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authorBrian Paul <[email protected]>2009-10-01 12:58:36 -0600
committerBrian Paul <[email protected]>2009-10-01 13:14:48 -0600
commitca1bda552d1cd1a6ddc911e535681a10b9c2d846 (patch)
treee781dc211d35fe3756a7e6cb90bfa9c4c919e242 /progs/objviewer/glmdraw.c
parente32a341be66391e0ea1cc6ce19bbd57997f46b6b (diff)
progs/objviewer: Wavefront .obj file loader/viewer demo
Adapted from code written by Nate Robins. See README.txt.
Diffstat (limited to 'progs/objviewer/glmdraw.c')
-rw-r--r--progs/objviewer/glmdraw.c480
1 files changed, 480 insertions, 0 deletions
diff --git a/progs/objviewer/glmdraw.c b/progs/objviewer/glmdraw.c
new file mode 100644
index 00000000000..cc986d9d1e3
--- /dev/null
+++ b/progs/objviewer/glmdraw.c
@@ -0,0 +1,480 @@
+/* */
+
+#define GL_GLEXT_PROTOTYPES
+
+#include <assert.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <GL/gl.h>
+#include <GL/glu.h>
+#include "glm.h"
+#include "readtex.h"
+#include "shaderutil.h"
+
+
+/* defines */
+#define T(x) model->triangles[(x)]
+
+
+/* glmDraw: Renders the model to the current OpenGL context using the
+ * mode specified.
+ *
+ * model - initialized GLMmodel structure
+ * mode - a bitwise OR of values describing what is to be rendered.
+ * GLM_NONE - render with only vertices
+ * GLM_FLAT - render with facet normals
+ * GLM_SMOOTH - render with vertex normals
+ * GLM_TEXTURE - render with texture coords
+ * GLM_COLOR - render with colors (color material)
+ * GLM_MATERIAL - render with materials
+ * GLM_COLOR and GLM_MATERIAL should not both be specified.
+ * GLM_FLAT and GLM_SMOOTH should not both be specified.
+ */
+GLvoid
+glmDraw(GLMmodel* model, GLuint mode)
+{
+ GLuint i;
+ GLMgroup* group;
+
+ assert(model);
+ assert(model->vertices);
+
+ /* do a bit of warning */
+ if (mode & GLM_FLAT && !model->facetnorms) {
+ printf("glmDraw() warning: flat render mode requested "
+ "with no facet normals defined.\n");
+ mode &= ~GLM_FLAT;
+ }
+ if (mode & GLM_SMOOTH && !model->normals) {
+ printf("glmDraw() warning: smooth render mode requested "
+ "with no normals defined.\n");
+ mode &= ~GLM_SMOOTH;
+ }
+ if (mode & GLM_TEXTURE && !model->texcoords) {
+ printf("glmDraw() warning: texture render mode requested "
+ "with no texture coordinates defined.\n");
+ mode &= ~GLM_TEXTURE;
+ }
+ if (mode & GLM_FLAT && mode & GLM_SMOOTH) {
+ printf("glmDraw() warning: flat render mode requested "
+ "and smooth render mode requested (using smooth).\n");
+ mode &= ~GLM_FLAT;
+ }
+ if (mode & GLM_COLOR && !model->materials) {
+ printf("glmDraw() warning: color render mode requested "
+ "with no materials defined.\n");
+ mode &= ~GLM_COLOR;
+ }
+ if (mode & GLM_MATERIAL && !model->materials) {
+ printf("glmDraw() warning: material render mode requested "
+ "with no materials defined.\n");
+ mode &= ~GLM_MATERIAL;
+ }
+ if (mode & GLM_COLOR && mode & GLM_MATERIAL) {
+ printf("glmDraw() warning: color and material render mode requested "
+ "using only material mode\n");
+ mode &= ~GLM_COLOR;
+ }
+ if (mode & GLM_COLOR)
+ glEnable(GL_COLOR_MATERIAL);
+ if (mode & GLM_MATERIAL)
+ glDisable(GL_COLOR_MATERIAL);
+
+ glPushMatrix();
+ glTranslatef(model->position[0], model->position[1], model->position[2]);
+
+ glBegin(GL_TRIANGLES);
+ group = model->groups;
+ while (group) {
+ if (mode & GLM_MATERIAL) {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,
+ model->materials[group->material].ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
