This is the old version of the viewer. It does generate a vertex buffer only if the model is animated (simply because you can't animate a mesh without one), but even then it uses direct OpenGL commands. This is not as effective as the current version, but I kept this too because the way how it displays faces is more readable and helps understanding M3D structures better. ```c /* * m3dview/viewer.c * * Copyright (C) 2019 bzt (bztsrc@gitlab) * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * @brief simple portable Model 3D viewer - Simple OpenGL commands * https://gitlab.com/bztsrc/model3d * */ #include "viewer.h" #include "font6.h" #define M3D_IMPLEMENTATION #define M3D_ASCII #include #include #include /* variables */ unsigned char *buff = NULL; unsigned int size, actionid = 0, frame = -1U, fpsdivisor = 1, lastframe = 0; char *wintitle = NULL, infostr[64]; m3d_t *model = NULL; int screenw = 640, screenh = 480, doframe = 0; int mousebtn = 0, mousemove = 0, mousex = 0, mousey = 0; float mindist = 1, maxdist = 25, distance = 5.5, pitch = 0/*-35.264*/, yaw = 0/*45*/; float light_position[4] = { -1, 2, 2, 0 }, light_color[4] = { 1, 1, 0.5, 1 }, shadow_color[4] = { 0, 0, 0, 0 }; unsigned int numvbo = 0, numtexture, texture[32]; m3dv_t *vbo = NULL; unsigned char checker_data[4*128*128]; /** * File reader callback for the M3D SDK, also used to load the model */ unsigned char *readfile(char *fn, unsigned int *size) { FILE *f; unsigned char *ret = NULL; *size = 0; f = fopen(fn, "rb"); if(f) { fseek(f, 0L, SEEK_END); *size = (unsigned int)ftell(f); fseek(f, 0L, SEEK_SET); ret = (unsigned char*)malloc(*size + 1); if(ret) { fread(ret, *size, 1, f); ret[*size] = 0; } else *size = 0; fclose(f); } return ret; } /** * Parse command line and load a model */ void load(int argc, char **argv) { /* check arguments */ if(argc < 2) { printf("Model 3D Viewer by bzt Copyright (C) 2019 MIT license\n\n" "./m3dview " #ifdef PREVIEW " [out.png]" #endif "\n\n"); exit(0); } /* read the file */ buff = readfile(argv[1], &size); if(!buff) error("unable to load model file"); /* decode bit-chunk into in-memory C structures */ model = m3d_load(buff, readfile, free, NULL); if(!model) error("unable to parse model"); /* set up window title */ wintitle = (char*)malloc(strlen(model->name) + strlen(model->license) + 32); if(!wintitle) error("unable to allocate memory"); strcpy(wintitle, "Model 3D Viewer: "); strcat(wintitle, model->name); if(model->license[0]) { strcat(wintitle, " ("); strcat(wintitle, model->license); strcat(wintitle, ")"); } sprintf(infostr, "%d triangles, %d vertices (%d bit), %d actions", model->numface, model->numvertex, model->vc_s << 3, model->numaction); } /** * Multiply a vertex with a transformation matrix */ void vec3_mul_mat4(m3dv_t *out, m3dv_t *v, float *mat) { out->x = mat[ 0] * v->x + mat[ 1] * v->y + mat[ 2] * v->z + mat[ 3]; out->y = mat[ 4] * v->x + mat[ 5] * v->y + mat[ 6] * v->z + mat[ 7]; out->z = mat[ 8] * v->x + mat[ 9] * v->y + mat[10] * v->z + mat[11]; } /** * Convert a standard uint32_t color into OpenGL color */ void set_color(uint32_t c, float *f) { if(!c) { f[0] = f[1] = f[2] = 0.0; f[3] = 1.0; } else { f[3] = ((float)((c >> 24)&0xff)) / 255; #ifndef PREVIEW f[2] = ((float)((c >> 16)&0xff)) / 255; f[1] = ((float)((c >> 8)&0xff)) / 255; f[0] = ((float)((c >> 0)&0xff)) / 255; #else f[2] = ((float)((c >> 16)&0xff)) / 256; f[1] = ((float)((c >> 8)&0xff)) / 256; f[0] = ((float)((c >> 0)&0xff)) / 256; #endif } } /** * Set material to use. */ void set_material(unsigned int mi) { unsigned int i, t; float color[4]; m3dm_t *m; if(mi == -1U || mi >= model->nummaterial) return; m = &model->material[mi]; glEnd(); /* reset GL material */ glDisable(GL_TEXTURE_2D); glColor4f(0.5, 0.3, 0.1, 