view3d

diff src/main.c @ 0:182bfd9f55c7

view3d
author John Tsiombikas <nuclear@mutantstargoat.com>
date Thu, 19 Jan 2012 00:17:31 +0200
parents
children 7e982a61852a
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/main.c	Thu Jan 19 00:17:31 2012 +0200
     1.3 @@ -0,0 +1,354 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <math.h>
     1.7 +
     1.8 +#include <GL/glew.h>
     1.9 +#ifndef __APPLE__
    1.10 +#include <GL/glut.h>
    1.11 +#else
    1.12 +#include <GLUT/glut.h>
    1.13 +#endif
    1.14 +
    1.15 +#include "scene.h"
    1.16 +
    1.17 +void disp(void);
    1.18 +void render(unsigned int msec);
    1.19 +void proj_matrix(float eye);
    1.20 +void view_matrix(float eye);
    1.21 +
    1.22 +void reshape(int x, int y);
    1.23 +void keyb(unsigned char key, int x, int y);
    1.24 +void keyb_up(unsigned char key, int x, int y);
    1.25 +void mouse(int bn, int state, int x, int y);
    1.26 +void motion(int x, int y);
    1.27 +void sball_motion(int x, int y, int z);
    1.28 +void sball_rotate(int x, int y, int z);
    1.29 +void sball_button(int bn, int state);
    1.30 +int parse_args(int argc, char **argv);
    1.31 +
    1.32 +char *scene_fname;
    1.33 +int win_width, win_height;
    1.34 +int stereo;
    1.35 +int flip_winding;
    1.36 +int auto_rot = 1;
    1.37 +float cam_theta, cam_phi, cam_dist = 10;
    1.38 +float near_clip = 0.5;
    1.39 +float far_clip = 1000.0;
    1.40 +float fov = M_PI / 4.0;
    1.41 +float stereo_focus_dist = 1.0;
    1.42 +float stereo_eye_sep = 1.0 / 30.0;
    1.43 +
    1.44 +struct scene scn;
    1.45 +
    1.46 +int main(int argc, char **argv)
    1.47 +{
    1.48 +	float ldir[] = {1, -1, -1, 0};
    1.49 +	float dx, dy, dz, diag;
    1.50 +
    1.51 +	glutInitWindowSize(800, 600);
    1.52 +	glutInit(&argc, argv);
    1.53 +
    1.54 +	if(parse_args(argc, argv) == -1) {
    1.55 +		return 1;
    1.56 +	}
    1.57 +
    1.58 +	glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | (stereo ? GLUT_STEREO : 0));
    1.59 +	glutCreateWindow("OpenGL Logo");
    1.60 +
    1.61 +	glutDisplayFunc(disp);
    1.62 +	glutReshapeFunc(reshape);
    1.63 +	glutKeyboardFunc(keyb);
    1.64 +	glutKeyboardUpFunc(keyb_up);
    1.65 +	glutMouseFunc(mouse);
    1.66 +	glutMotionFunc(motion);
    1.67 +	glutSpaceballMotionFunc(sball_motion);
    1.68 +	glutSpaceballRotateFunc(sball_rotate);
    1.69 +	glutSpaceballButtonFunc(sball_button);
    1.70 +	glutIdleFunc(glutPostRedisplay);
    1.71 +
    1.72 +	glewInit();
    1.73 +
    1.74 +	glEnable(GL_DEPTH_TEST);
    1.75 +	glEnable(GL_CULL_FACE);
    1.76 +	glEnable(GL_LIGHTING);
    1.77 +	glEnable(GL_LIGHT0);
    1.78 +	glLightfv(GL_LIGHT0, GL_POSITION, ldir);
    1.79 +
    1.80 +	if((load_scene(&scn, scene_fname)) == -1) {
    1.81 +		fprintf(stderr, "failed to load: %s\n", scene_fname);
    1.82 +		return 1;
    1.83 +	}
    1.84 +	dx = scn.bbox.max[0] - scn.bbox.min[0];
    1.85 +	dy = scn.bbox.max[1] - scn.bbox.min[1];
    1.86 +	dz = scn.bbox.max[2] - scn.bbox.min[2];
    1.87 +	diag = sqrt(dx * dx + dy * dy + dz * dz);
    1.88 +	cam_dist = diag / fov;
    1.89 +	printf("camera distance: %f\n", cam_dist);
    1.90 +
    1.91 +	glutMainLoop();
    1.92 +	return 0;
    1.93 +}
    1.94 +
    1.95 +
    1.96 +void disp(void)
    1.97 +{
    1.98 +	unsigned int tm = glutGet(GLUT_ELAPSED_TIME);
