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authorsanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:54 -0500
commit8fb7916a0d0cb007a4c3a4e6a31af58765268ca3 (patch)
tree52b5524a94a5b04e17a1fd7f8aca988ab6d0c75f /src/mesh/assimp-master/samples/SimpleTexturedOpenGL
parentdb81b925d776103326128bf629cbdda576a223e7 (diff)
delete src/mesh/assimp-master
Diffstat (limited to 'src/mesh/assimp-master/samples/SimpleTexturedOpenGL')
-rw-r--r--src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt50
-rw-r--r--src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL.sln20
-rw-r--r--src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/SimpleTexturedOpenGL.vcproj206
-rw-r--r--src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp915
4 files changed, 0 insertions, 1191 deletions
diff --git a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt
deleted file mode 100644
index 1837af0..0000000
--- a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt
+++ /dev/null
@@ -1,50 +0,0 @@
-FIND_PACKAGE(OpenGL)
-FIND_PACKAGE(GLUT)
-
-IF ( NOT GLUT_FOUND )
- IF ( MSVC )
- SET ( GLUT_FOUND 1 )
- SET ( GLUT_INCLUDE_DIR ${Assimp_SOURCE_DIR}/samples/freeglut/ )
- SET ( GLUT_LIBRARIES ${Assimp_SOURCE_DIR}/samples/freeglut/lib/freeglut.lib )
- ELSE ()
- MESSAGE( WARNING "Please install glut." )
- ENDIF ()
-ENDIF ()
-
-if ( MSVC )
- ADD_DEFINITIONS( -D_SCL_SECURE_NO_WARNINGS )
- ADD_DEFINITIONS( -D_CRT_SECURE_NO_WARNINGS )
-endif ()
-
-INCLUDE_DIRECTORIES(
- ${Assimp_SOURCE_DIR}/code
- ${OPENGL_INCLUDE_DIR}
- ${GLUT_INCLUDE_DIR}
- ${SAMPLES_SHARED_CODE_DIR}
-)
-
-LINK_DIRECTORIES(
- ${Assimp_BINARY_DIR}
- ${Assimp_BINARY_DIR}/lib/
-)
-
-ADD_EXECUTABLE( assimp_simpletexturedogl WIN32
- SimpleTexturedOpenGL/src/model_loading.cpp
- ${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
- ${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
-)
-
-TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp_simpletexturedogl)
-
-SET_PROPERTY(TARGET assimp_simpletexturedogl PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
-
-TARGET_LINK_LIBRARIES( assimp_simpletexturedogl assimp ${OPENGL_LIBRARIES} ${GLUT_LIBRARIES} )
-
-SET_TARGET_PROPERTIES( assimp_simpletexturedogl PROPERTIES
- OUTPUT_NAME assimp_simpletexturedogl
-)
-
-INSTALL( TARGETS assimp_simpletexturedogl
- DESTINATION "${ASSIMP_BIN_INSTALL_DIR}" COMPONENT assimp-dev
-)
-
diff --git a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL.sln b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL.sln
deleted file mode 100644
index 2e2bae6..0000000
--- a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL.sln
+++ /dev/null
@@ -1,20 +0,0 @@
-
-Microsoft Visual Studio Solution File, Format Version 10.00
-# Visual Studio 2008
-Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleTexturedOpenGL", "SimpleTexturedOpenGL\SimpleTexturedOpenGL.vcproj", "{A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}"
-EndProject
-Global
- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|Win32 = Debug|Win32
- Release|Win32 = Release|Win32
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}.Debug|Win32.ActiveCfg = Debug|Win32
- {A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}.Debug|Win32.Build.0 = Debug|Win32
- {A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}.Release|Win32.ActiveCfg = Release|Win32
- {A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}.Release|Win32.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
-EndGlobal
diff --git a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/SimpleTexturedOpenGL.vcproj b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/SimpleTexturedOpenGL.vcproj
deleted file mode 100644
index 885042d..0000000
--- a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/SimpleTexturedOpenGL.vcproj
+++ /dev/null
@@ -1,206 +0,0 @@
-<?xml version="1.0" encoding="Windows-1252"?>
-<VisualStudioProject
- ProjectType="Visual C++"
- Version="9,00"
- Name="SimpleTexturedOpenGL"
- ProjectGUID="{A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}"
- RootNamespace="SimpleTexturedOpenGL"
- Keyword="Win32Proj"
- TargetFrameworkVersion="196613"
- >
- <Platforms>
- <Platform
- Name="Win32"
- />
- </Platforms>
