Refactored the sample code.

Shortened a lot and removed all unused unnecessary stuff
This commit is contained in:
Paolo Cignoni 2005-11-22 17:50:15 +00:00
parent c0a40ade47
commit 4469bebbfe
4 changed files with 163 additions and 363 deletions

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@ -1,26 +0,0 @@
#ifndef __MYMESH
#define __MYMESH
#include <vector>
// stuff to define the mesh
#include <vcg/simplex/vertex/with/afvmvnvq.h>
#include <vcg/simplex/face/with/afavfnfq.h>
#include <vcg/complex/trimesh/base.h>
#include <vcg/space/point2.h>
// the trackball
#include <wrap/gui/trackball.h>
class MyFace;
class MyEdge;
class MyVertex:public vcg::VertexAFVMVNVQ<float,MyEdge , MyFace, MyEdge>{
public: vcg::Point3f tx,ty;
} ;
class MyFace:public vcg::FaceAFAVFNFQ<MyVertex,MyEdge , MyFace> {
public:
int * r; // belongs to region r
int ip; // which plane of r
};
class MyMesh: public vcg::tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
#endif

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@ -1,299 +0,0 @@
/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.1 2005/03/15 07:00:54 ganovell
*** empty log message ***
****************************************************************************/
#include <iostream>
#include <fstream>
#include <SDL/SDL.h>
#include <gl/glew.h>
#include <GL/glu.h>
#include <GL/glut.h>
#ifdef _SHOW_A_MESH
// the trimesh drawer
#include "mesh_type.h"
#include <wrap/gl/trimesh.h>
#endif //_SHOW_A_MESH
#include <wrap/gui/trackball.h>
bool fullscreen = false, quit = false,keepdrawing = true;
int width =1024;
int height = 768;
int x,y;
vcg::GlTrimesh<MyMesh> glWrap;
int drawMode;
int keypress;
int pic_x,pic_y,doPick;
float sc;
MyMesh::FaceType * Pick(int x, int y, int width=4, int height=4);
SDL_Surface *screen = NULL;
vcg::Trackball track;
void gl_print(float x, float y, char *str);
bool init(const std::string &str) {
if(SDL_Init(SDL_INIT_VIDEO) != 0) {
return false;
}
const SDL_VideoInfo *info = SDL_GetVideoInfo();
int bpp = info->vfmt->BitsPerPixel;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
int flags = SDL_OPENGL;
if(fullscreen)
flags |= SDL_FULLSCREEN;
screen = SDL_SetVideoMode(width, height, bpp, flags);
if(!screen) {
return false;
}
SDL_WM_SetIcon(SDL_LoadBMP("inspector.bmp"), NULL);
SDL_WM_SetCaption(str.c_str(), str.c_str());
glDisable(GL_DITHER);
glShadeModel(GL_SMOOTH);
glHint( GL_FOG_HINT, GL_NICEST );
glEnable(GL_DEPTH_TEST);
glDepthFunc( GL_LEQUAL );
glDisable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
#ifdef _SHOW_A_MESH
glWrap.Update();
#endif
return true;
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, width/(float)height, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,5, 0,0,0, 0,1,0);
glViewport(0,0,width,height);
track.GetView();
track.Apply();
track.Draw();
#ifdef _SHOW_A_MESH
glScalef(1-sc,1-sc,1-sc);
glScalef(1/glWrap.m->bbox.Diag(),1/glWrap.m->bbox.Diag(),1/glWrap.m->bbox.Diag());
glTranslate(-glWrap.m->bbox.Center());
// to do some picking
MyMesh::FaceType* fp=NULL;
if(doPick)
{
fp = Pick(pic_x,pic_y,1,1);
doPick=false;
}
// 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::DMPoints,vcg::GLW::CMNone,vcg::GLW::TMNone> (); break;
case 2: glWrap.Draw<vcg::GLW::DMWire,vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 3: glWrap.Draw<vcg::GLW::DMFlatWire,vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 4: glWrap.Draw<vcg::GLW::DMHidden,vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 5: glWrap.Draw<vcg::GLW::DMFlat,vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 6: break;