1); set_color(0, (float*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (GLfloat*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (GLfloat*)&color); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0); /* update with what we have in this new material */ for(i = 0; i < m->numprop; i++) { switch(m->prop[i].type) { case m3dp_Kd: set_color(m->prop[i].value.color, (float*)&color); glColor4fv((GLfloat*)&color); break; case m3dp_Ka: set_color(m->prop[i].value.color, (float*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (GLfloat*)&color); break; case m3dp_Ks: set_color(m->prop[i].value.color, (float*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat*)&color); break; case m3dp_Ke: set_color(m->prop[i].value.color, (float*)&color); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (GLfloat*)&color); break; case m3dp_Ns: glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, m->prop[i].value.fnum); break; case m3dp_map_Kd: if(numtexture) { t = m->prop[i].value.textureid < numtexture ? m->prop[i].value.textureid + 1 : 0; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[t]); } break; } } glBegin(GL_TRIANGLES); return; } /** * Set FPS divisor for animation debugging */ void fpsdiv(int idx) { switch(idx) { case 1: fpsdivisor = 2; break; case 2: fpsdivisor = 3; break; case 3: fpsdivisor = 5; break; case 4: fpsdivisor = 10; break; case 5: fpsdivisor = 15; break; case 6: fpsdivisor = 20; break; case 7: fpsdivisor = 25; break; case 8: fpsdivisor = 30; break; case 9: fpsdivisor = 60; break; default: fpsdivisor = 1; break; } } /** * Switch to next frame */ void nextframe(void) { doframe = 0; frame++; continous(); } /** * Switch to previous frame */ void prevframe(void) { doframe = 0; frame--; continous(); } /** * Toggle continous playback */ void continous(void) { char *title, *name; doframe ^= 1; if(actionid < model->numaction) { if(frame == -1U) frame = model->action[actionid].numframe - 1; if(frame > model->action[actionid].numframe - 1) frame = 0; } else frame = 0; name = doframe ? (actionid < model->numaction ? model->action[actionid].name : "(bind-pose)") : model->name; title = (char*)malloc(strlen(name) + 64); if(title) { if(doframe) sprintf(title, "Model 3D Viewer: %s (frame %4d / %4d)", name, actionid < model->numaction ? frame + 1 : 1, actionid < model->numaction ? model->action[actionid].numframe : 1); else sprintf(title, "Model 3D Viewer: %s", model->name); set_title(title); free(title); } } /** * Zoom in */ void zoomin(void) { distance -= 0.01 * distance; if(distance < 0.000001) distance = 0.000001; } /** * Zoom out */ void zoomout(void) { distance += 0.01 * distance; if(distance > 100000) distance = 100000; } /** * Print an UTF-8 string */ void glPrint(char *s) { unsigned int c; while(*s) { if((*s & 128) != 0) { if(!(*s & 32)) { c = ((*s & 0x1F)<<6)|(*(s+1) & 0x3F); s++; } else if(!(*s & 16)) { c = ((*s & 0xF)<<12)|((*(s+1) & 0x3F)<<6)|(*(s+2) & 0x3F); s += 2; } else if(!(*s & 8)) { c = ((*s & 0x7)<<18)|((*(s+1) & 0x3F)<<12)|((*(s+2) & 0x3F)<<6)|(*(s+3) & 0x3F); *s += 3; } else c = 0; } else c = *s; s++; if(c >= (unsigned int)(sizeof(font)/sizeof(font[0]))) c = 0; glBitmap(FONT_WIDTH, FONT_HEIGHT, 0, 0, (float)FONT_WIDTH, 0.0, ((unsigned char*)&font + c * FONT_HEIGHT)); } } /** * Set up OpenGL context */ void setupgl(void) { unsigned int i, j, k; glEnable(GL_MULTISAMPLE); glEnable(GL_NORMALIZE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor(0.4, 0.4, 0.4, 1.0); glShadeModel(GL_SMOOTH); glFrontFace(GL_CCW); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightfv(GL_LIGHT0, GL_SPECULAR, light_color); glLightfv(GL_LIGHT0, GL_AMBIENT, shadow_color); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); glViewport(0, 0, screenw, screenh); /* set up vbo