- <ToolFiles>
- </ToolFiles>
- <Configurations>
- <Configuration
- Name="Debug|Win32"
- OutputDirectory="$(ConfigurationName)"
- IntermediateDirectory="$(ConfigurationName)"
- ConfigurationType="1"
- CharacterSet="2"
- >
- <Tool
- Name="VCPreBuildEventTool"
- />
- <Tool
- Name="VCCustomBuildTool"
- />
- <Tool
- Name="VCXMLDataGeneratorTool"
- />
- <Tool
- Name="VCWebServiceProxyGeneratorTool"
- />
- <Tool
- Name="VCMIDLTool"
- />
- <Tool
- Name="VCCLCompilerTool"
- Optimization="0"
- AdditionalIncludeDirectories=".\include;..\..\DevIL\include;..\..\..\include"
- PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
- MinimalRebuild="true"
- BasicRuntimeChecks="3"
- RuntimeLibrary="3"
- UsePrecompiledHeader="0"
- WarningLevel="3"
- DebugInformationFormat="4"
- />
- <Tool
- Name="VCManagedResourceCompilerTool"
- />
- <Tool
- Name="VCResourceCompilerTool"
- />
- <Tool
- Name="VCPreLinkEventTool"
- />
- <Tool
- Name="VCLinkerTool"
- AdditionalDependencies="OpenGL32.lib GLu32.lib DevIL.lib assimp.lib"
- OutputFile="$(OutDir)\$(ProjectName)_Debug.exe"
- LinkIncremental="2"
- AdditionalLibraryDirectories="..\..\DevIL\lib; ..\..\..\lib\assimp_debug-dll_win32"
- GenerateDebugInformation="true"
- SubSystem="2"
- TargetMachine="1"
- />
- <Tool
- Name="VCALinkTool"
- />
- <Tool
- Name="VCManifestTool"
- />
- <Tool
- Name="VCXDCMakeTool"
- />
- <Tool
- Name="VCBscMakeTool"
- />
- <Tool
- Name="VCFxCopTool"
- />
- <Tool
- Name="VCAppVerifierTool"
- />
- <Tool
- Name="VCPostBuildEventTool"
- CommandLine="copy &quot;$(TargetDir)\$(TargetFileName)&quot; ..\..\bin&#x0D;&#x0A;copy ..\..\..\bin\assimp_debug-dll_Win32\Assimp32d.dll ..\..\bin&#x0D;&#x0A;"
- />
- </Configuration>
- <Configuration
- Name="Release|Win32"
- OutputDirectory="$(ConfigurationName)"
- IntermediateDirectory="$(ConfigurationName)"
- ConfigurationType="1"
- CharacterSet="2"
- WholeProgramOptimization="1"
- >
- <Tool
- Name="VCPreBuildEventTool"
- />
- <Tool
- Name="VCCustomBuildTool"
- />
- <Tool
- Name="VCXMLDataGeneratorTool"
- />
- <Tool
- Name="VCWebServiceProxyGeneratorTool"
- />
- <Tool
- Name="VCMIDLTool"
- />
- <Tool
- Name="VCCLCompilerTool"
- Optimization="2"
- EnableIntrinsicFunctions="true"
- AdditionalIncludeDirectories=".\include;..\..\DevIL\include;..\..\..\include"
- PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
- RuntimeLibrary="2"
- EnableFunctionLevelLinking="true"
- UsePrecompiledHeader="0"
- WarningLevel="3"
- DebugInformationFormat="3"
- />
- <Tool
- Name="VCManagedResourceCompilerTool"
- />
- <Tool
- Name="VCResourceCompilerTool"
- />
- <Tool
- Name="VCPreLinkEventTool"
- />
- <Tool
- Name="VCLinkerTool"
- AdditionalDependencies="OpenGL32.lib GLu32.lib DevIL.lib assimp.lib"
- LinkIncremental="1"
- AdditionalLibraryDirectories="..\..\DevIL\lib; ..\..\..\lib\assimp_release-dll_win32"
- GenerateDebugInformation="true"
- SubSystem="2"
- OptimizeReferences="2"
- EnableCOMDATFolding="2"
- TargetMachine="1"
- />
- <Tool
- Name="VCALinkTool"
- />
- <Tool
- Name="VCManifestTool"
- />
- <Tool
- Name="VCXDCMakeTool"
- />
- <Tool
- Name="VCBscMakeTool"
- />
- <Tool
- Name="VCFxCopTool"
- />
- <Tool
- Name="VCAppVerifierTool"
- />
- <Tool
- Name="VCPostBuildEventTool"
- CommandLine="copy &quot;$(TargetDir)\$(TargetFileName)&quot; ..\..\bin&#x0D;&#x0A;copy ..\..\..\bin\assimp_release-dll_Win32\Assimp32.dll ..\..\bin&#x0D;&#x0A;"
- />
- </Configuration>
- </Configurations>
- <References>
- </References>
- <Files>
- <Filter
- Name="Source Files"
- Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
- UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
- >
- <File
- RelativePath=".\src\model_loading.cpp"
- >
- </File>
- </Filter>
- <Filter
- Name="Header Files"
- Filter="h;hpp;hxx;hm;inl;inc;xsd"
- UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
- >
- <File
- RelativePath=".\include\boost_includes.h"
- >
- </File>
- </Filter>
- <Filter
- Name="Resource Files"
- Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
- UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
- >
- </Filter>
- </Files>
- <Globals>
- </Globals>
-</VisualStudioProject>
diff --git a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp
deleted file mode 100644
