Merge pull request #4986 from assimp/kimkulling/fix_sample_utf8_encoding
Fix: Use C++17 compliant utf8 encoding.pull/4994/head^2
commit
3a73ce37e4
|
@ -43,6 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#ifndef AI_BASE64_HPP_INC
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#define AI_BASE64_HPP_INC
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#include <assimp/defs.h>
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#include <stdint.h>
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#include <vector>
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#include <string>
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@ -54,35 +56,35 @@ namespace Base64 {
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/// @param in The UTF-64 buffer.
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/// @param inLength The size of the buffer
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/// @param out The encoded ASCII string.
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void Encode(const uint8_t *in, size_t inLength, std::string &out);
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ASSIMP_API void Encode(const uint8_t *in, size_t inLength, std::string &out);
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/// @brief Will encode the given character buffer from UTF64 to ASCII.
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/// @param in A vector, which contains the buffer for encoding.
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/// @param out The encoded ASCII string.
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void Encode(const std::vector<uint8_t>& in, std::string &out);
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ASSIMP_API void Encode(const std::vector<uint8_t> &in, std::string &out);
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/// @brief Will encode the given character buffer from UTF64 to ASCII.
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/// @param in A vector, which contains the buffer for encoding.
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/// @return The encoded ASCII string.
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std::string Encode(const std::vector<uint8_t>& in);
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ASSIMP_API std::string Encode(const std::vector<uint8_t> &in);
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/// @brief Will decode the given character buffer from ASCII to UTF64.
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/// @param in The ASCII buffer to decode.
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/// @param inLength The size of the buffer.
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/// @param out The decoded buffer.
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/// @return The new buffer size.
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size_t Decode(const char *in, size_t inLength, uint8_t *&out);
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ASSIMP_API size_t Decode(const char *in, size_t inLength, uint8_t *&out);
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/// @brief Will decode the given character buffer from ASCII to UTF64.
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/// @param in The ASCII buffer to decode as a std::string.
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/// @param out The decoded buffer.
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/// @return The new buffer size.
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size_t Decode(const std::string& in, std::vector<uint8_t>& out);
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ASSIMP_API size_t Decode(const std::string &in, std::vector<uint8_t> &out);
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/// @brief Will decode the given character buffer from ASCII to UTF64.
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/// @param in The ASCII string.
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/// @return The decoded buffer in a vector.
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std::vector<uint8_t> Decode(const std::string& in);
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ASSIMP_API std::vector<uint8_t> Decode(const std::string &in);
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} // namespace Base64
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} // namespace Assimp
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@ -73,6 +73,12 @@ typedef uint32_t ai_uint32;
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#ifdef __cplusplus
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#ifdef ASSIMP_USE_HUNTER
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# include <utf8.h>
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#else
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# include "../contrib/utf8cpp/source/utf8.h"
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#endif
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#include <cstring>
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#include <new> // for std::nothrow_t
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#include <string> // for aiString::Set(const std::string&)
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@ -1,52 +0,0 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UTFConverter.h"
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namespace AssimpSamples {
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namespace SharedCode {
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typename UTFConverter::UTFConverterImpl UTFConverter::impl_;
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}
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}
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@ -1,92 +0,0 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
|
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conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
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following disclaimer.
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|
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* Redistributions in binary form must reproduce the above
|
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copyright notice, this list of conditions and the
|
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following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
|
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derived from this software without specific prior
|
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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#define ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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#include <string>
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#include <locale>
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#include <codecvt>
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namespace AssimpSamples {
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namespace SharedCode {
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// Used to convert between multibyte and unicode strings.
