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/*
 * Kamil Kaminski
 * kamilkss@gmail.com
 *
 * OBJ Loader
 *
 * Code:
 * http://www.gamedev.net/community/forums/topic.asp?topic_id=312335
 *
 * todo: move obj files and texures into folder named e.g. "obj", or find some way
 * of figuring out the current directory, hmm, could modify a path string, e.g.
 * "./cube/cube.obj" -> "/cube/X", I would need to loop for last occurence of "/"
 *
 */

#include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <GL/glew.h>
#include <GL/freeglut.h>
#include "math3d.h"
#include "obj.h"

/* function prototypes */
static void resize(int, int);
static void setup_opengl(ObjModel *);
static void process_events(void);
static void draw_ground(void);
static void render(ObjModel *);

/* global */
int program_running = 1;

static void resize(int w, int h)
{
    printf("window: resizing to %dx%d\n", w, h);
    GLfloat fAspect = (GLfloat) w / (GLfloat) h;
    if (h == 0)
        h = 1;
    glViewport(0, 0, w, h);

    /* reset coordinate system */
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();

    /* produce the perspective projection */
    gluPerspective(45.0f, fAspect, 1.0, 300.0);

    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();

    /* this needs to be ran again, glut does it for you I suppose */
    SDL_SetVideoMode(w, h, 32, SDL_OPENGL | SDL_RESIZABLE);
}

static void setup_opengl(ObjModel *model)
{
    /* light values and coordinates */
    GLfloat whiteLight[] = { 0.05f, 0.05f, 0.05f, 1.0f };
    GLfloat sourceLight[] = { 0.75f, 0.75f, 0.75f, 1.0f };
    GLfloat    lightPos[] = { -10.f, 5.0f, 5.0f, 1.0f };

    glEnable(GL_DEPTH_TEST);/* hidden surface removal */
    glFrontFace(GL_CCW);/* counter clock-wise polygons face out */
    glEnable(GL_CULL_FACE); /* do not calculate inside of a pyramid */

    /* enable lighting */
    glEnable(GL_LIGHTING);

    /* setup and enable light 0 */
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteLight);
    glLightfv(GL_LIGHT0, GL_AMBIENT, sourceLight);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, sourceLight);
    glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
    glEnable(GL_LIGHT0);

    /* enable color tracking */
    glEnable(GL_COLOR_MATERIAL);

    /* set Material properties to follow glColor values */
    glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);

    /* gray background */
    glClearColor(0.5f, 0.5f, 0.5f, 1.0f);

    /* example of loading a targa file, note: RLE compression is not supported */
    GLbyte *pBytes;
    GLint iWidth, iHeight, iComponents;
    GLenum eFormat;

    /* get the texture filename from obj */
    char *fname = ObjGetPath(model->mtl->map_Ka); /* ambient texture map */
    if (model->mtl != NULL)
    {
        printf("ambient texture map: %s\n", model->mtl->map_Ka);

        /* load texture */
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        pBytes = gltLoadTGA(fname, &iWidth, &iHeight, &iComponents, &eFormat);
        if (!pBytes)
            fprintf(stderr, "gltLoadTGA: failed to load texture!\n");

        /* load texture image */
        glTexImage2D(GL_TEXTURE_2D, 0, iComponents, iWidth, iHeight, 0, eFormat,
                     GL_UNSIGNED_BYTE, pBytes);
        free(pBytes);
        
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
        
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glEnable(GL_TEXTURE_2D);
    }
}

/* process SDL events */
static void process_events(void)
{
    SDL_Event event;
    SDLKey sym;

    while (SDL_PollEvent(&event))
    {
    sym = event.key.keysym.sym;
        switch (event.type)
        {
        case SDL_KEYDOWN:
        {
            if (sym == SDLK_ESCAPE) program_running = 0;
            break;
        }
        case SDL_VIDEORESIZE: { resize(event.resize.w, event.resize.h); break; }
        case SDL_QUIT: { program_running = 0; break; }
        default: break;
        }
    }  
}

static void draw_ground(void)
{
    GLfloat fExtent = 20.0f;
    GLfloat fStep = 0.5f;
    GLfloat y = -0.4f;
    GLfloat iLine;

    glBegin(GL_LINES);
    for (iLine = -fExtent; iLine <= fExtent; iLine += fStep)
    {
        glVertex3f(iLine, y, fExtent);
        glVertex3f(iLine, y, -fExtent);
        glVertex3f(fExtent, y, iLine);
        glVertex3f(-fExtent, y, iLine);
    }
    glEnd();
}

static void render(ObjModel *model)
{
    /* clear the window with current clearing color */
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    draw_ground();

    glPushMatrix();
    glScalef(0.1f, 0.1f, 0.1f);
    glTranslatef(5.0f, 0.0f, -150.0f);

    glBegin(GL_QUADS);
        ObjSubmitGLCommandsQuad(model);
    glEnd();

    /* ObjSubmitIndexedVertexArrayQuad(model); */

    glPopMatrix();

    /* buffer swap */
    SDL_GL_SwapBuffers();
}    

int main(int argc, char **argv)
{
    if (argc != 2)
    {
        fprintf(stderr, "da fuck think you're doing?\n");
        exit(-1);
    }

    SDL_Surface *screen;

    if (SDL_Init(SDL_INIT_VIDEO) < 0 )
    {
        fprintf(stderr, "unable to init SDL: %s\n", SDL_GetError());
        exit(-1);
    }
    atexit(SDL_Quit);
    SDL_WM_SetCaption("OBJ Loader", NULL);

    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);

    if ((screen = SDL_SetVideoMode(640, 480, 32, SDL_OPENGL | SDL_RESIZABLE)) == NULL)
    {
        fprintf(stderr, "unable to set video mode: %s\n", SDL_GetError());
        exit(-1);
    }

    SDL_EnableUNICODE(1);
    /* SDL doesn't trigger off a ResizeEvent at startup, but as we need this 
     * for OpenGL, we do this ourselves */
    SDL_Event resizeEvent;
    resizeEvent.type = SDL_VIDEORESIZE;
    resizeEvent.resize.w = 640;
    resizeEvent.resize.h = 480;
    SDL_PushEvent(&resizeEvent);

    /* initalize glew */
    GLenum glewerr = glewInit();
    if (GLEW_OK != glewerr)
    {
        fprintf(stderr, "error: %s\n", glewGetErrorString(glewerr));
        return -1;
    }
    else
        fprintf(stdout, "status: using GLEW %s\n", glewGetString(GLEW_VERSION));

    /* OBJ Loading */
    char *memory = NULL;
    /* size_t bytes = ObjLoadFile("./cube/cube.obj", &memory); */
    size_t bytes = ObjLoadFile(argv[1], &memory);
    ObjModel *model = ObjLoadModel(memory, bytes);
    if (!bytes || model == NULL)
    {
        fprintf(stderr, "obj file could not be loaded!\n");
        exit(-1);
    }

    /* setup few stuff before rendering */
    setup_opengl(model);
   
    /* main loop */
    while (program_running)
    {
        process_events();
        render(model);
    }

    /* free up the resources */
    ObjFree(model);
    puts("bye!");

    return 0;
}