index 48066f1..0000000
--- a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp
+++ /dev/null
@@ -1,915 +0,0 @@
-// ----------------------------------------------------------------------------
-// Another Assimp OpenGL sample including texturing.
-// Note that it is very basic and will only read and apply the model's diffuse
-// textures (by their material ids)
-//
-// Don't worry about the "Couldn't load Image: ...dwarf2.jpg" Message.
-// It's caused by a bad texture reference in the model file (I guess)
-//
-// If you intend to _use_ this code sample in your app, do yourself a favour
-// and replace immediate mode calls with VBOs ...
-//
-// Thanks to NeHe on whose OpenGL tutorials this one's based on! :)
-// http://nehe.gamedev.net/
-// ----------------------------------------------------------------------------
-#include <windows.h>
-#include <shellapi.h>
-#include <stdio.h>
-#include <GL/gl.h>
-#include <GL/glu.h>
-
-#ifdef _MSC_VER
-#pragma warning(disable: 4100) // Disable warning 'unreferenced formal parameter'
-#endif // _MSC_VER
-
-#define STB_IMAGE_IMPLEMENTATION
-#include "contrib/stb/stb_image.h"
-
-#ifdef _MSC_VER
-#pragma warning(default: 4100) // Enable warning 'unreferenced formal parameter'
-#endif // _MSC_VER
-
-#include <fstream>
-
-//to map image filenames to textureIds
-#include <string.h>
-#include <map>
-
-// assimp include files. These three are usually needed.
-#include <assimp/Importer.hpp>
-#include <assimp/postprocess.h>
-#include <assimp/scene.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/LogStream.hpp>
-#include "UTFConverter.h"
-
-// The default hard-coded path. Can be overridden by supplying a path through the command line.
-static std::string modelpath = "../../test/models/OBJ/spider.obj";
-
-HGLRC hRC=nullptr; // Permanent Rendering Context
-HDC hDC=nullptr; // Private GDI Device Context
-HWND g_hWnd=nullptr; // Holds Window Handle
-HINSTANCE g_hInstance=nullptr; // Holds The Instance Of The Application
-
-bool keys[256]; // Array used for Keyboard Routine;
-bool active=TRUE; // Window Active Flag Set To TRUE by Default
-bool fullscreen=TRUE; // full-screen Flag Set To full-screen By Default
-
-GLfloat xrot;
-GLfloat yrot;
-GLfloat zrot;
-
-
-LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
-GLboolean abortGLInit(const char*);
-
-const char* windowTitle = "OpenGL Framework";
-
-GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
-GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
-GLfloat LightPosition[]= { 0.0f, 0.0f, 15.0f, 1.0f };
-
-
-
-// the global Assimp scene object
-const aiScene* g_scene = nullptr;
-GLuint scene_list = 0;
-aiVector3D scene_min, scene_max, scene_center;
-
-// images / texture
-std::map<std::string, GLuint*> textureIdMap; // map image filenames to textureIds
-GLuint* textureIds; // pointer to texture Array
-
-// Create an instance of the Importer class
-Assimp::Importer importer;
-
-using namespace AssimpSamples::SharedCode;
-
-void createAILogger()
-{
- // Change this line to normal if you not want to analyse the import process
- //Assimp::Logger::LogSeverity severity = Assimp::Logger::NORMAL;
- Assimp::Logger::LogSeverity severity = Assimp::Logger::VERBOSE;
-
- // Create a logger instance for Console Output
- Assimp::DefaultLogger::create("",severity, aiDefaultLogStream_STDOUT);
-
- // Create a logger instance for File Output (found in project folder or near .exe)
- Assimp::DefaultLogger::create("assimp_log.txt",severity, aiDefaultLogStream_FILE);
-
- // Now I am ready for logging my stuff
- Assimp::DefaultLogger::get()->info("this is my info-call");
-}
-
-void destroyAILogger()
-{
- // Kill it after the work is done
- Assimp::DefaultLogger::kill();
-}
-
-void logInfo(std::string logString)
-{
- // Will add message to File with "info" Tag
- Assimp::DefaultLogger::get()->info(logString.c_str());
-}
-
-void logDebug(const char* logString)
-{
- // Will add message to File with "debug" Tag
- Assimp::DefaultLogger::get()->debug(logString);
-}
-
-
-bool Import3DFromFile( const std::string& pFile)
-{
- // Check if file exists
- std::ifstream fin(pFile.c_str());
- if(!fin.fail())
- {
- fin.close();
- }
- else
- {