+ model->materials[group->material].diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
+ model->materials[group->material].specular);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS,
+ model->materials[group->material].shininess);
+ }
+
+ if (mode & GLM_COLOR) {
+ glColor3fv(model->materials[group->material].diffuse);
+ }
+
+ for (i = 0; i < group->numtriangles; i++) {
+ if (mode & GLM_FLAT)
+ glNormal3fv(&model->facetnorms[3 * T(group->triangles[i]).findex]);
+
+ if (mode & GLM_SMOOTH)
+ glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[0]]);
+ if (mode & GLM_TEXTURE)
+ glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[0]]);
+ glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[0]]);
+#if 0
+ printf("%f %f %f\n",
+ model->vertices[3 * T(group->triangles[i]).vindices[0] + X],
+ model->vertices[3 * T(group->triangles[i]).vindices[0] + Y],
+ model->vertices[3 * T(group->triangles[i]).vindices[0] + Z]);
+#endif
+
+ if (mode & GLM_SMOOTH)
+ glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[1]]);
+ if (mode & GLM_TEXTURE)
+ glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[1]]);
+ glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[1]]);
+#if 0
+ printf("%f %f %f\n",
+ model->vertices[3 * T(group->triangles[i]).vindices[1] + X],
+ model->vertices[3 * T(group->triangles[i]).vindices[1] + Y],
+ model->vertices[3 * T(group->triangles[i]).vindices[1] + Z]);
+#endif
+
+ if (mode & GLM_SMOOTH)
+ glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[2]]);
+ if (mode & GLM_TEXTURE)
+ glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[2]]);
+ glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[2]]);
+#if 0
+ printf("%f %f %f\n",
+ model->vertices[3 * T(group->triangles[i]).vindices[2] + X],
+ model->vertices[3 * T(group->triangles[i]).vindices[2] + Y],
+ model->vertices[3 * T(group->triangles[i]).vindices[2] + Z]);
+#endif
+
+ }
+
+ group = group->next;
+ }
+ glEnd();
+
+ glPopMatrix();
+}
+
+
+void
+glmMakeVBOs(GLMmodel *model)
+{
+ uint bytes, vertexFloats, i;
+ float *buffer;
+
+ vertexFloats = 3;
+ model->posOffset = 0;
+
+ if (model->numnormals > 0) {
+ assert(model->numnormals == model->numvertices);
+ model->normOffset = vertexFloats * sizeof(GLfloat);
+ vertexFloats += 3;
+ }
+
+ if (model->numtexcoords > 0) {
+ assert(model->numtexcoords == model->numvertices);
+ model->texOffset = vertexFloats * sizeof(GLfloat);
+ vertexFloats += 2;
+ }
+
+ model->vertexSize = vertexFloats;
+
+ bytes = (model->numvertices + 1) * vertexFloats * sizeof(float);
+
+ buffer = (float *) malloc(bytes);
+ for (i = 0; i < model->numvertices; i++) {
+ /* copy vertex pos */
+ uint j = 0;
+ buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 0];
+ buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 1];
+ buffer[i * vertexFloats + j++] = model->vertices[i * 3 + 2];
+ if (model->numnormals > 0) {
+ buffer[i * vertexFloats + j++] = model->normals[i * 3 + 0];
+ buffer[i * vertexFloats + j++] = model->normals[i * 3 + 1];
+ buffer[i * vertexFloats + j++] = model->normals[i * 3 + 2];
+ }
+ if (model->numtexcoords > 0) {
+ buffer[i * vertexFloats + j++] = model->texcoords[i * 2 + 0];
+ buffer[i * vertexFloats + j++] = model->texcoords[i * 2 + 1];
+ }
+ }
+
+ glGenBuffersARB(1, &model->vbo);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, model->vbo);
+ glBufferDataARB(GL_ARRAY_BUFFER_ARB, bytes, buffer, GL_STATIC_DRAW_ARB);
