Download files - 669 Kb
FIG. 1. You can easily display a wrl-based terrain
using OpenGL and MFC.
This contribution is a small MFC sample to learn how to :
-
display a VRML file
-
use OpenGL display lists
-
superimpose wireframe on a flat or smoothly shaded mesh
-
smoothly subdivide a 3D triangular mesh (from Charles Loop)
-
implement mouse interaction (rotation and translation)
-
build a scene graph from a vrml 2.0 file (hand-made and not lex-based)
DISPLAY LIST
Using display lists is a nice way to accelerate your rendering application.
A display list compiles a sequence of gl drawings using standard OpenGL
calls, then can be recalled later using a simple list id number. The resulting
list is thus resident in the main memory in a precompilated mode, the which
greatly accelerates rendering loops. A good command sequence to build a
display list may be :
int list = ::glGenLists(1);
::glNewList(list,GL_COMPILE_AND_EXECUTE);
::glBegin(GL_TRIANGLES);
::glEnd();
::glEndList();
A good command sequence to use a display list may be :
if(::glIsList(list) == GL_TRUE)
::glCallList(m_ListOpenGL);
The sample builds a scene graph from a vrml 2.0 file (exported via 3D Studio
Max only), then uses display lists. Each 3D mesh contains a list number,
and use a glCallList command instead of standards glBegin(GL_TRIANGLES)
commands when its list is built. A flag m_Modified permits to rebuild the
list when the mesh is modified.
class CMesh2d : public CObject3d
{
private :
CArray<CVertex3d> m_ArrayVertex;
CArray<CFace3d> m_ArrayFace;
unsigned int m_ListOpenGL;
BOOL m_ListDone;
BOOL m_Modified;
.../...
public :
BOOL glDraw();
.../...
}
BOOL CMesh2d::glDraw()
{
if(!m_ListDone || m_Modified)
glBuildList();
if(::glIsList(m_ListOpenGL)==GL_TRUE)
{
::glCallList(m_ListOpenGL);
return TRUE;
}
return FALSE;
}
SUPERIMPOSING WIREFRAME
Sometime you would like to view the wireframe superimposing the flat or
smooth shaded mesh. A good way to do this is to use the glPolygonOffset
command, which creates a z-buffer offset. The following code shows the
RenderScene function of the document, if one resumes two rendering passes
are necessary, the first render the mesh using lighted flat mode, the second
cut off the light, set the line mode, set a z-buffer offset, then draw
the mesh again.
void CMeshDoc::RenderScene()
{
m_SceneGraph.glDraw();
if(m_AddWireframe)
{
::glDisable(GL_LIGHTING);
::glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
::glEnable(GL_POLYGON_OFFSET_LINE);
::glPolygonOffset(m_PolygonOffset,-1.0f);
m_SceneGraph.glDraw(TYPE_MESh2D);
::glDisable(GL_POLYGON_OFFSET_LINE);
::glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
::glEnable(GL_LIGHTING);
}
::glFlush();
}
FIG. 2. You can superimpose a wireframe on a flat-rendered
mesh, using a second rendering loop with the line option.
SMOOTH SUBDIVISION
From a given 3D mesh, how can we improve the geometric appearence on smooth
models ? The Charles Loop smooth subdivision comes here to help us. Each
triangle is divided in four triangles (see figure 3), and a filtering function
permits the mesh to be smoothed. The command is easy-to-use in the document,
and I let you discover the details in the mesh's code.
"wrl_viewer/wrl_viewer3.jpg" height=191 width=600>
FIG.3. The one-to-four triangle subdivision scheme used
by method.
void CMeshDoc::OnMeshLoop()
{
BeginWaitCursor();
int NbObject = m_SceneGraph.NbObject();
for(int i=0;i<NbObject;i++)
{
CObject3d *pObject3d = m_SceneGraph[i];
if(pObject3d->GetType() == TYPE_MESh2D)
{
CMesh2d *pMesh = (CMesh2d *)pObject3d;
pMesh->SubdivisionLoop();
}
}
UpdateAllViews(NULL);
EndWaitCursor();
}
FIG.4. Two successives iterations of one-to-four subdivision
scheme.
FIG.5. See the visual enhancement obtained by a smooth
subdivsion scheme..
MOUSE INTERACTION
A few variables and commands inserted in the view permit mouse interaction.
void CMeshView::OnLButtonDown(UINT nFlags, CPoint point)
{
m_LeftButtonDown = TRUE;
m_LeftDownPos = point;
SetCapture();
CView::OnLButtonDown(nFlags, point);
}
void CMeshView::OnLButtonUp(UINT nFlags, CPoint point)
{
m_RightButtonDown = FALSE;
m_LeftButtonDown = FALSE;
ReleaseCapture();
CView::OnLButtonUp(nFlags, point);
}
void CMeshView::OnRButtonDown(UINT nFlags, CPoint point)
{
m_RightButtonDown = TRUE;
m_RightDownPos = point;
SetCapture();
CView::OnRButtonDown(nFlags, point);
}
void CMeshView::OnRButtonUp(UINT nFlags, CPoint point)
{
m_RightButtonDown = FALSE;
m_LeftButtonDown = FALSE;
ReleaseCapture();
CView::OnRButtonUp(nFlags, point);
}
void CMeshView::OnMouseMove(UINT nFlags, CPoint point)
{
if(m_LeftButtonDown && m_RightButtonDown)
{
if(m_xyRotation)
{
m_yRotation -= (float)(m_LeftDownPos.x - point.x) * m_SpeedRotation;
m_xRotation -= (float)(m_LeftDownPos.y - point.y) * m_SpeedRotation;
}
else
{
m_zRotation -= (float)(m_LeftDownPos.x - point.x) * m_SpeedRotation;
m_xRotation -= (float)(m_LeftDownPos.y - point.y) * m_SpeedRotation;
}
m_LeftDownPos = point;
m_RightDownPos = point;
InvalidateRect(NULL,FALSE);
}
else
if(m_LeftButtonDown)
{
m_xTranslation -= (float)(m_LeftDownPos.x - point.x) * m_SpeedTranslation;
m_yTranslation += (float)(m_LeftDownPos.y - point.y) * m_SpeedTranslation;
m_LeftDownPos = point;
InvalidateRect(NULL,FALSE);
}
else
if(m_RightButtonDown)
{
m_zTranslation += (float)(m_RightDownPos.y - point.y) * m_SpeedTranslation;
m_RightDownPos = point;
InvalidateRect(NULL,FALSE);
}
CView::OnMouseMove(nFlags, point);
}