- MessageBox(nullptr, UTFConverter("Couldn't open file: " + pFile).c_wstr() , TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
- logInfo( importer.GetErrorString());
- return false;
- }
-
- g_scene = importer.ReadFile(pFile, aiProcessPreset_TargetRealtime_Quality);
-
- // If the import failed, report it
- if(!g_scene)
- {
- logInfo( importer.GetErrorString());
- return false;
- }
-
- // Now we can access the file's contents.
- logInfo("Import of scene " + pFile + " succeeded.");
-
- // We're done. Everything will be cleaned up by the importer destructor
- return true;
-}
-
-// Resize And Initialize The GL Window
-void ReSizeGLScene(GLsizei width, GLsizei height)
-{
- // Prevent A Divide By Zero By
- if (height==0)
- {
- // Making Height Equal One
- height=1;
- }
-
- glViewport(0, 0, width, height); // Reset The Current Viewport
-
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
-
- // Calculate The Aspect Ratio Of The Window
- gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
-
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
-}
-
-
-std::string getBasePath(const std::string& path)
-{
- size_t pos = path.find_last_of("\\/");
- return (std::string::npos == pos) ? "" : path.substr(0, pos + 1);
-}
-
-void freeTextureIds()
-{
- textureIdMap.clear(); //no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
-
- if (textureIds)
- {
- delete[] textureIds;
- textureIds = nullptr;
- }
-}
-
-int LoadGLTextures(const aiScene* scene)
-{
- freeTextureIds();
-
- //ILboolean success;
-
- /* Before calling ilInit() version should be checked. */
- /*if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION)
- {
- /// wrong DevIL version ///
- std::string err_msg = "Wrong DevIL version. Old devil.dll in system32/SysWow64?";
- char* cErr_msg = (char *) err_msg.c_str();
- abortGLInit(cErr_msg);
- return -1;
- }*/
-
- //ilInit(); /* Initialization of DevIL */
-
- if (scene->HasTextures()) return 1;
- //abortGLInit("Support for meshes with embedded textures is not implemented");
-
- /* 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
-
- while (texFound == AI_SUCCESS)
- {
- texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
- textureIdMap[path.data] = nullptr; //fill map with textures, pointers still NULL yet
- texIndex++;
- }
- }
-
- const size_t numTextures = textureIdMap.size();
-
-
- /* array with DevIL image IDs */
- //ILuint* imageIds = NULL;
-// imageIds = new ILuint[numTextures];
-
- /* generate DevIL Image IDs */
-// ilGenImages(numTextures, imageIds); /* Generation of numTextures image names */
-
- /* create and fill array with GL texture ids */
- textureIds = new GLuint[numTextures];
- glGenTextures(static_cast<GLsizei>(numTextures), textureIds); /* Texture name generation */
-
- /* get iterator */
- std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();
-
- std::string basepath = getBasePath(modelpath);
- for (size_t i=0; i<numTextures; i++)
- {
-
- //save IL image ID
- std::string filename = (*itr).first; // get filename
- (*itr).second = &textureIds[i]; // save texture id for filename in map
- itr++; // next texture
-
-
- //ilBindImage(imageIds[i]); /* Binding of DevIL image name */
- std::string fileloc = basepath + filename; /* Loading of image */
- //success = ilLoadImage(fileloc.c_str());
- int x, y, n;
- unsigned char *data = stbi_load(fileloc.c_str(), &x, &y, &n, STBI_rgb_alpha);
-
- if (nullptr != data )
- {
- // Convert every colour component into unsigned byte.If your image contains
- // alpha channel you can replace IL_RGB with IL_RGBA
- //success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE);
- /*if (!success)
- {
- abortGLInit("Couldn't convert image");
- return -1;
- }*/
- // Binding of texture name
- glBindTexture(GL_TEXTURE_2D, textureIds[i]);
- // redefine standard texture values
- // We will use linear interpolation for magnification filter
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- // We will use linear interpolation for minifying filter
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- // Texture specification
- glTexImage2D(GL_TEXTURE_2D, 0, n, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);// Texture specification.
