Click here to Skip to main content
13,001,686 members (73,431 online)
Click here to Skip to main content
Articles » Multimedia » OpenGL » General » Downloads

Stats

306.3K views
11.6K downloads
53 bookmarked
Posted 5 Mar 2003

StL Data File Viewer

, 5 Mar 2003
A simple StereoLithography data file viewer.
// StlObject.cpp: implementation of the CStLObject class.
//
//////////////////////////////////////////////////////////////////////

#include "stdafx.h"
#include "StLViewer.h"
#include "StlObject.h"

#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CStLObject::CStLObject(CStLReader* r)
{
	myReader = r->Copy();
	glObjType = GLSURFACE;
	glObjID = (int)glObjType + CGLObject::GetCount();
	
	itsMaterial = JADE;

	itsShadeRed = 155;
	itsShadeGreen = 155;
	itsShadeBlue = 155;

	itsRed = 200;
	itsGreen = 225;
	itsBlue = 50;

	pointList = new CListOfCPoint3D;
	ComputePoints();
	ComputeBoundLimits();
}

CStLObject::~CStLObject()
{
	pointList->Clear();
	delete pointList;
	delete myReader;
}

CGLObject* CStLObject::Copy() const
{
	CStLObject* O = new CStLObject(myReader);
	O->SetColor(itsRed, itsGreen, itsBlue);
	O->SetMaterial(GetMaterial());
	O->glObjID = glObjID;
	return O;
}

void CStLObject::DefineDisplay()
{
	GLfloat bgcol[4];
	glGetFloatv(GL_COLOR_CLEAR_VALUE, bgcol);
	GLfloat  specref[] =  { 1.0f, 1.0f, 1.0f, 1.0f };
	// Enable Depth Testing
	glEnable(GL_DEPTH_TEST);

	glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);

	// Enable lighting
	glEnable(GL_LIGHTING);

	// Enable color tracking
	glEnable(GL_COLOR_MATERIAL);
	
	// Set Material properties to follow glColor values
	glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);

	glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,specref);
	glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,128);

	glShadeModel(GL_SMOOTH);

	glEnable(GL_AUTO_NORMAL);
	glEnable(GL_NORMALIZE);

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);

	if(displayMode == GLSHADED)
	{	
		glPushAttrib(GL_LIGHTING_BIT);
		ApplyMaterial(itsMaterial);
		DrawShaded();
		glPopAttrib();
	}	

	else if(displayMode == GLWIREFRAME)
	{
		glPushAttrib(GL_LIGHTING_BIT);
		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);
		glDisable(GL_DEPTH_TEST);
		DrawWired();
		glPopAttrib();
	}
	else if(displayMode == GLHLREMOVED)
	{	
		glPushAttrib(GL_LIGHTING_BIT);
		glDisable(GL_LIGHTING);
		glDisable(GL_COLOR_MATERIAL);
		glEnable(GL_DEPTH_TEST);
		glColor3f(bgcol[0], bgcol[1], bgcol[2]);
		glEnable(GL_POLYGON_OFFSET_FILL);
		glPolygonOffset(5, 5);
		DrawShaded();
		DrawWired();
		glDisable(GL_POLYGON_OFFSET_FILL);
		glPopAttrib();
	}

	glDisable(GL_BLEND);
}

void CStLObject::Display(const GLDisplayMode& dMode)
{
	displayMode = dMode;
	DefineDisplay();
}

void CStLObject::Hilight(const GLDisplayMode& dMode)
{
	glPushAttrib(GL_LIGHTING_BIT);
	glDisable(GL_LIGHTING);
	glDisable(GL_COLOR_MATERIAL);
	glDisable(GL_DEPTH_TEST);
	itsRed = 0; itsGreen = 255; itsBlue = 255;
	glColor3ub(itsRed, itsGreen, itsBlue);
	DrawWired();
	glPopAttrib();
}

void CStLObject::SetColor(const GLubyte& red, const GLubyte& green, const GLubyte& blue)
{
	if(displayMode == GLWIREFRAME)
	{
		itsRed = red;
		itsGreen = green;
		itsBlue = blue;
	}
	else
	{
		itsShadeRed = red;
		itsShadeGreen = green;
		itsShadeBlue = blue;
	}
	DefineDisplay();
}

void CStLObject::GetColor(GLubyte* colVect) const
{
	colVect = new GLubyte[3];
	if(displayMode == GLWIREFRAME)
	{
		colVect[0] = itsRed;
		colVect[1] = itsGreen;
		colVect[2] = itsBlue;
	}
	else
	{
		colVect[0] = itsShadeRed;
		colVect[1] = itsShadeGreen;
		colVect[2] = itsShadeBlue;
	}
}

void CStLObject::ComputeBoundLimits()
{
	double lx=0,ly=0,lz=0,sx=0,sy=0,sz=0;
	CPoint3D P;
	CArray<double, double> pxArray, pyArray, pzArray;
	unsigned long pCnt=0;
	unsigned long i=0,j=0,inc=0;
	double v=0;
	CListIteratorOfListOfCPoint3D myListIter(pointList);
	for(myListIter.Init(); myListIter.More(); myListIter.Next())
	{
		P = myListIter.Current();	
		pxArray.Add(P.GetX());
		pyArray.Add(P.GetY());
		pzArray.Add(P.GetZ());
	}

	//Find Largest And Smallest X
	pCnt = pxArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pxArray[i];
			j=i;
			while(pxArray[j-inc] > v)
			{
				pxArray[j] = pxArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pxArray[j] = v;
		}
	}while(inc > 1);

	sx = pxArray[0];  lx = pxArray[pCnt];

	//Find Largest And Smallest Y
	pCnt = pyArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pyArray[i];
			j=i;
			while(pyArray[j-inc] > v)
			{
				pyArray[j] = pyArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pyArray[j] = v;
		}
	}while(inc > 1);

	sy = pyArray[0];  ly = pyArray[pCnt];

	//Find Largest And Smallest Z
	pCnt = pzArray.GetUpperBound();
	inc =1;
	do
	{
		inc *= 3;
		inc++;
	}while(inc <= pCnt);
	do
	{
		inc /= 3;
		for(i=inc; i<=pCnt; i++)
		{
			v = pzArray[i];
			j=i;
			while(pzArray[j-inc] > v)
			{
				pzArray[j] = pzArray[j-inc];
				j -= inc;
				if(j <= inc)
					break;
			}
			pzArray[j] = v;
		}
	}while(inc > 1);

	sz = pzArray[0];  lz = pzArray[pCnt];

	itsBox.SetLimits(sx,lx,sy,ly,sz,lz);
	pxArray.RemoveAll();
	pyArray.RemoveAll();
	pzArray.RemoveAll();
}

void CStLObject::DrawWired()
{
	int pCnt = 4;
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(pointList);

	glColor3ub(itsRed, itsGreen, itsBlue);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

	glBegin(GL_TRIANGLES);
	for(myPList.Init(); myPList.More(); myPList.Next())
	{
		curP = myPList.Current();

		if(pCnt%4 ==0 )
			glNormal3d(curP.GetX(), curP.GetY(), curP.GetZ());
		else
			glVertex3d(curP.GetX(), curP.GetY(), curP.GetZ());

		pCnt++;
	}
	glEnd();
}

void CStLObject::DrawShaded()
{
	int pCnt = 4;
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(pointList);

	if(displayMode == GLSHADED) 
		glColor3ub(itsShadeRed, itsShadeGreen, itsShadeBlue);
	//else HLR

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	glBegin(GL_TRIANGLES);
	for(myPList.Init(); myPList.More(); myPList.Next())
	{
		curP = myPList.Current();

		if(pCnt%4 ==0 )
			glNormal3d(curP.GetX(), curP.GetY(), curP.GetZ());
		else
			glVertex3d(curP.GetX(), curP.GetY(), curP.GetZ());

		pCnt++;
	}
	glEnd();
}

void CStLObject::ComputePoints()
{
	CPoint3D curP;
	CListIteratorOfListOfCPoint3D myPList(myReader->pointList);

	for(myPList.Init(); myPList.More(); myPList.Next())
		pointList->Append(myPList.Current());
}

By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.

If a file you wish to view isn't highlighted, and is a text file (not binary), please let us know and we'll add colourisation support for it.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

Share

About the Author

Sharjith
Product Manager Mahindra & Mahindra
India India
Sharjith is a Mechanical Engineer with strong passion for Automobiles, Aircrafts and Software development.

You may also be interested in...

Permalink | Advertise | Privacy | Terms of Use | Mobile
Web01 | 2.8.170624.1 | Last Updated 6 Mar 2003
Article Copyright 2003 by Sharjith
Everything else Copyright © CodeProject, 1999-2017
Layout: fixed | fluid