+#include <stdio.h>
+#include <assert.h>
#include "app.h"
+#include "opengl.h"
+#include "sdr.h"
+#include "texture.h"
+#include "mesh.h"
+#include "meshgen.h"
+#include "scene.h"
+static void draw_scene();
+
+long time_msec;
+int win_width, win_height;
bool opt_gear_wireframe;
+
+static float cam_dist = 10.0;
+static float cam_theta, cam_phi = 20;
+static Vec3 cam_pos;
+static int prev_mx, prev_my;
+static bool bnstate[8];
+static bool keystate[256];
+
+static Mat4 view_matrix;
+static TextureSet texman;
+static Scene *scn;
+
+static long prev_msec;
+
+
+bool app_init()
+{
+ glEnable(GL_MULTISAMPLE);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_NORMALIZE);
+
+ Mesh::use_custom_sdr_attr = false;
+
+ float ambient[] = {0.1, 0.1, 0.1, 0.0};
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+ unsigned int sflags = 0;
+ scn = new Scene;
+ if(!(scn->load("data/testscene/patoma.fbx", sflags)) ||
+ !(scn->load("data/testscene/kolones.fbx", sflags))) {
+ fprintf(stderr, "failed to load test scene\n");
+ return false;
+ }
+
+ glUseProgram(0);
+ return true;
+}
+
+void app_cleanup()
+{
+ texman.clear();
+}
+
+static void update(float dt)
+{
+ texman.update();
+
+ scn->update(dt);
+
+ float walk_speed = 10.0 * dt;
+ Vec3 dir;
+
+ if(keystate[(int)'w']) {
+ dir.z -= walk_speed;
+ }
+ if(keystate[(int)'s']) {
+ dir.z += walk_speed;
+ }
+ if(keystate[(int)'d']) {
+ dir.x += walk_speed;
+ }
+ if(keystate[(int)'a']) {
+ dir.x -= walk_speed;
+ }
+
+ float theta = M_PI * cam_theta / 180.0f;
+ cam_pos.x += cos(theta) * dir.x - sin(theta) * dir.z;
+ cam_pos.z += sin(theta) * dir.x + cos(theta) * dir.z;
+}
+
+static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+{
+ unsigned int lt = GL_LIGHT0 + idx;
+ float posv[] = { pos.x, pos.y, pos.z, 1 };
+ float colv[] = { color.x, color.y, color.z, 1 };
+
+ glEnable(lt);
+ glLightfv(lt, GL_POSITION, posv);
+ glLightfv(lt, GL_DIFFUSE, colv);
+ glLightfv(lt, GL_SPECULAR, colv);
+}
+
+void app_display()
+{
+ float dt = (float)(time_msec - prev_msec) / 1000.0f;
+ prev_msec = time_msec;
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ view_matrix = Mat4::identity;
+ view_matrix.pre_translate(0, 0, -cam_dist);
+ view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
+ view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
+ view_matrix.pre_translate(-cam_pos.x, 0, -cam_pos.z);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(view_matrix[0]);
+
+ static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+ set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+ set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+ set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
+ update(dt);
+
+ draw_scene();
+
+ app_swap_buffers();
+ assert(glGetError() == GL_NO_ERROR);
+}
+
+
+static void draw_scene()
+{
+ /*
+ glBegin(GL_QUADS);
+ glNormal3f(0, 1, 0);
+ glVertex3f(-30, -10, 30);
+ glVertex3f(30, -10, 30);
+ glVertex3f(30, -10, -30);
+ glVertex3f(-30, -10, -30);
+ glEnd();
+ */
+ scn->draw();
+}
+
+
+void app_reshape(int x, int y)
+{
+ glViewport(0, 0, x, y);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective(50.0, (float)x / (float)y, 0.5, 1000.0);
+}
+
+void app_keyboard(int key, bool pressed)
+{
+ if(pressed) {
+ switch(key) {
+ case 27:
+ app_quit();
+ break;
+ }
+ }
+
+ keystate[key] = pressed;
+}
+
+void app_mouse_button(int bn, bool pressed, int x, int y)
+{
+ prev_mx = x;
+ prev_my = y;
+ bnstate[bn] = pressed;
+}
+
+void app_mouse_motion(int x, int y)
+{
+ int dx = x - prev_mx;
+ int dy = y - prev_my;
+ prev_mx = x;
+ prev_my = y;
+
+ if(!dx && !dy) return;
+
+ if(bnstate[0]) {
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.1;
+ if(cam_dist < 0.0) cam_dist = 0.0;
+ }
+}
#ifndef APP_H_
#define APP_H_
+extern long time_msec;
+extern int win_width, win_height;
extern bool opt_gear_wireframe;
+bool app_init();
+void app_cleanup();
+
+void app_display();
+void app_reshape(int x, int y);
+
+void app_keyboard(int key, bool pressed);
+void app_mouse_button(int bn, bool pressed, int x, int y);
+void app_mouse_motion(int x, int y);
+