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+
+ free(buffer);
+}
+
+
+static void
+_glmLoadTexture(GLMmaterial *mat)
+{
+ if (mat->map_kd) {
+ GLint imgWidth, imgHeight;
+ GLenum imgFormat;
+ GLubyte *image = NULL;
+
+ glGenTextures(1, &mat->texture_kd);
+
+ image = LoadRGBImage( mat->map_kd, &imgWidth, &imgHeight, &imgFormat );
+ if (!image) {
+ /*fprintf(stderr, "Couldn't open texture %s\n", mat->map_kd);*/
+ free(mat->map_kd);
+ mat->map_kd = NULL;
+ mat->texture_kd = 0;
+ return;
+ }
+ if (0)
+ printf("load texture %s %d x %d\n", mat->map_kd, imgWidth, imgHeight);
+
+ glBindTexture(GL_TEXTURE_2D, mat->texture_kd);
+ gluBuild2DMipmaps(GL_TEXTURE_2D, 3, imgWidth, imgHeight,
+ imgFormat, GL_UNSIGNED_BYTE, image);
+ free(image);
+
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+}
+
+void
+glmLoadTextures(GLMmodel *model)
+{
+ uint i;
+
+ for (i = 0; i < model->nummaterials; i++) {
+ GLMmaterial *mat = &model->materials[i];
+ _glmLoadTexture(mat);
+ }
+}
+
+
+void
+glmDrawVBO(GLMmodel *model)
+{
+ GLMgroup* group;
+ int mode = GLM_MATERIAL;
+
+ assert(model->vbo);
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, model->vbo);
+
+ glVertexPointer(3, GL_FLOAT, model->vertexSize * sizeof(float),
+ (void *) model->posOffset);
+ glEnableClientState(GL_VERTEX_ARRAY);
+
+ if (model->numnormals > 0) {
+ glNormalPointer(GL_FLOAT, model->vertexSize * sizeof(float),
+ (void *) model->normOffset);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ }
+
+ if (model->numtexcoords > 0) {
+ glTexCoordPointer(2, GL_FLOAT, model->vertexSize * sizeof(float),
+ (void *) model->texOffset);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ glPushMatrix();
+ glTranslatef(model->position[0], model->position[1], model->position[2]);
+ glScalef(model->scale, model->scale, model->scale);
+
+ for (group = model->groups; group; group = group->next) {
+ if (0&&strcmp(group->name, "Fuselage") != 0)
+ continue;
+
+ if (group->numtriangles > 0) {
+
+ if (model->materials && (mode & GLM_MATERIAL)) {
+#if 0
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT,
+ model->materials[group->material].ambient);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE,
+ model->materials[group->material].diffuse);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
+ model->materials[group->material].specular);
+ glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS,
+ model->materials[group->material].shininess);
+#else
+ glmShaderMaterial(&model->materials[group->material]);
+#endif
+ }
+
+
+#if 0
+ glDrawElements(GL_TRIANGLES, 3 * group->numtriangles,
+ GL_UNSIGNED_INT, group->triIndexes);
+#else
+ glDrawRangeElements(GL_TRIANGLES,
+ group->minIndex, group->maxIndex,
+ 3 * group->numtriangles,
+ GL_UNSIGNED_INT, group->triIndexes);
+#endif
+
+ glDisable(GL_BLEND);
+ }
+ }
+
+ glPopMatrix();
+
+ glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+}
+
+
+
+/* glmList: Generates and returns a display list for the model using
+ * the mode specified.
+ *
+ * model - initialized GLMmodel structure
+ * mode - a bitwise OR of values describing what is to be rendered.
+ * GLM_NONE - render with only vertices
+ * GLM_FLAT - render with facet normals
+ * GLM_SMOOTH - render with vertex normals
+ * GLM_TEXTURE - render with texture coords
+ * GLM_COLOR - render with colors (color material)
+ * GLM_MATERIAL - render with materials
+ * GLM_COLOR and GLM_MATERIAL should not both be specified.
+ * GLM_FLAT and GLM_SMOOTH should not both be specified.
