mirror of
https://git.mirrors.martin98.com/https://github.com/syoyo/tinygltf.git
synced 2025-10-13 07:31:28 +08:00
461 lines
12 KiB
C++
461 lines
12 KiB
C++
#include <vector>
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#include <string>
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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 <cassert>
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#include <cmath>
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#include <GL/glew.h>
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#ifdef __APPLE__
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#include <GLFW/glfw3.h>
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#include "trackball.h"
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#define TINYGLTF_LOADER_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#include "tiny_gltf_loader.h"
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#define BUFFER_OFFSET(i) ((char *)NULL + (i))
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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
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{
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GLuint vb;
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} GLBufferState;
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typedef struct
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{
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std::map<std::string, GLint> attribs;
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} GLProgramState;
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std::map<std::string, GLBufferState> gBufferState;
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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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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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{
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glViewport(0, 0, w, 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, int 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) glfwSetWindowShouldClose(window, GL_TRUE);
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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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if(button == GLFW_MOUSE_BUTTON_LEFT){
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mouseLeftPressed = true;
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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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if(action == GLFW_PRESS){
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mouseRightPressed = true;
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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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if(action == GLFW_PRESS){
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mouseMiddlePressed = true;
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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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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,
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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 SetupGLState(Scene& scene, GLuint progId)
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{
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std::map<std::string, BufferView>::const_iterator it(scene.bufferViews.begin());
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std::map<std::string, BufferView>::const_iterator itEnd(scene.bufferViews.end());
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for (; it != itEnd; it++) {
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const BufferView& bufferView = it->second;
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if (bufferView.target == 0) {
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continue; // Unsupported bufferView.
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}
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const Buffer& buffer = scene.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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glBufferData(bufferView.target, bufferView.byteLength, &buffer.data.at(0) + bufferView.byteOffset, GL_STATIC_DRAW);
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glBindBuffer(bufferView.target, 0);
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gBufferState[it->first] = state;
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}
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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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gGLProgramState.attribs["POSITION"] = vtloc;
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gGLProgramState.attribs["NORMAL"] = nrmloc;
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};
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void DrawMesh(Scene& scene, const Mesh& mesh)
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{
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for (size_t i = 0; i < mesh.primitives.size(); i++) {
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const Primitive& primitive = mesh.primitives[i];
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if (primitive.indices.empty()) return;
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std::map<std::string, std::string>::const_iterator it(primitive.attributes.begin());
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std::map<std::string, std::string>::const_iterator itEnd(primitive.attributes.end());
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for (; it != itEnd; it++) {
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const Accessor& accessor = scene.accessors[it->second];
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glBindBuffer(GL_ARRAY_BUFFER, gBufferState[accessor.bufferView].vb);
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CheckErrors("bind buffer");
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int count = 1;
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if (accessor.type == TINYGLTF_TYPE_SCALAR) {
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count = 1;
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} else if (accessor.type == TINYGLTF_TYPE_VEC2) {
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count = 2;
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} else if (accessor.type == TINYGLTF_TYPE_VEC3) {
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count = 3;
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} else if (accessor.type == TINYGLTF_TYPE_VEC4) {
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count = 4;
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}
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// it->first would be "POSITION", "NORMAL", ...
