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Achieving PostScript and Wmf outputs for OpenGL

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9 Jun 2003 400.3K   10.7K   137  
This article explains how to generate resolution independent versions of 3D meshes rendered by OpenGL/MFC programs, i.e. how to export the rendering results to vectorial formats such as encapsulated postscript (EPS) and Windows enhanced metafile (EMF) formats. The main goal consists of being able to
//********************************************
// SceneGraph.cpp
//********************************************
// class CSceneGraph
//********************************************
// alliez@usc.edu
// Created : 15/01/98
// Modified : 15/01/98
//********************************************

#include "stdafx.h"
#include "Base3d.h"
#include "SceneGraph3d.h"

//////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////

//********************************************
// Constructor
//********************************************
CSceneGraph3d::CSceneGraph3d()
{
	m_pIndexTextureBinding = NULL;
	m_ListDone = 0;
}

//********************************************
// Destructor
//********************************************
CSceneGraph3d::~CSceneGraph3d()
{
	Free();
}

//********************************************
// Destructor
//********************************************
void CSceneGraph3d::Free(void)
{
	// Textures
	if(m_ArrayTexture.GetSize())
	{
		::glDeleteTextures(m_ArrayTexture.GetSize(),m_pIndexTextureBinding);
		if(m_pIndexTextureBinding != NULL)
		{
			delete [] m_pIndexTextureBinding;
			m_pIndexTextureBinding = NULL;
		}
	}
	m_ArrayTexture.Free();
	// Objects
	m_ArrayObject3d.Free();
}

//////////////////////////////////////////////
// DATAS
//////////////////////////////////////////////

//********************************************
// Add
//********************************************
void CSceneGraph3d::Add(CObject3d *pObject3d)
{
	m_ArrayObject3d.Add(pObject3d);
}

//********************************************
// Add
//********************************************
void CSceneGraph3d::RemoveAt(int index)
{
	m_ArrayObject3d.RemoveAt(index);
}

//********************************************
// GetAt
//********************************************
CObject3d *CSceneGraph3d::GetAt(int index)
{
	ASSERT(index < m_ArrayObject3d.GetSize());
	return m_ArrayObject3d[index];
}
	
//********************************************
// Operator []
//********************************************
CObject3d *CSceneGraph3d::operator[](int index)
{
	ASSERT(index < m_ArrayObject3d.GetSize());
	return m_ArrayObject3d[index];
}
	



//////////////////////////////////////////////
// OPENGL
//////////////////////////////////////////////

//********************************************
// BuildList
//********************************************
int CSceneGraph3d::glBuildList()
{
	TRACE("Build list");

	// Meshes
	//***********************************
	unsigned int size = m_ArrayObject3d.GetSize();
	for(unsigned int i=0; i<size; i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d.GetAt(i);
		if(pObject3d != NULL)
		{
			pObject3d->glBuildList();
			TRACE("."); // progressing (debug mode)
		}
	}
	TRACE("ok\n");

	// Textures
	//***********************************
	unsigned int NbTexture = m_ArrayTexture.GetSize();
	if(NbTexture)
	{
		TRACE("SceneGraph : texture binding...(%d texture(s))\n",NbTexture);

		// Cleanup
		if(m_pIndexTextureBinding != NULL)
		{
			::glDeleteTextures(NbTexture,m_pIndexTextureBinding);
			delete [] m_pIndexTextureBinding;
		}
		m_pIndexTextureBinding = new unsigned int[NbTexture];

		::glGenTextures(NbTexture,m_pIndexTextureBinding);
		int error = glGetError();
		ASSERT(error !=  GL_INVALID_VALUE);
		ASSERT(error !=  GL_INVALID_OPERATION);

		TRACE("Bind texture...\n");
		for(i=0;i<NbTexture;i++)
		{
			while (GL_NO_ERROR != glGetError() ) {}

			// Bind texture
			glBindTexture(GL_TEXTURE_2D,m_pIndexTextureBinding[i]);


  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

			int error = glGetError();
			ASSERT(error !=  GL_INVALID_ENUM);
			ASSERT(error !=  GL_INVALID_OPERATION);