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class UTFConverter {
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using UTFConverterImpl = std::wstring_convert<std::codecvt_utf8<wchar_t>, wchar_t>;
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public:
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UTFConverter(const char* s) :
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s_(s),
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ws_(impl_.from_bytes(s)) {
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}
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UTFConverter(const wchar_t* s) :
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s_(impl_.to_bytes(s)),
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ws_(s) {
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}
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UTFConverter(const std::string& s) :
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s_(s),
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ws_(impl_.from_bytes(s)) {
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}
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UTFConverter(const std::wstring& s) :
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s_(impl_.to_bytes(s)),
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ws_(s) {
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}
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inline const char* c_str() const {
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return s_.c_str();
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}
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inline const std::string& str() const {
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return s_;
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}
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inline const wchar_t* c_wstr() const {
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return ws_.c_str();
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}
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private:
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static UTFConverterImpl impl_;
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std::string s_;
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std::wstring ws_;
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};
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}
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}
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#endif // ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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@ -36,8 +36,6 @@ ADD_EXECUTABLE( assimp_simpletextureddirectx11 WIN32
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#SimpleTexturedDirectx11/VertexShader.hlsl
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SimpleTexturedDirectx11/main.cpp
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SimpleTexturedDirectx11/SafeRelease.hpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
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)
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TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp_simpletextureddirectx11)
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@ -13,6 +13,8 @@
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// Written by IAS. :)
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// ---------------------------------------------------------------------------
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#include <assimp/types.h>
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#include <Windows.h>
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#include <shellapi.h>
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#include <stdexcept>
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@ -21,8 +23,8 @@
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#include <dxgi1_2.h>
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#include <DirectXMath.h>
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#include <d3dcompiler.h>
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#include "ModelLoader.h"
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#include "UTFConverter.h"
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#include "SafeRelease.hpp"
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#ifdef _MSC_VER
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@ -33,7 +35,6 @@
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#endif // _MSC_VER
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using namespace DirectX;
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using namespace AssimpSamples::SharedCode;
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#define VERTEX_SHADER_FILE L"VertexShader.hlsl"
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#define PIXEL_SHADER_FILE L"PixelShader.hlsl"
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@ -50,10 +51,10 @@ struct ConstantBuffer {
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// ------------------------------------------------------------
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// Window Variables
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// ------------------------------------------------------------
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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static constexpr uint32_t SCREEN_WIDTH = 800;
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static constexpr uint32_t SCREEN_HEIGHT = 600;
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const char g_szClassName[] = "directxWindowClass";
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constexpr char g_szClassName[] = "directxWindowClass";
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static std::string g_ModelPath;
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@ -154,8 +155,14 @@ int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
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}
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// Retrieve the model file path.
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g_ModelPath = UTFConverter(argv[1]).str();
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std::wstring filename(argv[1]);
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char *targetStart = new char[filename.size()+1];
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memset(targetStart, '\0', filename.size() + 1);
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utf8::utf16to8(filename.c_str(), filename.c_str() + filename.size(), targetStart);
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g_ModelPath = targetStart;
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delete[] targetStart;
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free_command_line_allocated_memory();
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WNDCLASSEX wc;
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@ -511,9 +518,9 @@ void InitPipeline()
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{
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ID3DBlob *VS, *PS;
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if(FAILED(CompileShaderFromFile(SHADER_PATH VERTEX_SHADER_FILE, 0, "main", "vs_4_0", &VS)))
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Throwanerror(UTFConverter(L"Failed to compile shader from file " VERTEX_SHADER_FILE).c_str());
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Throwanerror("Failed to compile shader from file");
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if(FAILED(CompileShaderFromFile(SHADER_PATH PIXEL_SHADER_FILE, 0, "main", "ps_4_0", &PS)))
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Throwanerror(UTFConverter(L"Failed to compile shader from file " PIXEL_SHADER_FILE).c_str());
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Throwanerror("Failed to compile shader from file ");
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dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), nullptr, &pVS);
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dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), nullptr, &pPS);
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@ -30,8 +30,6 @@ LINK_DIRECTORIES(
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ADD_EXECUTABLE( assimp_simpletexturedogl WIN32
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SimpleTexturedOpenGL/src/model_loading.cpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
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)
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TARGET_USE_COMMON_OUTPUT_DIRECTORY(assimp_simpletexturedogl)
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@ -41,7 +41,6 @@
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/LogStream.hpp>
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#include "UTFConverter.h"
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// The default hard-coded path. Can be overridden by supplying a path through the command line.
