200 lines
5.7 KiB
C++
200 lines
5.7 KiB
C++
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.3 2004/07/02 13:03:34 ponchio
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*** empty log message ***
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Revision 1.2 2004/07/01 21:33:46 ponchio
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Added remap reading.
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Revision 1.1 2004/06/23 00:10:38 ponchio
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Created
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****************************************************************************/
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#include <iostream>
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using namespace std;
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#include <SDL/SDL.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <apps/nexus/nexus.h>
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using namespace vcg;
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using namespace nxs;
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bool fullscreen = false;
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int width =1024;
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int height = 768;
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//TrackHand hand;
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SDL_Surface *screen = NULL;
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bool init() {
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if(SDL_Init(SDL_INIT_VIDEO) != 0) {
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return false;
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}
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const SDL_VideoInfo *info = SDL_GetVideoInfo();
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int bpp = info->vfmt->BitsPerPixel;
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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int flags = SDL_OPENGL;
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if(fullscreen)
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flags |= SDL_FULLSCREEN;
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screen = SDL_SetVideoMode(width, height, bpp, flags);
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if(!screen) {
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return false;
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}
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SDL_WM_SetIcon(SDL_LoadBMP("inspector.bmp"), NULL);
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SDL_WM_SetCaption(" Inspector", "Inspector");
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glDisable(GL_DITHER);
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glShadeModel(GL_SMOOTH);
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glHint( GL_FOG_HINT, GL_NICEST );
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glEnable(GL_DEPTH_TEST);
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glDepthFunc( GL_LEQUAL );
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glDisable(GL_LIGHTING);
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glEnableClientState(GL_VERTEX_ARRAY);
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return true;
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}
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int main(int argc, char *argv[]) {
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char file[64];
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if(argc < 2) {
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cerr << "Usage: " << argv[0] << " <nexus file>\n";
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return -1;
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}
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Nexus nexus;
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if(!nexus.Load(argv[1])) {
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cerr << "Could not load nexus file: " << argv[1] << endl;
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return -1;
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}
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Sphere3f sphere = nexus.sphere;
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if(!init()) {
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cerr << "Could not init SDL window\n";
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return -1;
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}
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glClearColor(0, 0, 0, 0);
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int quit = 0;
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SDL_Event event;
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int x, y;
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float alpha = 0;
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while( !quit ) {
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while( SDL_PollEvent( &event ) ){
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switch( event.type ) {
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case SDL_QUIT: quit = 1; break;
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case SDL_KEYDOWN:
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switch(event.key.keysym.sym) {
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case SDLK_q: exit(0); break;
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}
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//quit = 1;
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//error++;
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//if(error == 5) error = 0;
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//render.setMaxError(error/10.0);
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break;
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case SDL_MOUSEBUTTONDOWN:
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x = event.button.x;
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y = event.button.y;
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// hand.buttonDown(x, y, 1);
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break;
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case SDL_MOUSEBUTTONUP:
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x = event.button.x;
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y = event.button.y;
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// hand.buttonUp(x, y);
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break;
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case SDL_MOUSEMOTION:
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while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
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x = event.motion.x;
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y = event.motion.y;
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// hand.mouseMove(x, y);
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break;
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default: break;
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}
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60, 1, 0.1, 100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0,0,3, 0,0,0, 0,1,0);
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float scale = 3/sphere.Radius();
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glRotatef(alpha, 0, 1, 0);
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alpha++;
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if(alpha > 360) alpha = 0;
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glScalef(scale, scale, scale);
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Point3f center = sphere.Center();
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glTranslatef(-center[0], -center[1], -center[2]);
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glBegin(GL_TRIANGLES);
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for(unsigned int i = 0; i < nexus.index.size(); i++) {
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Patch patch = nexus.GetPatch(i);
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unsigned int val = i + 1;
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glColor3ub((val * 27)%255, (val * 37)%255, (val * 87)%255);
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unsigned short *f = patch.FaceBegin();
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for(unsigned int j = 0; j < patch.FaceSize() * 3 - 3; j++) {
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Point3f &p = patch.Vert(f[j]);
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// cerr << "f[j]: " << f[j] << endl;
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// cout << "p: " << p[0] << " " << p[1] << " " << p[2] << endl;
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glVertex3f(p[0], p[1], p[2]);
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}
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}
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glEnd();
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SDL_GL_SwapBuffers();
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}
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// Clean up
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SDL_Quit();
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return -1;
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}
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