summaryrefslogtreecommitdiff
path: root/libs/assimp/samples/SimpleAssimpViewX/MyDocument.mm
blob: cbe034842adac9fcd506181a365834d297f6fa20 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
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