}
#endif
// glScalef(scale, scale, scale);
// Point3f center = sphere.Center();
// glTranslatef(-center[0], -center[1], -center[2]);
SDL_GL_SwapBuffers();
}
int sdl_idle() {
SDL_Event event;
while( !quit ) {
unsigned int anything = SDL_PollEvent(&event);
if(!anything && !keepdrawing) {
SDL_WaitEvent(&event);
anything = true;
}
if(anything) {
switch( event.type ) {
case SDL_QUIT: quit = 1; break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_RCTRL:
case SDLK_LCTRL: track.ButtonDown(vcg::Trackball::KEY_CTRL); break;
case SDLK_q: exit(0); break;
}
break;
case SDL_KEYUP:
switch(event.key.keysym.sym) {
case SDLK_RCTRL:
case SDLK_LCTRL:
track.ButtonUp(vcg::Trackball::KEY_CTRL); break;
}
break;
case SDL_MOUSEBUTTONDOWN:
x = event.button.x;
y = height - event.button.y;
#ifdef SDL_BUTTON_WHEELUP
if(event.button.button == SDL_BUTTON_WHEELUP)
track.MouseWheel(1);
else if(event.button.button == SDL_BUTTON_WHEELDOWN)
track.MouseWheel(-1);
else
#endif
if(event.button.button == SDL_BUTTON_LEFT)
track.MouseDown(x, y, vcg::Trackball::BUTTON_LEFT);
else if(event.button.button == SDL_BUTTON_RIGHT)
track.MouseDown(x, y, vcg::Trackball::BUTTON_RIGHT);
break;
case SDL_MOUSEBUTTONUP:
x = event.button.x;
y = height - event.button.y;
if(event.button.button == SDL_BUTTON_LEFT)
track.MouseUp(x, y, vcg::Trackball::BUTTON_LEFT);
else if(event.button.button == SDL_BUTTON_RIGHT)
track.MouseUp(x, y, vcg::Trackball::BUTTON_RIGHT);
break;
case SDL_MOUSEMOTION:
while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
x = event.motion.x;
y = height - event.motion.y;
track.MouseMove(x, y);
break;
case SDL_VIDEOEXPOSE:
default: break;
}
}
display();
}
SDL_Quit();
return -1;
}
void gl_print(float x, float y, char *str) {
glRasterPos2f(x, y);
int len = (int)strlen(str);
for(int i = 0; i < len; i++)
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, str[i]);
}
#ifdef _SHOW_A_MESH
// you can use this funcion replacing the face with your own pickable primitive
MyMesh::FaceType * Pick(int x, int y,int w,int h)
{
long hits;
int sz=glWrap.m->face.size()*5;
unsigned int *selectBuf =new unsigned int[sz];
// static unsigned int selectBuf[16384];
glSelectBuffer(sz, selectBuf);
glRenderMode(GL_SELECT);
glInitNames();
/* Because LoadName() won't work with no names on the stack */
glPushName(-1);
double mp[16];
int viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX ,mp);
glPushMatrix();
glLoadIdentity();
//gluPickMatrix(x, viewport[3]-y, 4, 4, viewport);
gluPickMatrix(x, viewport[3]-y, width, height, viewport);
glMultMatrixd(mp);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
int tricnt=0;
MyMesh::FaceIterator ti;
for(ti=glWrap.m->face.begin();ti!=glWrap.m->face.end();++ti)
{
if(!(*ti).IsD())
{
glLoadName(tricnt);
glBegin(GL_TRIANGLES);
glVertex((*ti).P(0));
glVertex((*ti).P(1));
glVertex((*ti).P(2));
glEnd();
}
tricnt++;
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
hits = glRenderMode(GL_RENDER);
//xstring buf;
//if (hits <= 0) return 0;
std::vector< std::pair<double,int> > H;
for(int ii=0;ii<hits;ii++){
//TRACE("%ui %ui %ui %ui\n",selectBuf[ii*4],selectBuf[ii*4+1],selectBuf[ii*4+2],selectBuf[ii*4+3]);
H.push_back( std::pair<double,int>(selectBuf[ii*4+1]/4294967295.0,selectBuf[ii*4+3]));
}
if(H.empty()) return NULL;
std::sort(H.begin(),H.end());
return (MyMesh::FaceType *)&glWrap.m->face[H[0].second];
}
#endif //_SHOW_A_MESH

