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-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, 1191 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt
new file mode 100644
index 0000000..1837af0
--- /dev/null
+++ b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/CMakeLists.txt
@@ -0,0 +1,50 @@
+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
new file mode 100644
index 0000000..2e2bae6
--- /dev/null
+++ b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL.sln
@@ -0,0 +1,20 @@
+
+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
new file mode 100644
index 0000000..885042d
--- /dev/null
+++ b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/SimpleTexturedOpenGL.vcproj
@@ -0,0 +1,206 @@
+<?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
new file mode 100644
index 0000000..48066f1
--- /dev/null
+++ b/src/mesh/assimp-master/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp
@@ -0,0 +1,915 @@
+// ----------------------------------------------------------------------------
+// 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);
+}