vcglib/apps/sample/trackball_SDL/trackball_sdl.cpp

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2008-11-12 17:42:24 +01:00
/*
This extends the example in sample/trimesh_sdl.h.
It loads the mesh specified in the command line and shows it.
Navigate around the object with WASD (doom-like) or arrow modes.
(wheel, or PGUP, PGDOWN, moves vertically)
[F1] changes rendering style.
[SPACE] toggles trackball modes.
This example shows:
- the use of a trackball in
a time-syncronized application like a game.
(exactly FPS times every seconds, the trackball is animated,
but rendering can occurs fewer times).
- how to set a trackball
with NavigatorAwsd mode, i.e. to NAVIGATE around or inside
the object rather than rotate it in front of the camera.
*/
#include <SDL/SDL.h>
#include <gl/glew.h>
#include <vector>
/*include the base definition for the vertex, face, and meshes */
#include <vcg/simplex/vertex/base.h>
#include <vcg/simplex/face/base.h>
2008-11-12 17:42:24 +01:00
#include <vcg/complex/trimesh/base.h>
/*include the algorihm that update bounding box and normals*/
#include <vcg/complex/trimesh/update/bounding.h>
#include <vcg/complex/trimesh/update/normal.h>
/*include the importer from disk*/
#include <wrap/io_trimesh/import.h>
/*include wrapping of the trimesh towards opengl*/
#include <wrap/gl/trimesh.h>
/*include the trackball: NOTE, you the implementation of the trackball is found in the files:
wrap/gui/trackball.cpp and wrap/gui/trackmode.cpp. You should include these files in your solution
otherwise you'll get linking errors */
#include <wrap/gui/trackball.h>
/* we define our own SDL_TIMER event */
#define SDL_TIMER SDL_USEREVENT
// How many FPS?
const int FPS = 30;
using namespace vcg;
using namespace std;
/* Definition of our own types for Vertices, Faces, Meshes*/
class CEdge; // dummy prototype never used
class CFace;
class CVertex : public VertexSimp2< CVertex, CEdge, CFace, vertex::Coord3f, vertex::Normal3f >{};
class CFace : public FaceSimp2< CVertex, CEdge, CFace, face::VertexRef, face::Normal3f > {};
class CMesh : public vcg::tri::TriMesh< vector<CVertex>, vector<CFace> > {};
////////////////////////////////////////////////////////////////////////////
// Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball.
CMesh mesh;
vcg::GlTrimesh<CMesh> glWrap;
vcg::Trackball track;
/* Internal state of the application */
int drawMode=2;
int trackballMode=1;
int width =800;
int height = 600;
vcg::Point3f observerPos(0,0.2,3); // (initial) point of view (object is in 0,0,0)
vcg::Point3f objectPos(0,0,0); // (initial) point of view (object is in 0,0,0)
/* Simple function that renders a floor */
void RenderFloor(){
glHint(GL_FOG_HINT, GL_NICEST);
glDisable(GL_LIGHTING);
double K = 500, c=0.7;
glBegin(GL_QUADS);
glColor3f(c,c,c);
glNormal3f(0,1,0);
glVertex3d(+K,0,+K);
glVertex3d(+K,0,-K);
glVertex3d(-K,0,-K);
glVertex3d(-K,0,+K);
glEnd();
glHint(GL_FOG_HINT, GL_FASTEST);
glEnable(GL_LIGHTING);
}
/* Sets the trackball in a new mode:
standard mode (rotate object in front of camera)
or Navigation mode (navigate around/inside object)
*/
void SetTrackball(int mode){
// we define all possible trackModes that we could be using (static)
static vcg::PolarMode polarMode;
static vcg::SphereMode sphereMode;
static vcg::NavigatorWasdMode navigatorMode;
static vcg::InactiveMode inactiveMode;
static vcg::ScaleMode scaleMode;
static vcg::PanMode panMode;
static vcg::ZMode zMode;
// customize navigation mode...