+// the following functions are implemented by the backend (main.cc)
+void app_quit();
+void app_swap_buffers();
+
#endif // APP_H_
#include <GL/glut.h>
#endif
#include "app.h"
-#include "sdr.h"
-#include "shadow.h"
-#include "texture.h"
-#include "mesh.h"
-#include "meshgen.h"
static bool init();
-static void cleanup();
static void display();
static void idle();
-static void draw_scene();
static void reshape(int x, int y);
-static void keyb(unsigned char key, int x, int y);
+static void key_press(unsigned char key, int x, int y);
+static void key_release(unsigned char key, int x, int y);
static void mouse(int bn, int st, int x, int y);
-static void motion(int x, int y);
-static void passive_motion(int x, int y);
-
-static int win_width, win_height;
-
-static float cam_dist = 0.25;
-static float cam_theta, cam_phi = 20;
-static int prev_mx, prev_my;
-static bool bnstate[8];
-
-static Mat4 view_matrix;
-
-static unsigned int start_time, prev_msec;
-
-static TextureSet texman;
+static unsigned int start_time;
int main(int argc, char **argv)
{
glutDisplayFunc(display);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
- glutKeyboardFunc(keyb);
+ glutKeyboardFunc(key_press);
+ glutKeyboardUpFunc(key_release);
glutMouseFunc(mouse);
- glutMotionFunc(motion);
- glutPassiveMotionFunc(passive_motion);
+ glutMotionFunc(app_mouse_motion);
+ glutPassiveMotionFunc(app_mouse_motion);
if(!init()) {
return 1;
}
- atexit(cleanup);
+ atexit(app_cleanup);
glutMainLoop();
return 0;
}
-static bool init()
+void app_swap_buffers()
{
- glewInit();
-
- glEnable(GL_MULTISAMPLE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glEnable(GL_LIGHTING);
- glEnable(GL_NORMALIZE);
-
- Mesh::use_custom_sdr_attr = false;
-
- float ambient[] = {0.1, 0.1, 0.1, 0.0};
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
-
- glUseProgram(0);
-
- start_time = glutGet(GLUT_ELAPSED_TIME);
- return true;
+ glutSwapBuffers();
}
-static void cleanup()
+void app_quit()
{
- texman.clear();
+ exit(0);
}
-static void update(float dt)
+static bool init()
{
- texman.update();
-}
+ glewInit();
-static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
-{
- unsigned int lt = GL_LIGHT0 + idx;
- float posv[] = { pos.x, pos.y, pos.z, 1 };
- float colv[] = { color.x, color.y, color.z, 1 };
-
- glEnable(lt);
- glLightfv(lt, GL_POSITION, posv);
- glLightfv(lt, GL_DIFFUSE, colv);
- glLightfv(lt, GL_SPECULAR, colv);
+ if(!app_init()) {
+ return false;
+ }
+
+ start_time = glutGet(GLUT_ELAPSED_TIME);
+ return true;
}
static void display()
{
- unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
- float dt = (float)(msec - prev_msec) / 1000.0f;
- prev_msec = msec;
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- view_matrix = Mat4::identity;
- view_matrix.pre_translate(0, 0, -cam_dist);
- view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
- view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_matrix[0]);
-
- static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
- set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
- set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
- set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
-
- update(dt);
-
- draw_scene();
-
- glutSwapBuffers();
- assert(glGetError() == GL_NO_ERROR);
+ time_msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
+ app_display();
}
static void idle()
glutPostRedisplay();
}
-static void draw_scene()
-{
- glBegin(GL_QUADS);
- glNormal3f(0, 1, 0);
- glVertex3f(-30, -10, 30);
- glVertex3f(30, -10, 30);
- glVertex3f(30, -10, -30);
- glVertex3f(-30, -10, -30);
- glEnd();
-}
-
static void reshape(int x, int y)
{
win_width = x;
win_height = y;
- glViewport(0, 0, x, y);
+ app_reshape(x, y);
+}
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
+static void key_press(unsigned char key, int x, int y)
+{
+ app_keyboard(key, true);
}
-static void keyb(unsigned char key, int x, int y)
+static void key_release(unsigned char key, int x, int y)
{
- switch(key) {
- case 27:
- exit(0);
- }
+ app_keyboard(key, false);
}
static void mouse(int bn, int st, int x, int y)
int bidx = bn - GLUT_LEFT_BUTTON;