-
- // we also want to be able to deal with odd texture dimensions
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
- glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
- glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
- stbi_image_free(data);
- }
- else
- {
- /* Error occurred */
- MessageBox(nullptr, UTFConverter("Couldn't load Image: " + fileloc).c_wstr(), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
- }
- }
- // Because we have already copied image data into texture data we can release memory used by image.
-// ilDeleteImages(numTextures, imageIds);
-
- // Cleanup
- //delete [] imageIds;
- //imageIds = NULL;
-
- return TRUE;
-}
-
-// All Setup For OpenGL goes here
-int InitGL()
-{
- if (!LoadGLTextures(g_scene))
- {
- return FALSE;
- }
-
-
- glEnable(GL_TEXTURE_2D);
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading
- glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
- glClearDepth(1.0f); // Depth Buffer Setup
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculation
-
-
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0); // Uses default lighting parameters
- glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
- glEnable(GL_NORMALIZE);
-
- glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
- glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
- glEnable(GL_LIGHT1);
-
- return TRUE; // Initialization Went OK
-}
-
-
-// Can't send color down as a pointer to aiColor4D because AI colors are ABGR.
-void Color4f(const aiColor4D *color)
-{
- glColor4f(color->r, color->g, color->b, color->a);
-}
-
-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;
-}
-
-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;
-}
-
-void apply_material(const aiMaterial *mtl)
-{
- float c[4];
-
- GLenum fill_mode;
- int ret1, ret2;
- aiColor4D diffuse;
- aiColor4D specular;
- aiColor4D ambient;
- aiColor4D emission;
- ai_real shininess, strength;
- int two_sided;
- int wireframe;
- unsigned int max; // changed: to unsigned
-
- int texIndex = 0;
- aiString texPath; //contains filename of texture
-
- if(AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, texIndex, &texPath))
- {
- //bind texture
- unsigned int texId = *textureIdMap[texPath.data];
- glBindTexture(GL_TEXTURE_2D, texId);
- }
-
- set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
- if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
- color4_to_float4(&diffuse, c);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
-
- set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
- if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
- color4_to_float4(&specular, c);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
-
- set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
- if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
- color4_to_float4(&ambient, c);
- glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c);
-
- set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
- if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
- color4_to_float4(&emission, c);
- glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c);
-
- max = 1;
- ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
- max = 1;
- ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
- if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS))
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
- else {
- glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
- set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
