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- // ----------------------------------------------------------------------------
- // 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>
-
- #include <GL/glut.h>
-
- // assimp include files. These three are usually needed.
- #include <assimp/cimport.h>
- #include <assimp/scene.h>
- #include <assimp/postprocess.h>
-
- // the global Assimp scene object
- const struct aiScene* scene = NULL;
- GLuint scene_list = 0;
- 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 struct aiNode* nd,
- struct aiVector3D* min,
- struct aiVector3D* max,
- struct aiMatrix4x4* trafo
- ){
- struct aiMatrix4x4 prev;
- unsigned int n = 0, t;
-
- prev = *trafo;
- aiMultiplyMatrix4(trafo,&nd->mTransformation);
-
- for (; n < nd->mNumMeshes; ++n) {
- const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
- for (t = 0; t < mesh->mNumVertices; ++t) {
-
- 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 (struct aiVector3D* min, struct aiVector3D* max)
- {
- 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 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 struct aiMaterial *mtl)
- {
- float c[4];
-
- GLenum fill_mode;
- int ret1, ret2;
- struct aiColor4D diffuse;
- struct aiColor4D specular;
- struct aiColor4D ambient;
- struct aiColor4D emission;
- float 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 struct aiScene *sc, const struct aiNode* nd)
- {
- unsigned int i;
- unsigned int n = 0, t;
- 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 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 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 += (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)
- {
- struct aiLogStream stream;
-
- glutInitWindowSize(900,600);
- glutInitWindowPosition(100,100);
- glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
- glutInit(&argc, argv);
-
- 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);
-
- // the model name can be specified on the command line. If none
- // is specified, we try to locate one of the more expressive test
- // models from the repository (/models-nonbsd may be missing in
- // some distributions so we need a fallback from /models!).
- if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
- if( argc != 1 || (0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X"))) {
- return -1;
- }
- }
-
- 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 0;
- }
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