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if ( (it->first.compare("POSITION") == 0) ||
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(it->first.compare("NORMAL") == 0)) {
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glVertexAttribPointer(gGLProgramState.attribs[it->first], count, accessor.componentType, GL_FALSE, accessor.byteStride, BUFFER_OFFSET(accessor.byteOffset));
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CheckErrors("vertex attrib pointer");
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glEnableVertexAttribArray(gGLProgramState.attribs[it->first]);
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CheckErrors("enable vertex attrib array");
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}
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}
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const Accessor& indexAccessor = scene.accessors[primitive.indices];
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gBufferState[indexAccessor.bufferView].vb);
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CheckErrors("bind buffer");
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int mode = -1;
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if (primitive.mode == TINYGLTF_MODE_TRIANGLES) {
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mode = GL_TRIANGLES;
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} else if (primitive.mode == TINYGLTF_MODE_TRIANGLE_STRIP) {
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mode = GL_TRIANGLE_STRIP;
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} else if (primitive.mode == TINYGLTF_MODE_TRIANGLE_FAN) {
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mode = GL_TRIANGLE_FAN;
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} else if (primitive.mode == TINYGLTF_MODE_POINTS) {
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mode = GL_POINTS;
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} else if (primitive.mode == TINYGLTF_MODE_LINE) {
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mode = GL_LINES;
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} else if (primitive.mode == TINYGLTF_MODE_LINE_LOOP) {
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mode = GL_LINE_LOOP;
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};
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glDrawElements(mode, indexAccessor.count, indexAccessor.componentType, BUFFER_OFFSET(indexAccessor.byteOffset));
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CheckErrors("draw elements");
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{
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std::map<std::string, std::string>::const_iterator it(primitive.attributes.begin());
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std::map<std::string, std::string>::const_iterator itEnd(primitive.attributes.end());
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for (; it != itEnd; it++) {
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if ( (it->first.compare("POSITION") == 0) ||
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(it->first.compare("NORMAL") == 0)) {
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glDisableVertexAttribArray(gGLProgramState.attribs[it->first]);
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}
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}
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}
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}
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}
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void DrawScene(Scene& scene)
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{
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std::map<std::string, Mesh>::const_iterator it(scene.meshes.begin());
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std::map<std::string, Mesh>::const_iterator itEnd(scene.meshes.end());
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for (; it != itEnd; it++) {
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DrawMesh(scene, it->second);
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}
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}
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static void Init() {
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trackball(curr_quat, 0, 0, 0, 0);
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eye[0] = 0.0f;
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eye[1] = 0.0f;
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eye[2] = CAM_Z;
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lookat[0] = 0.0f;
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lookat[1] = 0.0f;
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lookat[2] = 0.0f;
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up[0] = 0.0f;
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up[1] = 1.0f;
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up[2] = 0.0f;
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}
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int main(int argc, char **argv)
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{
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if (argc < 2) {
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std::cout << "glview input.gltf <scale>\n" << std::endl;
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return 0;
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}
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float scale = 1.0f;
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if (argc > 2) {
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scale = atof(argv[2]);
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}
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Scene scene;
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TinyGLTFLoader loader;
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std::string err;
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bool ret = loader.LoadFromFile(scene, err, argv[1]);
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if (!err.empty()) {
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printf("ERR: %s\n", err.c_str());
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}
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if (!ret) {
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printf("Failed to load .glTF : %s\n", argv[1]);
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exit(-1);
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}
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Init();
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if(!glfwInit()){
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std::cerr << "Failed to initialize GLFW." << std::endl;
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return -1;
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}
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window = glfwCreateWindow(width, height, "Simple glTF geometry viewer", NULL, NULL);
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if(window == NULL){
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std::cerr << "Failed to open GLFW window. " << std::endl;
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glfwTerminate();
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return 1;
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}
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glfwGetWindowSize(window, &width, &height);
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glfwMakeContextCurrent(window);
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// Callback
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glfwSetWindowSizeCallback(window, reshapeFunc);
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glfwSetKeyCallback(window, keyboardFunc);
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glfwSetMouseButtonCallback(window, clickFunc);
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glfwSetCursorPosCallback(window, motionFunc);
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glewExperimental = true;
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if (glewInit() != GLEW_OK) {
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std::cerr << "Failed to initialize GLEW." << std::endl;
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return -1;
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}
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reshapeFunc(window, width, height);
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GLuint vertId = 0, fragId = 0, progId = 0;
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if (false == LoadShader(GL_VERTEX_SHADER, vertId, "shader.vert")) {
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return -1;
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}
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CheckErrors("load vert shader");
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if (false == LoadShader(GL_FRAGMENT_SHADER, fragId, "shader.frag")) {
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return -1;
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}
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CheckErrors("load frag shader");
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if (false == LinkShader(progId, vertId, fragId)) {
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return -1;
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}
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CheckErrors("link");
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{
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GLint vtxLoc = glGetAttribLocation(progId, "in_vertex");
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if (vtxLoc < 0) {
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printf("vertex loc not found.\n");
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exit(-1);
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}
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GLint tnLoc = glGetAttribLocation(progId, "in_normal");
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if (tnLoc < 0) {
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printf("normal loc not found.\n");
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exit(-1);
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}
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}
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glUseProgram(progId);
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CheckErrors("useProgram");
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SetupGLState(scene, progId);
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CheckErrors("SetupGLState");
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while(glfwWindowShouldClose(window) == GL_FALSE) {
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glfwPollEvents();
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glClearColor(0.1f, 0.2f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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GLfloat mat[4][4];
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build_rotmatrix(mat, curr_quat);
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// camera(define it in projection matrix)
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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gluLookAt(eye[0], eye[1], eye[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2]);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMultMatrixf(&mat[0][0]);
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glScalef(scale, scale, scale);
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DrawScene(scene);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glFlush();
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glfwSwapBuffers(window);
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}
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glfwTerminate();
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}
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