			// Read datas
			CTexture *pTexture = m_ArrayTexture[i];
			ASSERT(pTexture->GetData() != NULL);
			::glTexImage2D(GL_TEXTURE_2D,0,3,
										 pTexture->GetWidth(),pTexture->GetHeight(),0,			
										 GL_RGB,GL_UNSIGNED_BYTE,pTexture->GetData());
			error = glGetError();
			ASSERT(error !=  GL_INVALID_ENUM);
			ASSERT(error !=  GL_INVALID_OPERATION);
			ASSERT(error !=  GL_INVALID_VALUE);

		}

	}
	m_ListDone = 1;

	return 1;
}

//********************************************
// glDraw
//********************************************
void CSceneGraph3d::glDraw(void)
{
	if(!m_ListDone)
		glBuildList();

	unsigned int size = m_ArrayObject3d.GetSize();
	for(unsigned int i=0; i<size; i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		// Texture
		if(pObject3d->GetType() == TYPE_MESH3D)
		{
			CMesh3d *pMesh = (CMesh3d *)pObject3d;
			int IndexTexture = pMesh->GetTextureIndex();
			if(IndexTexture >= 0)
			{
				ASSERT(glIsTexture(m_pIndexTextureBinding[IndexTexture]));
				glBindTexture(GL_TEXTURE_2D,m_pIndexTextureBinding[IndexTexture]);
				TRACE("Texture : %d\n",m_pIndexTextureBinding[IndexTexture]);
			}
			// Drawing
			pObject3d->glDraw();
		}
		else
			pObject3d->glDraw();
	}
}

//********************************************
// glDraw
//********************************************
void CSceneGraph3d::glDrawDirect(void)
{
	unsigned int size = m_ArrayObject3d.GetSize();
	for(unsigned int i=0; i<size; i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		// Meshes
		if(pObject3d->GetType() == TYPE_MESH3D)
		{
			CMesh3d *pMesh = (CMesh3d *)pObject3d;
			pMesh->glDrawDirect();
		}
		else
			pObject3d->glDraw();
	}
}


//********************************************
// glDraw
// draw only type
//********************************************
void CSceneGraph3d::glDraw(int type)
{
	if(!m_ListDone)
		glBuildList();

	unsigned int size = m_ArrayObject3d.GetSize();
	for(unsigned int i=0; i<size; i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() == type)
			pObject3d->glDraw();
	}
}


//////////////////////////////////////////////
// MISC
//////////////////////////////////////////////

//********************************************
// BuildAdjacency
// For each mesh
//********************************************
int CSceneGraph3d::BuildAdjacency()
{
	int size = m_ArrayObject3d.GetSize();
	if(size ==0)
		return 0;
	
	TRACE("Scene %x : Start BuildAdjacency...\n",this);
	TRACE("  NbObject : %d\n",size);
	for(int i=0;i<size;i++)
		{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() != TYPE_MESH3D)
			continue;
		CMesh3d *pMesh = (CMesh3d *)m_ArrayObject3d[i];
		pMesh->BuildAdjacency();
		}
	TRACE("Scene %x : End BuildAdjacency...\n",this);

	return 1;
}

//********************************************
// CalculateNormalPerVertex
// For each mesh
//********************************************
int CSceneGraph3d::CalculateNormalPerVertex()
{
	int size = m_ArrayObject3d.GetSize();
	if(size ==0)
		return 0;

	for(int i=0;i<size;i++)
		{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() != TYPE_MESH3D)
			continue;
		CMesh3d *pMesh = (CMesh3d *)m_ArrayObject3d[i];
		pMesh->CalculateNormalPerVertex();
		}

	return 1;
}

//********************************************
// CalculateNormalPerFace
// For each mesh
//********************************************
int CSceneGraph3d::CalculateNormalPerFace()
{
	int size = m_ArrayObject3d.GetSize();
	if(size ==0)
		return 0;

	for(int i=0;i<size;i++)
		{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() != TYPE_MESH3D)
			continue;
		CMesh3d *pMesh = (CMesh3d *)m_ArrayObject3d[i];
		pMesh->CalculateNormalPerFace();
		}

	return 1;
}


//********************************************
// SetNormalBinding
//********************************************
void CSceneGraph3d::SetNormalBinding(int type)
{
	int size = m_ArrayObject3d.GetSize();
	for(int i=0;i<size;i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() != TYPE_MESH3D)
			continue;
		CMesh3d *pMesh = (CMesh3d *)m_ArrayObject3d[i];
		pMesh->SetNormalBinding(type);
	}
}