    1.99 +
   1.100 +	if(stereo) {
   1.101 +		glDrawBuffer(GL_BACK_LEFT);
   1.102 +		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.103 +
   1.104 +		glMatrixMode(GL_PROJECTION);
   1.105 +		glLoadIdentity();
   1.106 +		proj_matrix(-1);
   1.107 +		glMatrixMode(GL_MODELVIEW);
   1.108 +		glLoadIdentity();
   1.109 +		view_matrix(-1);
   1.110 +
   1.111 +		render(tm);
   1.112 +
   1.113 +		glDrawBuffer(GL_BACK_RIGHT);
   1.114 +		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.115 +
   1.116 +		glMatrixMode(GL_PROJECTION);
   1.117 +		glLoadIdentity();
   1.118 +		proj_matrix(1);
   1.119 +		glMatrixMode(GL_MODELVIEW);
   1.120 +		glLoadIdentity();
   1.121 +		view_matrix(1);
   1.122 +
   1.123 +		render(tm);
   1.124 +	} else {
   1.125 +		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   1.126 +
   1.127 +		glMatrixMode(GL_PROJECTION);
   1.128 +		glLoadIdentity();
   1.129 +		proj_matrix(0);
   1.130 +		glMatrixMode(GL_MODELVIEW);
   1.131 +		glLoadIdentity();
   1.132 +		view_matrix(0);
   1.133 +
   1.134 +		render(tm);
   1.135 +	}
   1.136 +
   1.137 +	glutSwapBuffers();
   1.138 +}
   1.139 +
   1.140 +void render(unsigned int msec)
   1.141 +{
   1.142 +	if(auto_rot) {
   1.143 +		glRotatef(msec / 10, 0, 1, 0);
   1.144 +	}
   1.145 +	render_scene(&scn);
   1.146 +}
   1.147 +
   1.148 +void proj_matrix(float eye)
   1.149 +{
   1.150 +	float vfov_rad = fov;
   1.151 +	float top = near_clip * tan(vfov_rad * 0.5);
   1.152 +	float right = top * (float)win_width / (float)win_height;
   1.153 +
   1.154 +	float frust_shift = eye * (stereo_eye_sep * 0.5 * near_clip / stereo_focus_dist);
   1.155 +
   1.156 +	glFrustum(-right + frust_shift, right + frust_shift, -top, top, near_clip, far_clip);
   1.157 +}
   1.158 +
   1.159 +void view_matrix(float eye)
   1.160 +{
   1.161 +	float offs = stereo_eye_sep * eye * 0.5;
   1.162 +	glTranslatef(offs, 0, 0);
   1.163 +
   1.164 +	glTranslatef(0, 0, -cam_dist);
   1.165 +	glRotatef(cam_phi, 1, 0, 0);
   1.166 +	glRotatef(cam_theta, 0, 1, 0);
   1.167 +}
   1.168 +
   1.169 +void reshape(int x, int y)
   1.170 +{
   1.171 +	glViewport(0, 0, x, y);
   1.172 +	win_width = x;
   1.173 +	win_height = y;
   1.174 +}
   1.175 +
   1.176 +static int stereo_shift_key;
   1.177 +
   1.178 +void keyb(unsigned char key, int x, int y)
   1.179 +{
   1.180 +	switch(key) {
   1.181 +	case 'q':
   1.182 +	case 27:
   1.183 +		exit(0);
   1.184 +
   1.185 +	case 's':
   1.186 +		stereo_shift_key = 1;
   1.187 +		break;
   1.188 +
   1.189 +	case 'c':
   1.190 +		{
   1.191 +			static int flip;
   1.192 +			glFrontFace((++flip & 1) ? GL_CW : GL_CCW);
   1.193 +			glutPostRedisplay();
   1.194 +		}
   1.195 +		break;
   1.196 +
   1.197 +	case 'C':
   1.198 +		{
   1.199 +			static int cull = 1;
   1.200 +			if(++cull & 1) {
   1.201 +				glEnable(GL_CULL_FACE);
   1.202 +			} else {
   1.203 +				glDisable(GL_CULL_FACE);
   1.204 +			}
   1.205 +			glutPostRedisplay();
   1.206 +		}
   1.207 +		break;
   1.208 +
   1.209 +	case 'w':
   1.210 +		{
   1.211 +			static int wire;
   1.212 +			glPolygonMode(GL_FRONT_AND_BACK, (++wire & 1) ? GL_LINE : GL_FILL);
   1.213 +			glutPostRedisplay();
   1.214 +		}
   1.215 +		break;
   1.216 +
   1.217 +	case 'l':
   1.218 +		{
   1.219 +			static int lit = 1;
   1.220 +			if(++lit & 1) {
