diff options
Diffstat (limited to 'src/mesh/assimp-master/samples/SimpleOpenGL/Sample_SimpleOpenGL.c')
-rw-r--r-- | src/mesh/assimp-master/samples/SimpleOpenGL/Sample_SimpleOpenGL.c | 448 |
1 files changed, 448 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/samples/SimpleOpenGL/Sample_SimpleOpenGL.c b/src/mesh/assimp-master/samples/SimpleOpenGL/Sample_SimpleOpenGL.c new file mode 100644 index 0000000..c8ab7b3 --- /dev/null +++ b/src/mesh/assimp-master/samples/SimpleOpenGL/Sample_SimpleOpenGL.c @@ -0,0 +1,448 @@ +/* ---------------------------------------------------------------------------- +// Simple sample to prove that Assimp is easy to use with OpenGL. +// It takes a file name as command line parameter, loads it using standard +// settings and displays it. +// +// If you intend to _use_ this code sample in your app, do yourself a favour +// and replace immediate mode calls with VBOs ... +// +// The vc8 solution links against assimp-release-dll_win32 - be sure to +// have this configuration built. +// ---------------------------------------------------------------------------- +*/ + +#include <stdlib.h> +#include <stdio.h> + +#ifdef __APPLE__ +#include <freeglut.h> +#else +#include <GL/freeglut.h> +#endif + +/* assimp include files. These three are usually needed. */ +#include <assimp/cimport.h> +#include <assimp/scene.h> +#include <assimp/postprocess.h> + +#define COMMAND_USAGE "--usage" + +/* ---------------------------------------------------------------------------- */ +inline static void print_run_command(const char* command_name) { + printf("Run '%s %s' for more information.\n", + PROJECT_NAME, command_name); +} + +/* ---------------------------------------------------------------------------- */ +inline static void print_error(const char* msg) { + printf("ERROR: %s\n", msg); +} + +#define NEW_LINE "\n" +#define DOUBLE_NEW_LINE NEW_LINE NEW_LINE + +/* ---------------------------------------------------------------------------- */ +inline static void print_usage() { + static const char* usage_format = + "Usage: " + PROJECT_NAME + " <file>" DOUBLE_NEW_LINE + "where:" DOUBLE_NEW_LINE + " %-10s %s" DOUBLE_NEW_LINE + "options:" DOUBLE_NEW_LINE + " %-10s %s" DOUBLE_NEW_LINE; + printf(usage_format, + // where + "file", "The input model file to load.", + // options + COMMAND_USAGE, "Display usage."); +} + +/* the global Assimp scene object */ +const C_STRUCT aiScene* scene = NULL; +GLuint scene_list = 0; +C_STRUCT aiVector3D scene_min, scene_max, scene_center; + +/* current rotation angle */ +static float angle = 0.f; + +#define aisgl_min(x,y) (x<y?x:y) +#define aisgl_max(x,y) (y>x?y:x) + +/* ---------------------------------------------------------------------------- */ +void reshape(int width, int height) +{ + const double aspectRatio = (float) width / height, fieldOfView = 45.0; + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(fieldOfView, aspectRatio, + 1.0, 1000.0); /* Znear and Zfar */ + glViewport(0, 0, width, height); +} + +/* ---------------------------------------------------------------------------- */ +void get_bounding_box_for_node (const C_STRUCT aiNode* nd, + C_STRUCT aiVector3D* min, + C_STRUCT aiVector3D* max, + C_STRUCT aiMatrix4x4* trafo +){ + C_STRUCT aiMatrix4x4 prev; + unsigned int n = 0, t; + + prev = *trafo; + aiMultiplyMatrix4(trafo,&nd->mTransformation); + + for (; n < nd->mNumMeshes; ++n) { + const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; + for (t = 0; t < mesh->mNumVertices; ++t) { + + C_STRUCT 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) { + get_bounding_box_for_node(nd->mChildren[n],min,max,trafo); + } + *trafo = prev; +} + +/* ---------------------------------------------------------------------------- */ +void get_bounding_box(C_STRUCT aiVector3D* min, C_STRUCT aiVector3D* max) +{ + C_STRUCT aiMatrix4x4 trafo; + aiIdentityMatrix4(&trafo); + + min->x = min->y = min->z = 1e10f; + max->x = max->y = max->z = -1e10f; + get_bounding_box_for_node(scene->mRootNode,min,max,&trafo); +} + +/* ---------------------------------------------------------------------------- */ +void color4_to_float4(const C_STRUCT aiColor4D *c, float f[4]) +{ + f[0] = c->r; + f[1] = c->g; + f[2] = c->b; + f[3] = c->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 apply_material(const C_STRUCT aiMaterial *mtl) +{ + float c[4]; + + GLenum fill_mode; + int ret1, ret2; + C_STRUCT aiColor4D diffuse; + C_STRUCT aiColor4D specular; + C_STRUCT aiColor4D ambient; + C_STRUCT aiColor4D emission; + ai_real shininess, strength; + int two_sided; + int wireframe; + unsigned int max; + + 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); + if(ret1 == AI_SUCCESS) { + max = 1; + ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max); + if(ret2 == AI_SUCCESS) + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength); + else + glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess); + } + 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) + glDisable(GL_CULL_FACE); + else + glEnable(GL_CULL_FACE); +} + +/* ---------------------------------------------------------------------------- */ +void recursive_render (const C_STRUCT aiScene *sc, const C_STRUCT aiNode* nd) +{ + unsigned int i; + unsigned int n = 0, t; + C_STRUCT aiMatrix4x4 m = nd->mTransformation; + + /* update transform */ + aiTransposeMatrix4(&m); + glPushMatrix(); + glMultMatrixf((float*)&m); + + /* draw all meshes assigned to this node */ + for (; n < nd->mNumMeshes; ++n) { + const C_STRUCT aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; + + apply_material(sc->mMaterials[mesh->mMaterialIndex]); + + if(mesh->mNormals == NULL) { + glDisable(GL_LIGHTING); + } else { + glEnable(GL_LIGHTING); + } + + for (t = 0; t < mesh->mNumFaces; ++t) { + const C_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++) { + int index = face->mIndices[i]; + if(mesh->mColors[0] != NULL) + glColor4fv((GLfloat*)&mesh->mColors[0][index]); + if(mesh->mNormals != NULL) + glNormal3fv(&mesh->mNormals[index].x); + glVertex3fv(&mesh->mVertices[index].x); + } + + glEnd(); + } + + } + + /* draw all children */ + for (n = 0; n < nd->mNumChildren; ++n) { + recursive_render(sc, nd->mChildren[n]); + } + + glPopMatrix(); +} + +/* ---------------------------------------------------------------------------- */ +void do_motion (void) +{ + static GLint prev_time = 0; + static GLint prev_fps_time = 0; + static int frames = 0; + + int time = glutGet(GLUT_ELAPSED_TIME); + angle += (float)((time-prev_time)*0.01); + prev_time = time; + + frames += 1; + if ((time - prev_fps_time) > 1000) /* update every seconds */ + { + int current_fps = frames * 1000 / (time - prev_fps_time); + printf("%d fps\n", current_fps); + frames = 0; + prev_fps_time = time; + } + + + glutPostRedisplay (); +} + +/* ---------------------------------------------------------------------------- */ +void display(void) +{ + float tmp; + + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f); + + /* rotate it around the y axis */ + glRotatef(angle,0.f,1.f,0.f); + + /* scale the whole asset to fit into our view frustum */ + tmp = scene_max.x-scene_min.x; + tmp = aisgl_max(scene_max.y - scene_min.y,tmp); + tmp = aisgl_max(scene_max.z - scene_min.z,tmp); + tmp = 1.f / tmp; + glScalef(tmp, tmp, tmp); + + /* center the model */ + glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); + + /* if the display list has not been made yet, create a new one and + fill it with scene contents */ + if(scene_list == 0) { + scene_list = glGenLists(1); + glNewList(scene_list, GL_COMPILE); + /* now begin at the root node of the imported data and traverse + the scenegraph by multiplying subsequent local transforms + together on GL's matrix stack. */ + recursive_render(scene, scene->mRootNode); + glEndList(); + } + + glCallList(scene_list); + + glutSwapBuffers(); + + do_motion(); +} + +/* ---------------------------------------------------------------------------- */ +int loadasset (const char* path) +{ + /* we are taking one of the postprocessing presets to avoid + spelling out 20+ single postprocessing flags here. */ + scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality); + + if (scene) { + get_bounding_box(&scene_min,&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; + return 0; + } + return 1; +} + +/* ---------------------------------------------------------------------------- */ +int main(int argc, char **argv) +{ + const char* model_file = NULL; + C_STRUCT aiLogStream stream; + + if (argc < 2) { + print_error("No input model file specified."); + print_run_command(COMMAND_USAGE); + return EXIT_FAILURE; + } + + // Find and execute available commands entered by the user. + for (int i = 1; i < argc; ++i) { + if (!strncmp(argv[i], COMMAND_USAGE, strlen(COMMAND_USAGE))) { + print_usage(); + return EXIT_SUCCESS; + } + } + + // Check and validate the specified model file extension. + model_file = argv[1]; + const char* extension = strrchr(model_file, '.'); + if (!extension) { + print_error("Please provide a file with a valid extension."); + return EXIT_FAILURE; + } + + if (AI_FALSE == aiIsExtensionSupported(extension)) { + print_error("The specified model file extension is currently " + "unsupported in Assimp " ASSIMP_VERSION "."); + return EXIT_FAILURE; + } + + glutInitWindowSize(900,600); + glutInitWindowPosition(100,100); + glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); + glutInit(&argc, argv); + glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); + + glutCreateWindow("Assimp - Very simple OpenGL sample"); + glutDisplayFunc(display); + glutReshapeFunc(reshape); + + /* get a handle to the predefined STDOUT log stream and attach + it to the logging system. It remains active for all further + calls to aiImportFile(Ex) and aiApplyPostProcessing. */ + stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL); + aiAttachLogStream(&stream); + + /* ... same procedure, but this stream now writes the + log messages to assimp_log.txt */ + stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt"); + aiAttachLogStream(&stream); + + // Load the model file. + if(0 != loadasset(model_file)) { + print_error("Failed to load model. Please ensure that the specified file exists."); + aiDetachAllLogStreams(); + return EXIT_FAILURE; + } + + glClearColor(0.1f,0.1f,0.1f,1.f); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); /* Uses default lighting parameters */ + + glEnable(GL_DEPTH_TEST); + + glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE); + glEnable(GL_NORMALIZE); + + /* XXX docs say all polygons are emitted CCW, but tests show that some aren't. */ + if(getenv("MODEL_IS_BROKEN")) + glFrontFace(GL_CW); + + glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); + + glutGet(GLUT_ELAPSED_TIME); + glutMainLoop(); + + /* cleanup - calling 'aiReleaseImport' is important, as the library + keeps internal resources until the scene is freed again. Not + doing so can cause severe resource leaking. */ + aiReleaseImport(scene); + + /* We added a log stream to the library, it's our job to disable it + again. This will definitely release the last resources allocated + by Assimp.*/ + aiDetachAllLogStreams(); + return EXIT_SUCCESS; +} |