navigatorMode.SetTopSpeedsAndAcc(1.2f,0.6f,6);
// this adds a neat human stepping effect
navigatorMode.SetStepOnWalk(0.5f,0.015f);
track.modes.clear();
track.Reset();
switch (mode) {
case 1:
// switch to navigator mode
track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
track.modes[vcg::Trackball::WHEEL] =
track.modes[vcg::Trackball::BUTTON_LEFT] =
track.idle_and_keys_mode = &navigatorMode;
track.inactive_mode = NULL; // nothing to draw when inactive
track.SetPosition( observerPos );
break;
default:
// sweitch to default trackmode -- this is equivalent to a call to track->SetDefault()
track.modes[vcg::Trackball::BUTTON_NONE] = NULL;
track.modes[vcg::Trackball::BUTTON_LEFT] = &sphereMode;
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_CTRL] =
track.modes[vcg::Trackball::BUTTON_MIDDLE] = &panMode;
track.modes[vcg::Trackball::WHEEL] =
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_SHIFT] = &scaleMode;
track.modes[vcg::Trackball::BUTTON_LEFT | vcg::Trackball::KEY_ALT] = &zMode;
track.modes[vcg::Trackball::BUTTON_MIDDLE | vcg::Trackball::KEY_ALT] =
track.idle_and_keys_mode = &sphereMode;
track.inactive_mode = &inactiveMode; // draw a sphere when inactive
track.SetPosition( objectPos );
}
}
/* Sets up OpenGL state */
void initGL()
{
glClearColor(0, 0, 0, 0);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_FOG);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT, GL_AMBIENT);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
}
/* Response to a window resize event. */
void myReshapeFunc(GLsizei w, GLsizei h)
{
SDL_SetVideoMode(w, h, 0, SDL_OPENGL|SDL_RESIZABLE|SDL_DOUBLEBUF);
width=w;
height=h;
glViewport (0, 0, (GLsizei) w, (GLsizei) h);
initGL();
}
/* sends a SDL_TIMER event to self (timer callback) */
Uint32 timerCallback(Uint32 interval, void *param){
static SDL_Event e; // the msg
e.type = SDL_TIMER; // its content
SDL_PushEvent(&e);
return interval;
}
/* sends a redraw event to self */
void sendRedraw() {
static SDL_Event e; // the msg
e.type = SDL_VIDEOEXPOSE; // its content
SDL_PushEvent(&e);
}
/* clears any "redraw" even still in the event queue */
void drainRedrawEvents(){
static SDL_Event tmp[200];
int eventRemoved = SDL_PeepEvents(tmp,200,SDL_GETEVENT, SDL_EVENTMASK(SDL_VIDEOEXPOSE));
}
/* Response to a redraw event: renders the scene */
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, width/(float)height, 0.01, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslate( -observerPos );
track.GetView();
track.Apply(false);
glPushMatrix();
float d=mesh.bbox.Diag();
glScale(1.5f/d);
Point3f p = glWrap.m->bbox.Center();
p[1] = glWrap.m->bbox.min[1];
glTranslate(-p);
// the trimesh drawing calls
switch(drawMode)
{
case 0: glWrap.Draw<vcg::GLW::DMSmooth, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 1: glWrap.Draw<vcg::GLW::DMWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 2: glWrap.Draw<vcg::GLW::DMFlatWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 3: glWrap.Draw<vcg::GLW::DMHidden, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 4: glWrap.Draw<vcg::GLW::DMFlat, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
default: break;
}
glPopMatrix();
RenderFloor();
track.DrawPostApply();
SDL_GL_SwapBuffers();
}
/* Response to a timer event: animates the status of the game (and the trackball) */
// - retunrs true if anything changed.