   1.221 +				glEnable(GL_LIGHTING);
   1.222 +			} else {
   1.223 +				glDisable(GL_LIGHTING);
   1.224 +			}
   1.225 +			glutPostRedisplay();
   1.226 +		}
   1.227 +		break;
   1.228 +
   1.229 +	case ' ':
   1.230 +		auto_rot = !auto_rot;
   1.231 +		if(auto_rot) {
   1.232 +			glutIdleFunc(glutPostRedisplay);
   1.233 +		} else {
   1.234 +			glutIdleFunc(0);
   1.235 +		}
   1.236 +		glutPostRedisplay();
   1.237 +		break;
   1.238 +
   1.239 +	default:
   1.240 +		break;
   1.241 +	}
   1.242 +}
   1.243 +
   1.244 +void keyb_up(unsigned char key, int x, int y)
   1.245 +{
   1.246 +	switch(key) {
   1.247 +	case 's':
   1.248 +		stereo_shift_key = 0;
   1.249 +		break;
   1.250 +
   1.251 +	default:
   1.252 +		break;
   1.253 +	}
   1.254 +}
   1.255 +
   1.256 +
   1.257 +static int bnstate[32];
   1.258 +static int prev_x, prev_y;
   1.259 +void mouse(int bn, int state, int x, int y)
   1.260 +{
   1.261 +	prev_x = x;
   1.262 +	prev_y = y;
   1.263 +	bnstate[bn - GLUT_LEFT_BUTTON] = state == GLUT_DOWN ? 1 : 0;
   1.264 +}
   1.265 +
   1.266 +void motion(int x, int y)
   1.267 +{
   1.268 +	int dx = x - prev_x;
   1.269 +	int dy = y - prev_y;
   1.270 +	prev_x = x;
   1.271 +	prev_y = y;
   1.272 +
   1.273 +	if(stereo_shift_key && dy != 0) {
   1.274 +		stereo_focus_dist += dy * 0.1;
   1.275 +		stereo_eye_sep = stereo_focus_dist / 30.0;
   1.276 +		glutPostRedisplay();
   1.277 +		return;
   1.278 +	}
   1.279 +
   1.280 +	if(bnstate[0]) {
   1.281 +		cam_theta += dx * 0.5;
   1.282 +		cam_phi += dy * 0.5;
   1.283 +
   1.284 +		if(cam_phi < -90)
   1.285 +			cam_phi = -90;
   1.286 +		if(cam_phi > 90)
   1.287 +			cam_phi = 90;
   1.288 +
   1.289 +		glutPostRedisplay();
   1.290 +	}
   1.291 +	if(bnstate[2]) {
   1.292 +		cam_dist += dy * 0.1;
   1.293 +		glutPostRedisplay();
   1.294 +	}
   1.295 +}
   1.296 +
   1.297 +void sball_motion(int x, int y, int z)
   1.298 +{
   1.299 +}
   1.300 +
   1.301 +void sball_rotate(int x, int y, int z)
   1.302 +{
   1.303 +	cam_theta += y * 0.05;
   1.304 +	cam_phi += x * 0.05;
   1.305 +
   1.306 +	if(cam_phi < -90)
   1.307 +		cam_phi = -90;
   1.308 +	if(cam_phi > 90)
   1.309 +		cam_phi = 90;
   1.310 +
   1.311 +	glutPostRedisplay();
   1.312 +}
   1.313 +
   1.314 +void sball_button(int bn, int state)
   1.315 +{
   1.316 +}
   1.317 +
   1.318 +int parse_args(int argc, char **argv)
   1.319 +{
   1.320 +	int i;
   1.321 +
   1.322 +	for(i=1; i<argc; i++) {
   1.323 +		if(argv[i][0] == '-') {
   1.324 +			if(argv[i][2] != 0)
   1.325 +				goto inval;
   1.326 +			switch(argv[i][1]) {
   1.327 +			case 's':
   1.328 +				stereo = 1;
   1.329 +				break;
   1.330 +
   1.331 +			case 'c':
   1.332 +				flip_winding = 1;
   1.333 +				break;
   1.334 +
   1.335 +			default:
   1.336 +				goto inval;
   1.337 +			}
   1.338 +		} else {
   1.339 +			if(scene_fname) {
   1.340 +				fprintf(stderr, "unexpected argument: %s\n", argv[i]);
   1.341 +				return -1;
   1.342 +			}
   1.343 +			scene_fname = argv[i];
   1.344 +		}
   1.345 +	}
   1.346 +
   1.347 +	if(!scene_fname) {
   1.348 +		fprintf(stderr, "you must pass the filename of a scene to open\n");
   1.349 +		return -1;
   1.350 +	}
   1.351 +
   1.352 +	return 0;
   1.353 +
   1.354 +inval:
   1.355 +	fprintf(stderr, "invalid argument: %s\n", argv[i]);
   1.356 +	return -1;
   1.357 +}