array */ if(model->numface && model->numbone && model->numskin && model->numaction) { numvbo = model->numface * 3 /* triangle */ * 2 /* vertex + normal */; vbo = (m3dv_t*)malloc(numvbo * sizeof(m3dv_t)); if(!vbo) error("unable to allocate memory"); /* create separate vertex records in vbo, because animation may change differently * for different triangles that share vertex coordinates */ for(i = k = 0; i < model->numface; i++) for(j = 0; j < 3; j++, k += 2) { memcpy(&vbo[k+0], &model->vertex[model->face[i].vertex[j]], sizeof(m3dv_t)); memcpy(&vbo[k+1], &model->vertex[model->face[i].normal[j]], sizeof(m3dv_t)); /* to avoid allocating extra memory, we store the original vertex id in vbo color */ vbo[k+0].color = model->face[i].vertex[j]; vbo[k+1].color = model->face[i].normal[j]; /* copy vertex skinid to normal, normals usually are skin neutral in models */ vbo[k+1].skinid = vbo[k+0].skinid; } } /* set up GL textures */ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, (GLint*)&numtexture); if(numtexture > 31) numtexture = 31; if(numtexture < 1) return; memset(texture, 0, sizeof(texture)); glGenTextures(numtexture, (GLuint*)&texture); for (j = k = 0; j < 128; j++) for (i = 0; i < 128; i++) { checker_data[k++] = 127 + ((((i>>5) & 1) ^ ((j>>5) & 1)) << 5); checker_data[k++] = 85; checker_data[k++] = 25; checker_data[k++] = 255; } glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, checker_data); /* add textures from model */ if(model->numtexture) { for(i = 0; i < numtexture && i < model->numtexture; i++) { if(!model->texture[i].w || !model->texture[i].h || !model->texture[i].d) { fprintf(stderr, "m3dview: unable to load texture '%s'\n", model->texture[i].name); texture[1 + i] = texture[0]; continue; } glBindTexture(GL_TEXTURE_2D, texture[1 + i]); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, model->texture[i].w, model->texture[i].h, 0, GL_RGBA, GL_UNSIGNED_BYTE, model->texture[i].d); } } } /** * Animate the mesh */ void animate_model(unsigned int msec) { unsigned int i, j, s; m3db_t *animpose; m3dv_t tmp1, tmp2; if(actionid < model->numaction && doframe) { /* if we are frame debugging, use the exact timestamp of the frame as msec */ msec = model->action[actionid].frame[frame].msec; } else /* otherwise modify by the debugging fps divisor (is 1 by default) */ msec /= fpsdivisor; /* don't regenerate if we have the same timestamp as last time */ if(msec == lastframe) return; lastframe = msec; /* get the animation-pose skeleton*/ animpose = m3d_pose(model, actionid, msec); /* convert mesh vertices from bind-pose into animation-pose */ for(i = 0; i < numvbo; i++) { s = vbo[i].skinid; if(s != -1U) { vbo[i].x = vbo[i].y = vbo[i].z = 0; for(j = 0; j < M3D_NUMBONE && model->skin[s].weight[j] > 0.0; j++) { /* transfer from bind-pose model-space into bone-local space */ vec3_mul_mat4(&tmp1, &model->vertex[vbo[i].color], (float*)&model->bone[ model->skin[s].boneid[j] ].mat4); /* transfer from bone-local space into animation-pose model-space */ vec3_mul_mat4(&tmp2, &tmp1, (float*)&animpose[ model->skin[s].boneid[j] ].mat4); /* adjust with weight and accumulate */ vbo[i].x += tmp2.x * model->skin[s].weight[j]; vbo[i].y += tmp2.y * model->skin[s].weight[j]; vbo[i].z += tmp2.z * model->skin[s].weight[j]; } } } free(animpose); } /** * Display the model */ void display(unsigned int msec) { unsigned int i, j, k, mi = -1U, c = 0, lc = 0; m3dv_t *v; float color[4] = { 0, 0, 0, 1 }, fov; /* handle model rotation */ if(mousemove) { yaw -= mousex * 0.3; pitch -= mousey * 0.2; if (pitch < -90) pitch = -90; if (pitch > 90) pitch = 90; if (yaw < 0) yaw += 360; if (yaw > 360) yaw -= 360; mousemove = 0; } /* switch action to animate */ if(actionid == -1U) actionid = model->numaction; else if((unsigned