- }
-
- max = 1;
- if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
- fill_mode = wireframe ? GL_LINE : GL_FILL;
- else
- fill_mode = GL_FILL;
- glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
-
- max = 1;
- if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
- glEnable(GL_CULL_FACE);
- else
- glDisable(GL_CULL_FACE);
-}
-
-
-void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale)
-{
- unsigned int i;
- unsigned int n=0, t;
- aiMatrix4x4 m = nd->mTransformation;
-
- aiMatrix4x4 m2;
- aiMatrix4x4::Scaling(aiVector3D(scale, scale, scale), m2);
- m = m * m2;
-
- // update transform
- m.Transpose();
- glPushMatrix();
- glMultMatrixf((float*)&m);
-
- // draw all meshes assigned to this node
- for (; n < nd->mNumMeshes; ++n)
- {
- const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]];
-
- apply_material(sc->mMaterials[mesh->mMaterialIndex]);
-
-
- if(mesh->mNormals == nullptr)
- {
- glDisable(GL_LIGHTING);
- }
- else
- {
- glEnable(GL_LIGHTING);
- }
-
- if(mesh->mColors[0] != nullptr)
- {
- glEnable(GL_COLOR_MATERIAL);
- }
- else
- {
- glDisable(GL_COLOR_MATERIAL);
- }
-
- for (t = 0; t < mesh->mNumFaces; ++t) {
- const struct aiFace* face = &mesh->mFaces[t];
- GLenum face_mode;
-
- switch(face->mNumIndices)
- {
- case 1: face_mode = GL_POINTS; break;
- case 2: face_mode = GL_LINES; break;
- case 3: face_mode = GL_TRIANGLES; break;
- default: face_mode = GL_POLYGON; break;
- }
-
- glBegin(face_mode);
-
- for(i = 0; i < face->mNumIndices; i++) // go through all vertices in face
- {
- int vertexIndex = face->mIndices[i]; // get group index for current index
- if(mesh->mColors[0] != nullptr)
- Color4f(&mesh->mColors[0][vertexIndex]);
- if(mesh->mNormals != nullptr)
-
- if(mesh->HasTextureCoords(0)) //HasTextureCoords(texture_coordinates_set)
- {
- glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex]
- }
-
- glNormal3fv(&mesh->mNormals[vertexIndex].x);
- glVertex3fv(&mesh->mVertices[vertexIndex].x);
- }
- glEnd();
- }
- }
-
- // draw all children
- for (n = 0; n < nd->mNumChildren; ++n)
- {
- recursive_render(sc, nd->mChildren[n], scale);
- }
-
- glPopMatrix();
-}
-
-
-void drawAiScene(const aiScene* scene)
-{
- logInfo("drawing objects");
-
- recursive_render(scene, scene->mRootNode, 0.5);
-
-}
-
-int DrawGLScene() //Here's where we do all the drawing
-{
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
- glLoadIdentity(); // Reset MV Matrix
-
-
- glTranslatef(0.0f, -10.0f, -40.0f); // Move 40 Units And Into The Screen
-
-
- glRotatef(xrot, 1.0f, 0.0f, 0.0f);
- glRotatef(yrot, 0.0f, 1.0f, 0.0f);
- glRotatef(zrot, 0.0f, 0.0f, 1.0f);
-
- drawAiScene(g_scene);
-
- //xrot+=0.3f;
- yrot+=0.2f;
- //zrot+=0.4f;
-
- return TRUE; // okay
-}
-
-
-void KillGLWindow() // Properly Kill The Window
-{
- if (fullscreen) // Are We In Fullscreen Mode?
- {
- ChangeDisplaySettings(nullptr, 0); // If So Switch Back To The Desktop
- ShowCursor(TRUE); // Show Mouse Pointer
- }
-
- if (hRC) // Do We Have A Rendering Context?
- {
- if (!wglMakeCurrent(nullptr, nullptr)) // Are We Able To Release The DC And RC Contexts?
- {
- MessageBox(nullptr, TEXT("Release Of DC And RC Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
- }
-
- if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
- {
- MessageBox(nullptr, TEXT("Release Rendering Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
- }
- hRC = nullptr;
- }
-
- if (hDC)
- {
- if (!ReleaseDC(g_hWnd, hDC)) // Are We able to Release The DC?