+ */
+GLuint
+glmList(GLMmodel* model, GLuint mode)
+{
+ GLuint list;
+
+ list = glGenLists(1);
+ glNewList(list, GL_COMPILE);
+ glmDraw(model, mode);
+ glEndList();
+
+ return list;
+}
+
+
+
+static const char *VertexShader =
+ "varying vec3 normal; \n"
+ "void main() { \n"
+ " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \n"
+ " normal = gl_NormalMatrix * gl_Normal; \n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
+ "} \n";
+
+/**
+ * Two %s substitutions:
+ * diffuse texture? true/false
+ * specular texture? true/false
+ */
+static const char *TexFragmentShader =
+ "uniform vec4 ambient, diffuse, specular; \n"
+ "uniform vec4 ambientLight, diffuseLight, specularLight; \n"
+ "uniform float shininess; \n"
+ "uniform sampler2D diffTex; \n"
+ "uniform samplerCube specTex; \n"
+ "varying vec3 normal; \n"
+ "\n"
+ "void main() \n"
+ "{ \n"
+ " vec4 diffTerm, specTerm; \n"
+ " float dotProd = max(dot(gl_LightSource[0].position.xyz, \n"
+ " normalize(normal)), 0.0);\n"
+ " float dotProd2 = max(dot(-gl_LightSource[0].position.xyz, \n"
+ " normalize(normal)), 0.0);\n"
+ " dotProd += dotProd2; \n"
+ " \n"
+ " diffTerm = diffuse * diffuseLight * dotProd; \n"
+ " if (%s) \n"
+ " diffTerm *= texture2D(diffTex, gl_TexCoord[0].st); \n"
+ " \n"
+ " specTerm = specular * specularLight * pow(dotProd, shininess); \n"
+ " if (%s) \n"
+ " specTerm *= textureCube(specTex, normal); \n"
+ " \n"
+ " gl_FragColor = ambient * ambientLight + diffTerm + specTerm; \n"
+ "} \n";
+
+
+void
+glmShaderMaterial(GLMmaterial *mat)
+{
+ static const float ambientLight[4] = { 0.1, 0.1, 0.1, 0.0 };
+ static const float diffuseLight[4] = { 0.75, 0.75, 0.75, 1.0 };
+ static const float specularLight[4] = { 1.0, 1.0, 1.0, 0.0 };
+
+ if (!mat->prog) {
+ /* make shader now */
+ char newShader[10000];
+ GLuint vs, fs;
+ const char *diffuseTex = mat->texture_kd ? "true" : "false";
+ const char *specularTex = mat->texture_ks ? "true" : "false";
+ GLint uAmbientLight, uDiffuseLight, uSpecularLight;
+
+ /* replace %d with 0 or 1 */
+ sprintf(newShader, TexFragmentShader, diffuseTex, specularTex);
+ if (0)
+ printf("===== new shader =====\n%s\n============\n", newShader);
+
+ vs = CompileShaderText(GL_VERTEX_SHADER, VertexShader);
+ fs = CompileShaderText(GL_FRAGMENT_SHADER, newShader);
+ mat->prog = LinkShaders(vs, fs);
+ assert(mat->prog);
+
+ glUseProgram(mat->prog);
+
+ mat->uAmbient = glGetUniformLocation(mat->prog, "ambient");
+ mat->uDiffuse = glGetUniformLocation(mat->prog, "diffuse");
+ mat->uSpecular = glGetUniformLocation(mat->prog, "specular");
+ mat->uShininess = glGetUniformLocation(mat->prog, "shininess");
+ mat->uDiffTex = glGetUniformLocation(mat->prog, "diffTex");
+ mat->uSpecTex = glGetUniformLocation(mat->prog, "specTex");
+
+ uAmbientLight = glGetUniformLocation(mat->prog, "ambientLight");
+ uDiffuseLight = glGetUniformLocation(mat->prog, "diffuseLight");
+ uSpecularLight = glGetUniformLocation(mat->prog, "specularLight");
+
+ glUniform4fv(mat->uAmbient, 1, mat->ambient);
+ glUniform4fv(mat->uDiffuse, 1, mat->diffuse);
+ glUniform4fv(mat->uSpecular, 1, mat->specular);
+ glUniform1f(mat->uShininess, mat->shininess);
+ glUniform1i(mat->uDiffTex, 0);
+ glUniform1i(mat->uSpecTex, 1);
+
+ glUniform4fv(uAmbientLight, 1, ambientLight);
+ glUniform4fv(uDiffuseLight, 1, diffuseLight);
+ glUniform4fv(uSpecularLight, 1, specularLight);
+ }
+
+ glActiveTexture(GL_TEXTURE1);
+ if (mat->texture_ks)
+ glBindTexture(GL_TEXTURE_CUBE_MAP, mat->texture_ks);
+ else
+ glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
+
+ glActiveTexture(GL_TEXTURE0);
+ if (mat->texture_kd)
+ glBindTexture(GL_TEXTURE_2D, mat->texture_kd);
+ else
+ glBindTexture(GL_TEXTURE_2D, 0);
+
+ if (mat->diffuse[3] < 1.0) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else {
+ glDisable(GL_BLEND);
+ }
+
+ glUseProgram(mat->prog);
+}
+
+
+void
+glmSpecularTexture(GLMmodel *model, uint cubeTex)
+{
+ uint i;
+
+ for (i = 0; i < model->nummaterials; i++) {
+ model->materials[i].texture_ks = cubeTex;
+ }
+}