//********************************************
// SetColorBinding
//********************************************
void CSceneGraph3d::SetColorBinding(int type)
{
	int size = m_ArrayObject3d.GetSize();
	for(int i=0;i<size;i++)
	{
		CObject3d *pObject3d = m_ArrayObject3d[i];
		if(pObject3d->GetType() != TYPE_MESH3D)
			continue;
		CMesh3d *pMesh = (CMesh3d *)m_ArrayObject3d[i];
		pMesh->SetColorBinding(type);
	}
}


//////////////////////////////////////////////
// TEXTURES
//////////////////////////////////////////////

//********************************************
// HasTexture
//********************************************
int CSceneGraph3d::HasTexture(char *name,
															int *index)
{
	for(int i=0;i<m_ArrayTexture.GetSize();i++)
		if(m_ArrayTexture[i]->GetFileName() == name)
		{
			*index = i;
			return 1;
		}
	return 0;
}


//////////////////////////////////////////////
// I/O
//////////////////////////////////////////////

//********************************************
// SaveFile
//********************************************
int CSceneGraph3d::SaveFile(char *name)
{
	// Check
	if(NbObject() == 0)
	{
		AfxMessageBox("This scene does not contain meshes");
		return 0;
	}

	// Check for valid file
	CStdioFile file;
	CFileException ex;
	
	// Write header
	if(!WriteHeader(file,name))
	{
		AfxMessageBox("Error during writing header");
		return 0;
	}

	// Meshes
	for(int i=0;i<NbObject();i++)
	{
		CObject3d *pObject = m_ArrayObject3d[i];
		if(pObject->GetType() == TYPE_MESH3D)
			((CMesh3d *)pObject)->WriteFile(file);
	}

	// Close file
  file.Close();

	return 1;
}

//********************************************
// SaveFileRaw
//********************************************
int CSceneGraph3d::SaveFileRaw(char *name)
{
	// Check
	if(NbObject() == 0)
	{
		AfxMessageBox("This scene does not contain meshes");
		return 0;
	}

	// Check for valid file
	CFile file;
	CFileException ex;

	// Try to open file (text mode)
	if(!file.Open(name,CFile::modeCreate | CFile::modeWrite | CFile::typeBinary,&ex))
	{
		#ifdef _DEBUG
		  afxDump << "File could not be opened " << ex.m_cause << "\n";
		#endif
		AfxMessageBox("Unable to open file for writing");
		return 0;
	}

	
	// Meshes
	unsigned int NbMesh = NbObject();
	file.Write(&NbMesh,sizeof(unsigned int));
	for(unsigned int i=0;i<NbMesh;i++)
	{
		CObject3d *pObject = m_ArrayObject3d[i];
		if(pObject->GetType() == TYPE_MESH3D)
			((CMesh3d *)pObject)->WriteFileRaw(file);
	}

	// Close file
  file.Close();

	return 1;
}


//**********************************************
// WriteHeader
// Do not close file
//**********************************************
int CSceneGraph3d::WriteHeader(CStdioFile &file,
															 char *name)
{
	CFileException ex;
	
	// Try to open file (text mode)
	if(!file.Open(name,CFile::modeCreate | CFile::modeWrite | CFile::typeText,&ex))
	{
		#ifdef _DEBUG
		  afxDump << "File could not be opened " << ex.m_cause << "\n";
		#endif
		AfxMessageBox("Unable to open file for writing");
		return 0;
	}

	// ** Header *******************************
	TRACE("\nSave VRML 2.0 File...\n");
	TRACE("  name : %s\n",name);
	TRY
	{
		file.WriteString("#VRML V2.0 utf8\n\n");
		file.WriteString("# Produced by 3d Toolbox 1.0 (Pierre Alliez, CNET / DIH / HDM)\n\n");
	}
	CATCH(CFileException, e)
	{
		#ifdef _DEBUG
				afxDump << "Error during writing " << e->m_cause << "\n";
		#endif
		AfxMessageBox("Error during writing file header");
		file.Close();
		return 0;
	}
	END_CATCH

	// do not close file
	return 1;
}



// ** EOF **

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