- MessageBox(nullptr, TEXT("Release Device Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
- hDC = nullptr;
- }
-
- if (g_hWnd)
- {
- if (!DestroyWindow(g_hWnd)) // Are We Able To Destroy The Window
- MessageBox(nullptr, TEXT("Could Not Release hWnd."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
- g_hWnd = nullptr;
- }
-
- if (g_hInstance)
- {
- if (!UnregisterClass(TEXT("OpenGL"), g_hInstance)) // Are We Able To Unregister Class
- MessageBox(nullptr, TEXT("Could Not Unregister Class."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
- g_hInstance = nullptr;
- }
-}
-
-GLboolean abortGLInit(const char* abortMessage)
-{
- KillGLWindow(); // Reset Display
- MessageBox(nullptr, UTFConverter(abortMessage).c_wstr(), TEXT("ERROR"), MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // quit and return False
-}
-
-BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool fullscreenflag)
-{
- GLuint PixelFormat; // Hold the result after searching for a match
- WNDCLASS wc; // Window Class Structure
- DWORD dwExStyle; // Window Extended Style
- DWORD dwStyle; // Window Style
- RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
- WindowRect.left = (long)0;
- WindowRect.right = (long)width;
- WindowRect.top = (long)0;
- WindowRect.bottom = (long)height;
-
- fullscreen = fullscreenflag;
-
- g_hInstance = GetModuleHandle(nullptr); // Grab An Instance For Our Window
- wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Move, And Own DC For Window
- wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles Messages
- wc.cbClsExtra = 0; // No Extra Window Data
- wc.cbWndExtra = 0; // No Extra Window Data
- wc.hInstance = g_hInstance;
- wc.hIcon = LoadIcon(nullptr, IDI_WINLOGO); // Load The Default Icon
- wc.hCursor = LoadCursor(nullptr, IDC_ARROW); // Load the default arrow
- wc.hbrBackground= nullptr; // No Background required for OpenGL
- wc.lpszMenuName = nullptr; // No Menu
- wc.lpszClassName= TEXT("OpenGL"); // Class Name
-
- if (!RegisterClass(&wc))
- {
- MessageBox(nullptr, TEXT("Failed to register the window class"), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
- return FALSE; //exit and return false
- }
-
- if (fullscreen) // attempt fullscreen mode
- {
- DEVMODE dmScreenSettings; // Device Mode
- memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make Sure Memory's Cleared
- dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of the devmode structure
- dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
- dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
- dmScreenSettings.dmBitsPerPel = bits; // bits per pixel
- dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
-
- // Try To Set Selected Mode and Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
- if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
- {
- // If The Mode Fails, Offer Two Options. Quit Or Run In A Window.
- if (MessageBox(nullptr,TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"),TEXT("NeHe GL"),MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
- {
- fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE)
- }
- else
- {
- //Popup Messagebox: Closing
- MessageBox(nullptr, TEXT("Program will close now."), TEXT("ERROR"), MB_OK|MB_ICONSTOP);
- return FALSE; //exit, return false
- }
- }
- }
-
- if (fullscreen) // when mode really succeeded
- {
- dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
- dwStyle=WS_POPUP;
- ShowCursor(FALSE);
- }
- else
- {
- dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
- dwStyle=WS_OVERLAPPEDWINDOW; // Windows style
- }
-
- AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
-
- if (nullptr == (g_hWnd=CreateWindowEx(dwExStyle, // Extended Style For The Window
- TEXT("OpenGL"), // Class Name
- UTFConverter(title).c_wstr(), // Window Title
- WS_CLIPSIBLINGS | // Required Window Style
- WS_CLIPCHILDREN | // Required Window Style
- dwStyle, // Selected WIndow Style
- 0, 0, // Window Position
- WindowRect.right-WindowRect.left, // Calc adjusted Window Width
- WindowRect.bottom-WindowRect.top, // Calc adjustes Window Height
- nullptr, // No Parent Window
- nullptr, // No Menu
- g_hInstance, // Instance
- nullptr ))) // Don't pass anything To WM_CREATE
- {
- abortGLInit("Window Creation Error.");
- return FALSE;
- }
-
- static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
- {
- sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
- 1, // Version Number
- PFD_DRAW_TO_WINDOW | // Format Must Support Window
- PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
- PFD_DOUBLEBUFFER, // Must Support Double Buffering
- PFD_TYPE_RGBA, // Request An RGBA Format
- BYTE(bits), // Select Our Color Depth
- 0, 0, 0, 0, 0, 0, // Color Bits Ignored
- 0, // No Alpha Buffer
- 0, // Shift Bit Ignored
- 0, // No Accumulation Buffer
- 0, 0, 0, 0, // Accumulation Bits Ignored
- 16, // 16Bit Z-Buffer (Depth Buffer)
- 0, // No Stencil Buffer
- 0, // No Auxiliary Buffer
- PFD_MAIN_PLANE, // Main Drawing Layer
- 0, // Reserved
- 0, 0, 0 // Layer Masks Ignored
- };
-
- if (nullptr == (hDC=GetDC(g_hWnd))) // Did we get the Device Context?
- {
- abortGLInit("Can't Create A GL Device Context.");
- return FALSE;
- }
-
- if (0 == (PixelFormat=ChoosePixelFormat(hDC, &pfd))) // Did We Find a matching pixel Format?
