add tinygltfloader
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25 changed files with 10805 additions and 0 deletions
546
src/deps/tinygltfloader-0.9.2/examples/glview/glview.cc
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546
src/deps/tinygltfloader-0.9.2/examples/glview/glview.cc
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#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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#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_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 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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std::map<std::string, GLBufferState> gBufferState;
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std::map<std::string, GLMeshState> gMeshState;
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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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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,
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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)
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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, 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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// Buffer
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{
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std::map<std::string, BufferView>::const_iterator it(
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scene.bufferViews.begin());
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std::map<std::string, BufferView>::const_iterator itEnd(
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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,
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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[it->first] = state;
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}
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}
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// Texture
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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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const Mesh &mesh = it->second;
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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 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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Material &mat = scene.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"].stringValue;
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if (scene.textures.find(diffuseTexName) != scene.textures.end()) {
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Texture &tex = scene.textures[diffuseTexName];
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if (scene.images.find(tex.source) != scene.images.end()) {
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Image &image = scene.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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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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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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};
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void DrawMesh(Scene &scene, const Mesh &mesh) {
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if (gGLProgramState.uniforms["diffuseTex"] >= 0) {
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glUniform1i(gGLProgramState.uniforms["diffuseTex"], 0); // TEXTURE0
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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())
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return;
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std::map<std::string, std::string>::const_iterator it(
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primitive.attributes.begin());
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std::map<std::string, std::string>::const_iterator itEnd(
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primitive.attributes.end());
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// Assume TEXTURE_2D target for the texture object.
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glBindTexture(GL_TEXTURE_2D, gMeshState[mesh.name].diffuseTex[i]);
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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", "TEXCOORD_0", ...
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if ((it->first.compare("POSITION") == 0) ||
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(it->first.compare("NORMAL") == 0) ||
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(it->first.compare("TEXCOORD_0") == 0)) {
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glVertexAttribPointer(
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gGLProgramState.attribs[it->first], count, accessor.componentType,
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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,
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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,
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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(
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primitive.attributes.begin());
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std::map<std::string, std::string>::const_iterator itEnd(
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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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(it->first.compare("TEXCOORD_0") == 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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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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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,
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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
|
||||
glfwSetWindowSizeCallback(window, reshapeFunc);
|
||||
glfwSetKeyCallback(window, keyboardFunc);
|
||||
glfwSetMouseButtonCallback(window, clickFunc);
|
||||
glfwSetCursorPosCallback(window, motionFunc);
|
||||
|
||||
glewExperimental = true;
|
||||
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");
|
||||
|
||||
{
|
||||
GLint vtxLoc = glGetAttribLocation(progId, "in_vertex");
|
||||
if (vtxLoc < 0) {
|
||||
printf("vertex loc not found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
GLint tnLoc = glGetAttribLocation(progId, "in_normal");
|
||||
if (tnLoc < 0) {
|
||||
printf("normal loc not found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
|
||||
glUseProgram(progId);
|
||||
CheckErrors("useProgram");
|
||||
|
||||
SetupGLState(scene, progId);
|
||||
CheckErrors("SetupGLState");
|
||||
|
||||
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);
|
||||
|
||||
DrawScene(scene);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
|
||||
glFlush();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue