diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm')
-rw-r--r-- | src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm | 808 |
1 files changed, 808 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm b/src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm new file mode 100644 index 0000000..cbe0348 --- /dev/null +++ b/src/mesh/assimp-master/samples/SimpleAssimpViewX/MyDocument.mm @@ -0,0 +1,808 @@ +// +// MyDocument.m +// DisplayLinkAsyncMoviePlayer +// +// Created by vade on 10/26/10. +// Copyright __MyCompanyName__ 2010 . All rights reserved. +// + +#import "cimport.h" +#import "config.h" +#import "MyDocument.h" +#import <OpenGL/CGLMacro.h> + +#pragma mark - +#pragma mark Helper Functions + +#define aisgl_min(x,y) (x<y?x:y) +#define aisgl_max(x,y) (y>x?y:x) + +static void color4_to_float4(const aiColor4D *c, float f[4]) +{ + f[0] = c->r; + f[1] = c->g; + f[2] = c->b; + f[3] = c->a; +} + +static void set_float4(float f[4], float a, float b, float c, float d) +{ + f[0] = a; + f[1] = b; + f[2] = c; + f[3] = d; +} + +#pragma mark - +#pragma mark CVDisplayLink Callback +static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink,const CVTimeStamp *inNow,const CVTimeStamp *inOutputTime,CVOptionFlags flagsIn,CVOptionFlags *flagsOut,void *displayLinkContext) +{ + CVReturn error = [(MyDocument*) displayLinkContext displayLinkRenderCallback:inOutputTime]; + return error; +} + +#pragma mark - + +@implementation MyDocument +@synthesize _view; + +- (id)init +{ + self = [super init]; + if (self != nil) + { + // initialization code + } + return self; +} + +- (NSString *)windowNibName +{ + return @"MyDocument"; +} + +- (void)windowControllerDidLoadNib:(NSWindowController *)windowController +{ + [super windowControllerDidLoadNib:windowController]; + + NSOpenGLPixelFormatAttribute attributes[] = + { + NSOpenGLPFADoubleBuffer, + NSOpenGLPFAAccelerated, + NSOpenGLPFADepthSize, 24, + NSOpenGLPFAMultisample, + NSOpenGLPFASampleBuffers, 2, + (NSOpenGLPixelFormatAttribute) 0 + }; + + _glPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attributes]; + + if(!_glPixelFormat) + NSLog(@"Error creating PF"); + + _glContext = [[NSOpenGLContext alloc] initWithFormat:_glPixelFormat shareContext:nil]; + + const GLint one = 1; + + [_glContext setValues:&one forParameter:NSOpenGLCPSwapInterval]; + [_glContext setView:_view]; + + // Set up initial GL state. + CGLContextObj cgl_ctx = (CGLContextObj)[_glContext CGLContextObj]; + + glEnable(GL_MULTISAMPLE); + + glClearColor(0.3, 0.3, 0.3, 0.3); + + // enable color tracking + //glEnable(GL_COLOR_MATERIAL); + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glDepthMask(GL_TRUE); + + glEnable(GL_NORMALIZE); + glEnable(GL_TEXTURE_2D); + + glShadeModel(GL_SMOOTH); + + glEnable(GL_LIGHTING); + + GLfloat global_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, global_ambient); + + GLfloat specular[] = {1.0f, 1.0f, 1.0f, 1.0f}; + glLightfv(GL_LIGHT0, GL_SPECULAR, specular); + + GLfloat diffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; + glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); + + GLfloat ambient[] = {0.2, 0.2f, 0.2f, 0.2f}; + glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); + + GLfloat position[] = { 1.0f, 1.0f, 1.0f, 1.0f}; + glLightfv(GL_LIGHT0, GL_POSITION, position); + + glEnable(GL_LIGHT0); + + // This is the only client state that always has to be set. + glEnableClientState(GL_VERTEX_ARRAY); + + // end GL State setup. + + // Display Link setup. + CVReturn error = kCVReturnSuccess; + + error = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink); + if(error == kCVReturnError) + NSLog(@"Error Creating DisplayLink"); + + error = CVDisplayLinkSetOutputCallback(_displayLink,MyDisplayLinkCallback, self); + if(error == kCVReturnError) + NSLog(@"Error Setting DisplayLink Callback"); + + error = CVDisplayLinkStart(_displayLink); + if(error == kCVReturnError) + NSLog(@"Error Starting DisplayLink"); + + NSOpenPanel* openPanel = [NSOpenPanel openPanel]; + + [openPanel beginSheetModalForWindow:[_view window] completionHandler:^(NSInteger result) + { + if (result == NSOKButton) + { + [openPanel orderOut:self]; // close panel before we might present an error + + if([[NSFileManager defaultManager] fileExistsAtPath:[openPanel filename]]) + { + // Load our new path. + + // only ever give us triangles. + aiPropertyStore* props = aiCreatePropertyStore(); + aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT ); + + NSUInteger aiPostProccesFlags; + + switch (2) + { + case 0: + aiPostProccesFlags = aiProcessPreset_TargetRealtime_Fast; + break; + case 1: + aiPostProccesFlags = aiProcessPreset_TargetRealtime_Quality; + break; + case 2: + aiPostProccesFlags = aiProcessPreset_TargetRealtime_MaxQuality; + break; + default: + aiPostProccesFlags = aiProcessPreset_TargetRealtime_MaxQuality; + break; + } + + // aiProcess_FlipUVs is needed for VAO / VBOs, not sure why. + _scene = (aiScene*) aiImportFileExWithProperties([[openPanel filename] cStringUsingEncoding:[NSString defaultCStringEncoding]], aiPostProccesFlags | aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_PreTransformVertices | 0, NULL, props); + + aiReleasePropertyStore(props); + + if (_scene) + { + textureDictionary = [[NSMutableDictionary alloc] initWithCapacity:5]; + + // Why do I need to cast this !? + CGLContextObj cgl_ctx = (CGLContextObj)[_glContext CGLContextObj]; + CGLLockContext(cgl_ctx); + + [self loadTexturesInContext:cgl_ctx withModelPath:[[openPanel filename] stringByStandardizingPath]]; + + //NSDictionary* userInfo = [NSDictionary dictionaryWithObjectsAndKeys:[NSValue valueWithPointer:cgl_ctx], @"context", [self.inputModelPath stringByStandardizingPath], @"path", nil ]; + //[self performSelectorInBackground:@selector(loadTexturesInBackground:) withObject:userInfo]; + + [self getBoundingBoxWithMinVector:&scene_min maxVectr:&scene_max]; + scene_center.x = (scene_min.x + scene_max.x) / 2.0f; + scene_center.y = (scene_min.y + scene_max.y) / 2.0f; + scene_center.z = (scene_min.z + scene_max.z) / 2.0f; + + // optional normalized scaling + normalizedScale = scene_max.x-scene_min.x; + normalizedScale = aisgl_max(scene_max.y - scene_min.y,normalizedScale); + normalizedScale = aisgl_max(scene_max.z - scene_min.z,normalizedScale); + normalizedScale = 1.f / normalizedScale; + + if(_scene->HasAnimations()) + NSLog(@"scene has animations"); + + [self createGLResourcesInContext:cgl_ctx]; + CGLUnlockContext(cgl_ctx); + } + } + } + }]; // end block handler +} + +- (void) close +{ + CVDisplayLinkStop(_displayLink); + CVDisplayLinkRelease(_displayLink); + + if(_scene) + { + aiReleaseImport(_scene); + _scene = NULL; + + CGLContextObj cgl_ctx = (CGLContextObj)[_glContext CGLContextObj]; + glDeleteTextures([textureDictionary count], textureIds); + + [textureDictionary release]; + textureDictionary = nil; + + free(textureIds); + textureIds = NULL; + + [self deleteGLResourcesInContext:cgl_ctx]; + } + + [_glContext release]; + _glContext = nil; + + [_glPixelFormat release]; + _glPixelFormat = nil; + + [super close]; +} + +- (CVReturn)displayLinkRenderCallback:(const CVTimeStamp *)timeStamp +{ + CVReturn rv = kCVReturnError; + NSAutoreleasePool *pool; + + pool = [[NSAutoreleasePool alloc] init]; + { + [self render]; + rv = kCVReturnSuccess; + } + [pool release]; + return rv; +} + +- (void) render +{ + CGLContextObj cgl_ctx = (CGLContextObj)[_glContext CGLContextObj]; + CGLLockContext(cgl_ctx); + + [_glContext update]; + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + glViewport(0, 0, _view.frame.size.width, _view.frame.size.height); + + GLfloat aspect = _view.frame.size.height/_view.frame.size.width; + glOrtho(-1, 1, - (aspect), aspect, -10, 10); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glTranslated(0.0, 0.0, 1.0); + + // Draw our GL model. + if(_scene) + { + glScaled(normalizedScale , normalizedScale, normalizedScale); + // center the model + glTranslated( -scene_center.x, -scene_center.y, -scene_center.z); + + glScaled(2.0, 2.0, 2.0); + + static float i = 0; + i+=0.5; + glRotated(i, 0, 1, 0); + + [self drawMeshesInContext:cgl_ctx]; + } + + CGLUnlockContext(cgl_ctx); + + CGLFlushDrawable(cgl_ctx); +} + +#pragma mark - +#pragma mark Loading + +// Inspired by LoadAsset() & CreateAssetData() from AssimpView D3D project +- (void) createGLResourcesInContext:(CGLContextObj)cgl_ctx +{ + // create new mesh helpers for each mesh, will populate their data later. + modelMeshes = [[NSMutableArray alloc] initWithCapacity:_scene->mNumMeshes]; + + // create OpenGL buffers and populate them based on each meshes pertinant info. + for (unsigned int i = 0; i < _scene->mNumMeshes; ++i) + { + NSLog(@"%u", i); + + // current mesh we are introspecting + const aiMesh* mesh = _scene->mMeshes[i]; + + // the current meshHelper we will be populating data into. + MeshHelper* meshHelper = [[MeshHelper alloc] init]; + + // Handle material info + + aiMaterial* mtl = _scene->mMaterials[mesh->mMaterialIndex]; + + // Textures + int texIndex = 0; + aiString texPath; + + if(AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, texIndex, &texPath)) + { + NSString* textureKey = [NSString stringWithCString:texPath.data encoding:[NSString defaultCStringEncoding]]; + //bind texture + NSNumber* textureNumber = (NSNumber*)[textureDictionary valueForKey:textureKey]; + + //NSLog(@"applyMaterialInContext: have texture %i", [textureNumber unsignedIntValue]); + meshHelper.textureID = [textureNumber unsignedIntValue]; + } + else + meshHelper.textureID = 0; + + // Colors + + aiColor4D dcolor = aiColor4D(0.8f, 0.8f, 0.8f, 1.0f); + if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &dcolor)) + [meshHelper setDiffuseColor:&dcolor]; + + aiColor4D scolor = aiColor4D(0.0f, 0.0f, 0.0f, 1.0f); + if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &scolor)) + [meshHelper setSpecularColor:&scolor]; + + aiColor4D acolor = aiColor4D(0.2f, 0.2f, 0.2f, 1.0f); + if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &acolor)) + [meshHelper setAmbientColor:&acolor]; + + aiColor4D ecolor = aiColor4D(0.0f, 0.0f, 0.0f, 1.0f); + if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &ecolor)) + [meshHelper setEmissiveColor:&ecolor]; + + // Culling + unsigned int max = 1; + int two_sided; + if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided) + [meshHelper setTwoSided:YES]; + else + [meshHelper setTwoSided:NO]; + + // Create a VBO for our vertices + + GLuint vhandle; + glGenBuffers(1, &vhandle); + + glBindBuffer(GL_ARRAY_BUFFER, vhandle); + glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * mesh->mNumVertices, NULL, GL_STATIC_DRAW); + + // populate vertices + Vertex* verts = (Vertex*)glMapBuffer(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB); + + for (unsigned int x = 0; x < mesh->mNumVertices; ++x) + { + verts->vPosition = mesh->mVertices[x]; + + if (NULL == mesh->mNormals) + verts->vNormal = aiVector3D(0.0f,0.0f,0.0f); + else + verts->vNormal = mesh->mNormals[x]; + + if (NULL == mesh->mTangents) + { + verts->vTangent = aiVector3D(0.0f,0.0f,0.0f); + verts->vBitangent = aiVector3D(0.0f,0.0f,0.0f); + } + else + { + verts->vTangent = mesh->mTangents[x]; + verts->vBitangent = mesh->mBitangents[x]; + } + + if (mesh->HasVertexColors(0)) + { + verts->dColorDiffuse = mesh->mColors[0][x]; + } + else + verts->dColorDiffuse = aiColor4D(1.0, 1.0, 1.0, 1.0); + + // This varies slightly form Assimp View, we support the 3rd texture component. + if (mesh->HasTextureCoords(0)) + verts->vTextureUV = mesh->mTextureCoords[0][x]; + else + verts->vTextureUV = aiVector3D(0.5f,0.5f, 0.0f); + + if (mesh->HasTextureCoords(1)) + verts->vTextureUV2 = mesh->mTextureCoords[1][x]; + else + verts->vTextureUV2 = aiVector3D(0.5f,0.5f, 0.0f); + + // TODO: handle Bone indices and weights + /* if( mesh->HasBones()) + { + unsigned char boneIndices[4] = { 0, 0, 0, 0 }; + unsigned char boneWeights[4] = { 0, 0, 0, 0 }; + ai_assert( weightsPerVertex[x].size() <= 4); + + for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++) + { + boneIndices[a] = weightsPerVertex[x][a].mVertexId; + boneWeights[a] = (unsigned char) (weightsPerVertex[x][a].mWeight * 255.0f); + } + + memcpy( verts->mBoneIndices, boneIndices, sizeof( boneIndices)); + memcpy( verts->mBoneWeights, boneWeights, sizeof( boneWeights)); + } + else + */ + { + memset( verts->mBoneIndices, 0, sizeof( verts->mBoneIndices)); + memset( verts->mBoneWeights, 0, sizeof( verts->mBoneWeights)); + } + + ++verts; + } + + glUnmapBufferARB(GL_ARRAY_BUFFER_ARB); //invalidates verts + glBindBuffer(GL_ARRAY_BUFFER, 0); + + // set the mesh vertex buffer handle to our new vertex buffer. + meshHelper.vertexBuffer = vhandle; + + // Create Index Buffer + + // populate the index buffer. + NSUInteger nidx; + switch (mesh->mPrimitiveTypes) + { + case aiPrimitiveType_POINT: + nidx = 1;break; + case aiPrimitiveType_LINE: + nidx = 2;break; + case aiPrimitiveType_TRIANGLE: + nidx = 3;break; + default: assert(false); + } + + // create the index buffer + GLuint ihandle; + glGenBuffers(1, &ihandle); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ihandle); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * nidx, NULL, GL_STATIC_DRAW); + + unsigned int* indices = (unsigned int*)glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY_ARB); + + // now fill the index buffer + for (unsigned int x = 0; x < mesh->mNumFaces; ++x) + { + for (unsigned int a = 0; a < nidx; ++a) + { + // if(mesh->mFaces[x].mNumIndices != 3) + // NSLog(@"whoa don't have 3 indices..."); + + *indices++ = mesh->mFaces[x].mIndices[a]; + } + } + + glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + // set the mesh index buffer handle to our new index buffer. + meshHelper.indexBuffer = ihandle; + meshHelper.numIndices = mesh->mNumFaces * nidx; + + // create the normal buffer. Assimp View creates a second normal buffer. Unsure why. Using only the interleaved normals for now. + // This is here for reference. + + /* GLuint nhandle; + glGenBuffers(1, &nhandle); + glBindBuffer(GL_ARRAY_BUFFER, nhandle); + glBufferData(GL_ARRAY_BUFFER, sizeof(aiVector3D)* mesh->mNumVertices, NULL, GL_STATIC_DRAW); + + // populate normals + aiVector3D* normals = (aiVector3D*)glMapBuffer(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB); + + for (unsigned int x = 0; x < mesh->mNumVertices; ++x) + { + aiVector3D vNormal = mesh->mNormals[x]; + *normals = vNormal; + ++normals; + } + + glUnmapBufferARB(GL_ARRAY_BUFFER_ARB); //invalidates verts + glBindBuffer(GL_ARRAY_BUFFER, 0); + + meshHelper.normalBuffer = nhandle; + */ + + // Create VAO and populate it + + GLuint vaoHandle; + glGenVertexArraysAPPLE(1, &vaoHandle); + + glBindVertexArrayAPPLE(vaoHandle); + + + glBindBuffer(GL_ARRAY_BUFFER, meshHelper.vertexBuffer); + + glEnableClientState(GL_NORMAL_ARRAY); + glNormalPointer(GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(12)); + + glEnableClientState(GL_COLOR_ARRAY); + glColorPointer(4, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(24)); + + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(3, GL_FLOAT, sizeof(Vertex), BUFFER_OFFSET(64)); + //TODO: handle second texture + + // VertexPointer ought to come last, apparently this is some optimization, since if its set once, first, it gets fiddled with every time something else is update. + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(3, GL_FLOAT, sizeof(Vertex), 0); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, meshHelper.indexBuffer); + + glBindVertexArrayAPPLE(0); + + // save the VAO handle into our mesh helper + meshHelper.vao = vaoHandle; + + // Create the display list + + GLuint list = glGenLists(1); + + glNewList(list, GL_COMPILE); + + float dc[4]; + float sc[4]; + float ac[4]; + float emc[4]; + + // Material colors and properties + color4_to_float4([meshHelper diffuseColor], dc); + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, dc); + + color4_to_float4([meshHelper specularColor], sc); + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, sc); + + color4_to_float4([meshHelper ambientColor], ac); + glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, ac); + + color4_to_float4(meshHelper.emissiveColor, emc); + glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, emc); + + glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); + + // Culling + if(meshHelper.twoSided) + glEnable(GL_CULL_FACE); + else + glDisable(GL_CULL_FACE); + + + // Texture Binding + glBindTexture(GL_TEXTURE_2D, meshHelper.textureID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + + // This binds the whole VAO, inheriting all the buffer and client state. Weeee + glBindVertexArrayAPPLE(meshHelper.vao); + glDrawElements(GL_TRIANGLES, meshHelper.numIndices, GL_UNSIGNED_INT, 0); + + glEndList(); + + meshHelper.displayList = list; + + // Whew, done. Save all of this shit. + [modelMeshes addObject:meshHelper]; + + [meshHelper release]; + } +} + +- (void) deleteGLResourcesInContext:(CGLContextObj)cgl_ctx +{ + for(MeshHelper* helper in modelMeshes) + { + const GLuint indexBuffer = helper.indexBuffer; + const GLuint vertexBuffer = helper.vertexBuffer; + const GLuint normalBuffer = helper.normalBuffer; + const GLuint vaoHandle = helper.vao; + const GLuint dlist = helper.displayList; + + glDeleteBuffers(1, &vertexBuffer); + glDeleteBuffers(1, &indexBuffer); + glDeleteBuffers(1, &normalBuffer); + glDeleteVertexArraysAPPLE(1, &vaoHandle); + + glDeleteLists(1, dlist); + + helper.indexBuffer = 0; + helper.vertexBuffer = 0; + helper.normalBuffer = 0; + helper.vao = 0; + helper.displayList = 0; + } + + [modelMeshes release]; + modelMeshes = nil; +} + +- (void) drawMeshesInContext:(CGLContextObj)cgl_ctx +{ + for(MeshHelper* helper in modelMeshes) + { + // Set up material state. + glCallList(helper.displayList); + } +} + + +- (void) loadTexturesInContext:(CGLContextObj)cgl_ctx withModelPath:(NSString*) modelPath +{ + if (_scene->HasTextures()) + { + NSLog(@"Support for meshes with embedded textures is not implemented"); + return; + } + + /* getTexture Filenames and Numb of Textures */ + for (unsigned int m = 0; m < _scene->mNumMaterials; m++) + { + int texIndex = 0; + aiReturn texFound = AI_SUCCESS; + + aiString path; // filename + + // TODO: handle other aiTextureTypes + while (texFound == AI_SUCCESS) + { + texFound = _scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path); + + NSString* texturePath = [NSString stringWithCString:path.data encoding:[NSString defaultCStringEncoding]]; + + // add our path to the texture and the index to our texture dictionary. + [textureDictionary setValue:[NSNumber numberWithUnsignedInt:texIndex] forKey:texturePath]; + + texIndex++; + } + } + + textureIds = (GLuint*) malloc(sizeof(GLuint) * [textureDictionary count]); //new GLuint[ [textureDictionary count] ]; + glGenTextures([textureDictionary count], textureIds); + + NSLog(@"textureDictionary: %@", textureDictionary); + + // create our textures, populate them, and alter our textureID value for the specific textureID we create. + + // so we can modify while we enumerate... + NSDictionary *textureCopy = [textureDictionary copy]; + + // GCD attempt. + //dispatch_sync(_queue, ^{ + + int i = 0; + + for(NSString* texturePath in textureCopy) + { + NSString* fullTexturePath = [[[modelPath stringByDeletingLastPathComponent] stringByAppendingPathComponent:[texturePath stringByStandardizingPath]] stringByStandardizingPath]; + NSLog(@"texturePath: %@", fullTexturePath); + + NSImage* textureImage = [[NSImage alloc] initWithContentsOfFile:fullTexturePath]; + + if(textureImage) + { + //NSLog(@"Have Texture Image"); + NSBitmapImageRep* bitmap = [NSBitmapImageRep alloc]; + + [textureImage lockFocus]; + [bitmap initWithFocusedViewRect:NSMakeRect(0, 0, textureImage.size.width, textureImage.size.height)]; + [textureImage unlockFocus]; + + glActiveTexture(GL_TEXTURE0); + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, textureIds[i]); + //glPixelStorei(GL_UNPACK_ROW_LENGTH, [bitmap pixelsWide]); + //glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + // generate mip maps + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // draw into our bitmap + int samplesPerPixel = [bitmap samplesPerPixel]; + + if(![bitmap isPlanar] && (samplesPerPixel == 3 || samplesPerPixel == 4)) + { + glTexImage2D(GL_TEXTURE_2D, + 0, + //samplesPerPixel == 4 ? GL_COMPRESSED_RGBA_S3TC_DXT3_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT, + samplesPerPixel == 4 ? GL_RGBA8 : GL_RGB8, + [bitmap pixelsWide], + [bitmap pixelsHigh], + 0, + samplesPerPixel == 4 ? GL_RGBA : GL_RGB, + GL_UNSIGNED_BYTE, + [bitmap bitmapData]); + + } + + + // update our dictionary to contain the proper textureID value (from out array of generated IDs) + [textureDictionary setValue:[NSNumber numberWithUnsignedInt:textureIds[i]] forKey:texturePath]; + + [bitmap release]; + } + else + { + [textureDictionary removeObjectForKey:texturePath]; + NSLog(@"Could not Load Texture: %@, removing reference to it.", fullTexturePath); + } + + [textureImage release]; + i++; + } + //}); + + [textureCopy release]; + +} + +- (void) getBoundingBoxWithMinVector:(aiVector3D*) min maxVectr:(aiVector3D*) max +{ + aiMatrix4x4 trafo; + aiIdentityMatrix4(&trafo); + + min->x = min->y = min->z = 1e10f; + max->x = max->y = max->z = -1e10f; + + [self getBoundingBoxForNode:_scene->mRootNode minVector:min maxVector:max matrix:&trafo]; +} + +- (void) getBoundingBoxForNode:(const aiNode*)nd minVector:(aiVector3D*) min maxVector:(aiVector3D*) max matrix:(aiMatrix4x4*) trafo +{ + aiMatrix4x4 prev; + unsigned int n = 0, t; + + prev = *trafo; + aiMultiplyMatrix4(trafo,&nd->mTransformation); + + for (; n < nd->mNumMeshes; ++n) + { + const aiMesh* mesh = _scene->mMeshes[nd->mMeshes[n]]; + for (t = 0; t < mesh->mNumVertices; ++t) + { + aiVector3D tmp = mesh->mVertices[t]; + aiTransformVecByMatrix4(&tmp,trafo); + + min->x = aisgl_min(min->x,tmp.x); + min->y = aisgl_min(min->y,tmp.y); + min->z = aisgl_min(min->z,tmp.z); + + max->x = aisgl_max(max->x,tmp.x); + max->y = aisgl_max(max->y,tmp.y); + max->z = aisgl_max(max->z,tmp.z); + } + } + + for (n = 0; n < nd->mNumChildren; ++n) + { + [self getBoundingBoxForNode:nd->mChildren[n] minVector:min maxVector:max matrix:trafo]; + } + + *trafo = prev; +} + + +@end |