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History History
$Log: not supported by cvs2svn $ $Log: not supported by cvs2svn $
Revision 1.1 2005/03/15 07:00:54 ganovell Revision 1.1 2005/09/21 10:29:33 cignoni
*** empty log message *** Initial Relase
****************************************************************************/ ****************************************************************************/
#include <SDL/SDL.h>
#include "mysdl.h" #include <gl/glew.h>
#include <vector>
#ifdef _SHOW_A_MESH
// mesh definition // mesh definition
#include "mesh_type.h" #include <vcg/simplex/vertexplus/base.h>
#include <vcg/complex/trimesh/create/platonic.h> #include <vcg/simplex/faceplus/base.h>
#include <vcg/complex/trimesh/base.h>
#include <vcg/complex/trimesh/update/bounding.h> #include <vcg/complex/trimesh/update/bounding.h>
#include <vcg/complex/trimesh/update/normal.h> #include <vcg/complex/trimesh/update/normal.h>
#include <wrap/io_trimesh/import_ply.h> #include <wrap/io_trimesh/import.h>
#endif //_SHOW_A_MESH #include <wrap/gl/trimesh.h>
#include <wrap/gui/trackball.h>
int main(int argc, char *argv[]) { using namespace vcg;
int level = 0; using namespace std;
int apatch = -1; class CEdge; // dummy prototype never used
float error = 4; class CFace;
vcg::Trackball track; class CVertex : public VertexSimp2< CVertex, CEdge, CFace, vert::Coord3f, vert::Normal3f >{};
#ifdef _SHOW_A_MESH class CFace : public FaceSimp2< CVertex, CEdge, CFace, face::VertexRef, face::Normal3f > {};
// declare the mesh class CMesh : public vcg::tri::TriMesh< vector<CVertex>, vector<CFace> > {};
MyMesh mesh;
MyMesh::VertexIterator vi;
// load from disk
vcg::tri::io::ImporterPLY<MyMesh>::Open(mesh,argv[1]);
// update bounding box
vcg::tri::UpdateBounding<MyMesh>::Box(mesh);
// update bounding box
vcg::tri::UpdateNormals<MyMesh>::PerVertex(mesh);
glWrap.m = &mesh;
#endif //_SHOW_A_MESH
if(!init("SDL_minimal_viewer")) { ////////////////////////////////////////////////////////////////////////////
std::cerr << "Could not init SDL window\n"; // Globals: the mesh, the OpenGL wrapper to draw the mesh and the trackball.
return -1; CMesh mesh;
} vcg::GlTrimesh<CMesh> glWrap;
vcg::Trackball track;
int drawMode;
int width =1024;
int height = 768;
glClearColor(0, 0, 0, 0); ////////////////////////////////////////////////////////////////////////////
void initGL()
{
glClearColor(0, 0, 0, 0);
glEnable(GL_LIGHTING); glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0); glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE); glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL); glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
sdl_idle(); }
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();
}
bool initSDL(const std::string &str) {
/* Initialize SDL for video output */
if ( SDL_Init(SDL_INIT_VIDEO) < 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_WM_SetCaption(str.c_str(), str.c_str());
myReshapeFunc(width, height);
return true;
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, width/(float)height, 0.1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,0,5, 0,0,0, 0,1,0);
track.center=Point3f(0, 0, 0);
track.radius= 1;
track.GetView();
track.Apply();
float d=1.0f/mesh.bbox.Diag();
glScale(d);
glTranslate(-glWrap.m->bbox.Center());
// 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::DMPoints, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 2: glWrap.Draw<vcg::GLW::DMWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 3: glWrap.Draw<vcg::GLW::DMFlatWire, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 4: glWrap.Draw<vcg::GLW::DMHidden, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
case 5: glWrap.Draw<vcg::GLW::DMFlat, vcg::GLW::CMNone,vcg::GLW::TMNone> ();break;
default: break;
}
SDL_GL_SwapBuffers();
}
// The Event Loop Processor
int sdl_idle() {
bool quit=false;
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_RCTRL:
case SDLK_LCTRL: track.ButtonDown(vcg::Trackball::KEY_CTRL); break;
case SDLK_q: exit(0); break;
case SDLK_SPACE: drawMode=((drawMode+1)%6); printf("Current Mode %i\n",drawMode); break;
} break;
case SDL_KEYUP:
switch(event.key.keysym.sym) {
case SDLK_RCTRL:
case SDLK_LCTRL: track.ButtonUp(vcg::Trackball::KEY_CTRL); break;
} break;
case SDL_MOUSEBUTTONDOWN:
switch(event.button.button) {
case SDL_BUTTON_WHEELUP: track.MouseWheel( 1); break;
case SDL_BUTTON_WHEELDOWN: track.MouseWheel(-1); break;
case SDL_BUTTON_LEFT: track.MouseDown(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_LEFT); break;
case SDL_BUTTON_RIGHT: track.MouseDown(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_RIGHT);break;
} break;
case SDL_MOUSEBUTTONUP:
switch(event.button.button) {
case SDL_BUTTON_LEFT: track.MouseUp(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_LEFT); break;
case SDL_BUTTON_RIGHT: track.MouseUp(event.button.x, (height - event.button.y), vcg::Trackball::BUTTON_RIGHT);break;
} break;
case SDL_MOUSEMOTION:
while(SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_MOUSEMOTIONMASK));
track.MouseMove(event.button.x, (height - event.button.y));
break;
case SDL_VIDEOEXPOSE:
default: break;
}
display();
}
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();
initSDL("SDL_minimal_viewer");
initGL();
sdl_idle();
exit(0); exit(0);
} }

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@ -3,7 +3,6 @@
###################################################################### ######################################################################
TARGET = trimesh_sdl TARGET = trimesh_sdl
DEFINES+= _SHOW_A_MESH
LIBPATH += ../../../../code/lib/SDL/lib LIBPATH += ../../../../code/lib/SDL/lib
LIBPATH += ../../../../code/lib/glew/lib LIBPATH += ../../../../code/lib/glew/lib
win32:LIBS += SDL.lib SDLmain.lib opengl32.lib glu32.lib glew32s.lib glew32.lib win32:LIBS += SDL.lib SDLmain.lib opengl32.lib glu32.lib glew32s.lib glew32.lib