bool onTimer(){
int res = false;
if ( track.IsAnimating() ) {
track.Animate(1000/FPS);
res = true;
}
// insert any other animation processing here
return res;
}
/* Helper function: translates SDL codes into VCG codes */
vcg::Trackball::Button SDL2VCG(int code){
switch (code) {
case SDL_BUTTON_LEFT: return vcg::Trackball::BUTTON_LEFT;
case SDL_BUTTON_MIDDLE: return vcg::Trackball::BUTTON_MIDDLE;
case SDL_BUTTON_RIGHT: return vcg::Trackball::BUTTON_RIGHT;
case SDLK_RCTRL:
case SDLK_LCTRL: return vcg::Trackball::KEY_CTRL;
case SDLK_RALT:
case SDLK_LALT: return vcg::Trackball::KEY_ALT;
case SDLK_LSHIFT:
case SDLK_RSHIFT: return vcg::Trackball::KEY_SHIFT;
case SDLK_LEFT:
case SDLK_a: return vcg::Trackball::KEY_LEFT;
case SDLK_RIGHT:
case SDLK_d: return vcg::Trackball::KEY_RIGHT;
case SDLK_UP:
case SDLK_w: return vcg::Trackball::KEY_UP;
case SDLK_DOWN:
case SDLK_s: return vcg::Trackball::KEY_DOWN;
case SDLK_PAGEUP:
case SDLK_r: return vcg::Trackball::KEY_PGUP;
case SDLK_PAGEDOWN:
case SDLK_f: return vcg::Trackball::KEY_PGDOWN;
return vcg::Trackball::BUTTON_NONE;
}
}
/* initializes SDL */
bool initSDL(const std::string &str) {
if ( SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) < 0 ) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
exit(1);
}
if ( SDL_SetVideoMode(width, height, 0, SDL_OPENGL|SDL_RESIZABLE) == NULL ) {
fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
exit(2);
}
SDL_AddTimer(1000/FPS, timerCallback, NULL);
SDL_WM_SetCaption(str.c_str(), str.c_str());
myReshapeFunc(width, height);
return true;
}
/* The main event Loop */
int sdlLoop() {
bool quit=false;
bool redraw_needed = false; // true whan a scene needs a redraw
SDL_Event event;
while( !quit ) {
SDL_WaitEvent(&event);
switch( event.type ) {
case SDL_QUIT: quit = true; break;
case SDL_VIDEORESIZE : myReshapeFunc(event.resize.w,event.resize.h); break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE: exit(0); break;
case SDLK_F1: drawMode= (drawMode+1)%5; printf("Current Mode %i\n",drawMode); break;
case SDLK_HOME: track.Reset(); break;
case SDLK_SPACE:
trackballMode= (trackballMode+1)%2; printf("Trackball Mode %i\n",drawMode);
SetTrackball(trackballMode);
break;
default: track.ButtonDown( SDL2VCG( event.key.keysym.sym) );
}
redraw_needed = true;
break;
case SDL_KEYUP:
track.ButtonUp( SDL2VCG( event.key.keysym.sym) ); break;
case SDL_MOUSEBUTTONDOWN:
switch(event.button.button) {
case SDL_BUTTON_WHEELUP: track.MouseWheel( 1); redraw_needed = true; break;
case SDL_BUTTON_WHEELDOWN: track.MouseWheel(-1); redraw_needed = true; break;
default: track.MouseDown(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
} break;
case SDL_MOUSEBUTTONUP:
track.MouseUp(event.button.x, (height - event.button.y), SDL2VCG(event.button.button) ); break;
break;
case SDL_MOUSEMOTION:
while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
track.MouseMove(event.button.x, (height - event.button.y));
redraw_needed = true;
break;
case SDL_TIMER:
if (onTimer()) redraw_needed = true;
if (redraw_needed) sendRedraw(); // justs sends a redraw event!
redraw_needed = false;
break;
case SDL_VIDEOEXPOSE:
// any rendering is done ONLY here.
display();
drainRedrawEvents();
break;
default: break;
}
}
SDL_Quit();
return -1;
}
int main(int argc, char *argv[]) {
// Generic loading of the mesh from disk
if(vcg::tri::io::Importer<CMesh>::Open(mesh,argv[1])!=0) {
fprintf(stderr,"Error reading file %s\n",argv[1]);
exit(0);
}
// Initialize the mesh itself
vcg::tri::UpdateBounding<CMesh>::Box(mesh); // update bounding box
//vcg::tri::UpdateNormals<CMesh>::PerVertexNormalizePerFaceNormalized(mesh); // update Normals
vcg::tri::UpdateNormals<CMesh>::PerVertexPerFace(mesh); // update Normals
// Initialize the wrapper
glWrap.m = &mesh;
glWrap.Update();
SetTrackball(trackballMode);
// we will do exaclty an animation step every 1000/FPS msecs.
track.SetFixedTimesteps(true);
initSDL("SDL_minimal_viewer");
initGL();
sdlLoop();
exit(0);
}