int)actionid > model->numaction) actionid = 0; /* display model */ #ifdef PREVIEW if(!msec) glClearColor(1.0, 1.0, 1.0, 1.0); #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); fov = 0.221694 * (mindist/5); glFrustum(-fov, fov, -fov, fov, mindist/5, maxdist*5); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_DEPTH_TEST); glTranslatef(0, 0, -distance*1.1); glRotatef(-pitch, 1, 0, 0); glRotatef(-yaw, 0, 1, 0); glTranslatef(0, 0, 0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); /* draw the coordinate system */ if(msec) { glDisable(GL_LIGHTING); glBegin(GL_LINES); glColor4f(1, 0, 0, 1); glVertex3f(0, 0, 0); glVertex3f(1.001, 0, 0); glColor4f(0.5, 0.4, 0.4, 1); glVertex3f(0, 0, 0); glVertex3f(-1.001, 0, 0); glColor4f(0, 1, 0, 1); glVertex3f(0, 0, 0); glVertex3f(0, 1.001, 0); glColor4f(0.4, 0.5, 0.4, 1); glVertex3f(0, 0, 0); glVertex3f(0, -1.001, 0); glColor4f(0, 0, 1, 1); glVertex3f(0, 0, 0); glVertex3f(0, 0, 1.001); glColor4f(0.4, 0.4, 0.5, 1); glVertex3f(0, 0, 0); glVertex3f(0, 0, -1.001); glEnd(); } glColor4f(0.5, 0.3, 0.1, 1); /* draw the mesh */ glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); if(model->numtexture) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0]); } glAlphaFunc(GL_GREATER, 0.2); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); /* animate the mesh if we have a vertex buffer object */ if(vbo) animate_model(msec); /* you should use glDrawArrays here. this is a simple, most portable viewer */ glBegin(GL_TRIANGLES); for(i = k = 0; i < model->numface; i++) { /* if material changed */ if(mi != model->face[i].materialid) { mi = model->face[i].materialid; set_material(mi); lc = 0; } /* we have triangles */ for(j = 0; j < 3; j++, k += 2) { /* get normals and color */ if(vbo) { v = &vbo[k+1]; glNormal3f(v->x, v->y, v->z); v = &vbo[k]; /* so save space, we've stored the original vertex id in vbo colors */ c = model->vertex[vbo[k].color].color; } else { v = &model->vertex[model->face[i].normal[j]]; glNormal3f(v->x, v->y, v->z); v = &model->vertex[model->face[i].vertex[j]]; c = v->color; } /* if there's no material and color changed */ if(mi == -1U && c != lc) { lc = c; set_color(c, (float*)&color); glColor4fv((GLfloat*)&color); } if(model->face[i].texcoord[j] != -1U) { glTexCoord2f(model->tmap[model->face[i].texcoord[j]].u, 1.0 - model->tmap[model->face[i].texcoord[j]].v); } /* add the vertex */ glVertex3f(v->x, v->y, v->z); } } glEnd(); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); glDisable(GL_DEPTH_TEST); /* on screen text */ if(msec) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, screenw, screenh, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor4f(1, 1, 1, 1); glPushClientAttrib( GL_CLIENT_PIXEL_STORE_BIT ); glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE ); glPixelStorei( GL_UNPACK_LSB_FIRST, GL_FALSE ); glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 ); glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 ); glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 ); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glRasterPos2f(0.0, (float)FONT_HEIGHT); glPrint(model->name); glPrint(" ("); glPrint(model->license[0] ? model->license : "no license"); glPrint(", "); glPrint(model->author[0] ? model->author : "no author"); glPrint(")"); glRasterPos2f(0.0, (float)(FONT_HEIGHT*2)); glPrint(infostr); if(model->numaction) { glPrint(", current: "); glPrint(actionid < model->numaction ? model->action[actionid].name : "(bind-pose)"); } glPopClientAttrib(); } } /** * Print an error message and quit */ void error(char *msg) { fprintf(stderr, "m3dview: %s\n", msg); cleanup(); exit(1); } /** * Clean up on exit */ void cleanup() { if(model) m3d_free(model); if(vbo) free(vbo); if(buff) free(buff); } ```