- {
- abortGLInit("Can't Find Suitable PixelFormat");
- return FALSE;
- }
-
- if (!SetPixelFormat(hDC, PixelFormat, &pfd))
- {
- abortGLInit("Can't Set The PixelFormat");
- return FALSE;
- }
-
- if (nullptr == (hRC=wglCreateContext(hDC)))
- {
- abortGLInit("Can't Create A GL Rendering Context.");
- return FALSE;
- }
-
- if (!(wglMakeCurrent(hDC,hRC))) // Try to activate the rendering context
- {
- abortGLInit("Can't Activate The Rendering Context");
- return FALSE;
- }
-
- //// *** everything okay ***
-
- ShowWindow(g_hWnd, SW_SHOW); // Show The Window
- SetForegroundWindow(g_hWnd); // Slightly Higher Prio
- SetFocus(g_hWnd); // Sets Keyboard Focus To The Window
- ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
-
- if (!InitGL())
- {
- abortGLInit("Initialization failed");
- return FALSE;
- }
-
- return TRUE;
-}
-
-void cleanup()
-{
- freeTextureIds();
-
- destroyAILogger();
-
- if (g_hWnd)
- KillGLWindow();
-}
-
-LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
- UINT uMsg, // Message for this Window
- WPARAM wParam, // additional message Info
- LPARAM lParam) // additional message Info
-{
- switch (uMsg) // check for Window Messages
- {
- case WM_ACTIVATE: // Watch For Window Activate Message
- {
- if (!HIWORD(wParam)) // Check Minimization State
- {
- active=TRUE;
- }
- else
- {
- active=FALSE;
- }
-
- return 0; // return To The Message Loop
- }
-
- case WM_SYSCOMMAND: // Interrupt System Commands
- {
- switch (wParam)
- {
- case SC_SCREENSAVE: // Screen-saver trying to start
- case SC_MONITORPOWER: // Monitor trying to enter power-safe
- return 0;
- }
- break;
- }
-
- case WM_CLOSE: // close message received?
- {
- PostQuitMessage(0); // Send WM_QUIT quit message
- return 0; // Jump Back
- }
-
- case WM_KEYDOWN: // Is a key pressed?
- {
- keys[wParam] = TRUE; // If so, Mark it as true
- return 0;
- }
-
- case WM_KEYUP: // Has Key Been released?
- {
- keys[wParam] = FALSE; // If so, Mark It As FALSE
- return 0;
- }
-
- case WM_SIZE: // Resize The OpenGL Window
- {
- ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord-Width, HiWord-Height
- return 0;
- }
- }
-
- // Pass All unhandled Messaged To DefWindowProc
- return DefWindowProc(hWnd, uMsg, wParam, lParam);
-}
-
-int WINAPI WinMain( HINSTANCE /*hInstance*/, // The instance
- HINSTANCE /*hPrevInstance*/, // Previous instance
- LPSTR /*lpCmdLine*/, // Command Line Parameters
- int /*nShowCmd*/ ) // Window Show State
-{
- MSG msg = {};
- BOOL done=FALSE;
-
- createAILogger();
- logInfo("App fired!");
-
- // Check the command line for an override file path.
- int argc;
- LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
- if (argv != nullptr && argc > 1)
- {
- std::wstring modelpathW(argv[1]);
- modelpath = UTFConverter(modelpathW).str();
- }
-
- if (!Import3DFromFile(modelpath))
- {
- cleanup();
- return 0;
- }
-
- logInfo("=============== Post Import ====================");
-
- if (MessageBox(nullptr, TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start Fullscreen?"), MB_YESNO|MB_ICONEXCLAMATION)==IDNO)
- {
- fullscreen=FALSE;
- }
-
- if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
- {
- cleanup();
- return 0;
- }
-
- while(!done) // Game Loop
- {
- if (PeekMessage(&msg, nullptr, 0,0, PM_REMOVE))
- {
- if (msg.message==WM_QUIT)
- {
- done=TRUE;
- }
- else
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- }
- else
- {
- // Draw The Scene. Watch For ESC Key And Quit Messaged From DrawGLScene()
- if (active)
- {
- if (keys[VK_ESCAPE])
- {
- done=TRUE;
- }
- else
- {
- DrawGLScene();
- SwapBuffers(hDC);
- }
- }
-
- if (keys[VK_F1])
- {
- keys[VK_F1]=FALSE;
- KillGLWindow();
- fullscreen=!fullscreen;
- if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
- {
- cleanup();
- return 0;
- }
- }
- }
- }
-
- // *** cleanup ***
- cleanup();
- return static_cast<int>(msg.wParam);
-}