
if (argc > 2) {
|
||
|
scale = atof(argv[2]);
|
||
|
}
|
||
|
|
||
|
tinygltf::Model model;
|
||
|
tinygltf::TinyGLTF loader;
|
||
|
std::string err;
|
||
|
std::string input_filename(argv[1]);
|
||
|
std::string ext = GetFilePathExtension(input_filename);
|
||
|
|
||
|
bool ret = false;
|
||
|
if (ext.compare("glb") == 0) {
|
||
|
// assume binary glTF.
|
||
|
ret = loader.LoadBinaryFromFile(&model, &err, input_filename.c_str());
|
||
|
} else {
|
||
|
// assume ascii glTF.
|
||
|
ret = loader.LoadASCIIFromFile(&model, &err, input_filename.c_str());
|
||
|
}
|
||
|
|
||
|
if (!err.empty()) {
|
||
|
printf("ERR: %s\n", err.c_str());
|
||
|
}
|
||
|
if (!ret) {
|
||
|
printf("Failed to load .glTF : %s\n", argv[1]);
|
||
|
exit(-1);
|
||
|
}
|
||
|
|
||
|
Init();
|
||
|
|
||
|
// DBG
|
||
|
PrintNodes(model.scenes[model.defaultScene]);
|
||
|
|
||
|
if (!glfwInit()) {
|
||
|
std::cerr << "Failed to initialize GLFW." << std::endl;
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
char title[1024];
|
||
|
sprintf(title, "Simple glTF viewer: %s", input_filename.c_str());
|
||
|
|
||
|
window = glfwCreateWindow(width, height, title, NULL, NULL);
|
||
|
if (window == NULL) {
|
||
|
std::cerr << "Failed to open GLFW window. " << std::endl;
|
||
|
glfwTerminate();
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
glfwGetWindowSize(window, &width, &height);
|
||
|
|
||
|
glfwMakeContextCurrent(window);
|
||
|
|
||
|
// Callback
|
||
|
glfwSetWindowSizeCallback(window, reshapeFunc);
|
||
|
glfwSetKeyCallback(window, keyboardFunc);
|
||
|
glfwSetMouseButtonCallback(window, clickFunc);
|
||
|
glfwSetCursorPosCallback(window, motionFunc);
|
||
|
|
||
|
glewExperimental = true; // This may be only true for linux environment.
|
||
|
if (glewInit() != GLEW_OK) {
|
||
|
std::cerr << "Failed to initialize GLEW." << std::endl;
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
reshapeFunc(window, width, height);
|
||
|
|
||
|
GLuint vertId = 0, fragId = 0, progId = 0;
|
||
|
if (false == LoadShader(GL_VERTEX_SHADER, vertId, "shader.vert")) {
|
||
|
return -1;
|
||
|
}
|
||
|
CheckErrors("load vert shader");
|
||
|
|
||
|
if (false == LoadShader(GL_FRAGMENT_SHADER, fragId, "shader.frag")) {
|
||
|
return -1;
|
||
|
}
|
||
|
CheckErrors("load frag shader");
|
||
|
|
||
|
if (false == LinkShader(progId, vertId, fragId)) {
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
CheckErrors("link");
|
||
|
|
||
|
{
|
||
|
// At least `in_vertex` should be used in the shader.
|
||
|
GLint vtxLoc = glGetAttribLocation(progId, "in_vertex");
|
||
|
if (vtxLoc < 0) {
|
||
|
printf("vertex loc not found.\n");
|
||
|
exit(-1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glUseProgram(progId);
|
||
|
CheckErrors("useProgram");
|
||
|
|
||
|
SetupMeshState(model, progId);
|
||
|
// SetupCurvesState(model, progId);
|
||
|
CheckErrors("SetupGLState");
|
||
|
|
||
|
std::cout << "# of meshes = " << model.meshes.size() << std::endl;
|
||
|
|
||
|
while (glfwWindowShouldClose(window) == GL_FALSE) {
|
||
|
glfwPollEvents();
|
||
|
glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
|
||
|
GLfloat mat[4][4];
|
||
|
build_rotmatrix(mat, curr_quat);
|
||
|
|
||
|
// camera(define it in projection matrix)
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPushMatrix();
|
||
|
gluLookAt(eye[0], eye[1], eye[2], lookat[0], lookat[1], lookat[2], up[0],
|
||
|
up[1], up[2]);
|
||
|
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glMultMatrixf(&mat[0][0]);
|
||
|
|
||
|
glScalef(scale, scale, scale);
|
||
|
|
||
|
DrawModel(model);
|
||
|
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glFlush();
|
||
|
|
||
|
glfwSwapBuffers(window);
|
||
|
}
|
||
|
|
||
|
glfwTerminate();
|
||
|
}
|