bool down = st == GLUT_DOWN;
- prev_mx = x;
- prev_my = y;
- bnstate[bidx] = down;
-}
-
-static void motion(int x, int y)
-{
- int dx = x - prev_mx;
- int dy = y - prev_my;
- prev_mx = x;
- prev_my = y;
-
- if(!dx && !dy) return;
-
- if(bnstate[0]) {
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
-
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
- glutPostRedisplay();
- }
- if(bnstate[2]) {
- cam_dist += dy * 0.01;
- if(cam_dist < 0.0) cam_dist = 0.0;
- glutPostRedisplay();
- }
-}
-
-static void passive_motion(int x, int y)
-{
- prev_mx = x;
- prev_my = y;
+ app_mouse_button(bidx, down, x, y);
}
#include "mesh.h"
#include "snode.h"
+enum {
+ SCNLOAD_FLIPYZ = 1,
+ SCNLOAD_FLIPTEX = 2
+};
+
class Scene {
public:
std::vector<Mesh*> meshes;
void destroy();
- bool load(const char *fname);
+ bool load(const char *fname, unsigned int flags = 0);
void update(float dt);
void draw() const;
#include "objmesh.h"
static bool load_material(Material *mat, const aiMaterial *aimat);
-static SceneNode *load_node(const aiScene *aiscn, const aiNode *ainode);
-static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh);
+static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode);
+static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh);
/*static Vec3 assimp_vector(const aiVector3D &v);
static Quat assimp_quat(const aiQuaternion &q);
static std::map<std::string, SceneNode*> node_by_name;
static std::map<aiMesh*, Mesh*> mesh_by_aimesh;
-bool Scene::load(const char *fname)
+bool Scene::load(const char *fname, unsigned int flags)
{
unsigned int ppflags = aiProcess_CalcTangentSpace |
aiProcess_GenNormals |
aiProcess_JoinIdenticalVertices |
aiProcess_Triangulate |
aiProcess_SortByPType |
- aiProcess_TransformUVCoords;
+ aiProcess_TransformUVCoords | aiProcess_PreTransformVertices;
+
+ if(flags & SCNLOAD_FLIPTEX) {
+ ppflags |= aiProcess_FlipUVs;
+ }
const aiScene *aiscn = aiImportFile(fname, ppflags);
if(!aiscn) {
switch(aimesh->mPrimitiveTypes) {
case aiPrimitiveType_TRIANGLE:
- if((mesh = load_mesh(aiscn, aimesh))) {
+ if((mesh = load_mesh(aiscn, flags, aimesh))) {
mesh_by_aimesh[aimesh] = mesh;
meshes.push_back(mesh);
}
// load all the nodes recursively
for(unsigned int i=0; i<aiscn->mRootNode->mNumChildren; i++) {
- SceneNode *node = load_node(aiscn, aiscn->mRootNode->mChildren[i]);
+ SceneNode *node = load_node(aiscn, flags, aiscn->mRootNode->mChildren[i]);
if(node) {
root->add_child(node);
}
return true;
}
-static SceneNode *load_node(const aiScene *aiscn, const aiNode *ainode)
+static SceneNode *load_node(const aiScene *aiscn, unsigned int flags, const aiNode *ainode)
{
SceneNode *node = new SceneNode;
node->set_name(ainode->mName.data);
/* recurse to all children */
for(unsigned int i=0; i<ainode->mNumChildren; i++) {
- SceneNode *child = load_node(aiscn, ainode->mChildren[i]);
+ SceneNode *child = load_node(aiscn, flags, ainode->mChildren[i]);
if(child) {
node->add_child(child);
}
return node;
}
-static Mesh *load_mesh(const aiScene *aiscn, const aiMesh *aimesh)
+static Mesh *load_mesh(const aiScene *aiscn, unsigned int flags, const aiMesh *aimesh)
{
Mesh *mesh = new Mesh;
mesh->set_attrib_data(MESH_ATTR_TEXCOORD, 3, num_verts, (float*)aimesh->mTextureCoords[0]);
}
+ if(flags & SCNLOAD_FLIPYZ) {
+ Vec3 *vptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_VERTEX);
+ for(int i=0; i<num_verts; i++) {
+ *vptr = vptr->xzy();
+ ++vptr;
+ }
+
+ Vec3 *nptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_NORMAL);
+ for(int i=0; i<num_verts; i++) {
+ *nptr = nptr->xzy();
+ ++nptr;
+ }
+
+ Vec3 *tptr = (Vec3*)mesh->get_attrib_data(MESH_ATTR_TANGENT);
+ for(int i=0; i<num_verts; i++) {
+ *tptr = tptr->xzy();
+ ++tptr;
+ }
+ }
+
unsigned int *iptr = mesh->set_index_data(num_faces * 3);
for(int i=0; i<num_faces; i++) {
- for(int j=0; j<3; j++) {
- *iptr++ = aimesh->mFaces[i].mIndices[j];
- }
+ iptr[0] = aimesh->mFaces[i].mIndices[0];
+ iptr[1] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 2 : 1];
+ iptr[2] = aimesh->mFaces[i].mIndices[flags & SCNLOAD_FLIPYZ ? 1 : 2];
+ iptr += 3;
}
return mesh;