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static std::string modelpath = "../../test/models/OBJ/spider.obj";
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@ -69,8 +68,6 @@ GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat LightPosition[]= { 0.0f, 0.0f, 15.0f, 1.0f };
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// the global Assimp scene object
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const aiScene* g_scene = nullptr;
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GLuint scene_list = 0;
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@ -83,12 +80,8 @@ GLuint* textureIds; // pointer to texture Array
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// Create an instance of the Importer class
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Assimp::Importer importer;
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using namespace AssimpSamples::SharedCode;
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void createAILogger()
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{
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// Change this line to normal if you not want to analyse the import process
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//Assimp::Logger::LogSeverity severity = Assimp::Logger::NORMAL;
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void createAILogger() {
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// Change this line to normal if you not want to analyze the import process
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Assimp::Logger::LogSeverity severity = Assimp::Logger::VERBOSE;
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// Create a logger instance for Console Output
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@ -101,62 +94,52 @@ void createAILogger()
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Assimp::DefaultLogger::get()->info("this is my info-call");
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}
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void destroyAILogger()
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{
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// Kill it after the work is done
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void destroyAILogger() {
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Assimp::DefaultLogger::kill();
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}
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void logInfo(std::string logString)
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{
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// Will add message to File with "info" Tag
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void logInfo(const std::string &logString) {
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Assimp::DefaultLogger::get()->info(logString.c_str());
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}
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void logDebug(const char* logString)
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{
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// Will add message to File with "debug" Tag
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void logDebug(const char* logString) {
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Assimp::DefaultLogger::get()->debug(logString);
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}
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bool Import3DFromFile( const std::string& pFile)
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{
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bool Import3DFromFile( const std::string &filename) {
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// Check if file exists
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std::ifstream fin(pFile.c_str());
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if(!fin.fail())
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{
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fin.close();
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}
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else
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{
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MessageBox(nullptr, UTFConverter("Couldn't open file: " + pFile).c_wstr() , TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
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std::ifstream fin(filename.c_str());
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if(fin.fail()) {
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std::string message = "Couldn't open file: " + filename;
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std::wstring targetMessage;
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//utf8::utf8to16(message.c_str(), message.c_str() + message.size(), targetMessage);
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::MessageBox(nullptr, targetMessage.c_str(), L"Error", MB_OK | MB_ICONEXCLAMATION);
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logInfo(importer.GetErrorString());
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return false;
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}
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g_scene = importer.ReadFile(pFile, aiProcessPreset_TargetRealtime_Quality);
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fin.close();
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g_scene = importer.ReadFile(filename, aiProcessPreset_TargetRealtime_Quality);
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// If the import failed, report it
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if(!g_scene)
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{
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if (g_scene == nullptr) {
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logInfo( importer.GetErrorString());
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return false;
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}
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// Now we can access the file's contents.
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logInfo("Import of scene " + pFile + " succeeded.");
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logInfo("Import of scene " + filename + " succeeded.");
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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// Resize And Initialize The GL Window
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void ReSizeGLScene(GLsizei width, GLsizei height)
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{
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void ReSizeGLScene(GLsizei width, GLsizei height) {
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// Prevent A Divide By Zero By
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if (height==0)
|
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{
|
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if (height == 0) {
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// Making Height Equal One
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||||
height=1;
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}
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|
@ -174,43 +157,26 @@ void ReSizeGLScene(GLsizei width, GLsizei height)
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}
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||||
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||||
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std::string getBasePath(const std::string& path)
|
||||
{
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||||
std::string getBasePath(const std::string& path) {
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||||
size_t pos = path.find_last_of("\\/");
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||||
return (std::string::npos == pos) ? "" : path.substr(0, pos + 1);
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}
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|
||||
void freeTextureIds()
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||||
{
|
||||
textureIdMap.clear(); //no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
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void freeTextureIds() {
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// no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
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textureIdMap.clear();
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|
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if (textureIds)
|
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{
|
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if (textureIds) {
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delete[] textureIds;
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textureIds = nullptr;
|
||||
}
|
||||
}
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int LoadGLTextures(const aiScene* scene)
|
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{
|
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int LoadGLTextures(const aiScene* scene) {
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||||
freeTextureIds();
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||||
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//ILboolean success;
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||||
|
||||
/* Before calling ilInit() version should be checked. */
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||||
/*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;
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||||
}*/
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||||
|
||||
//ilInit(); /* Initialization of DevIL */
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||||
|
||||
if (scene->HasTextures()) return 1;
|
||||
//abortGLInit("Support for meshes with embedded textures is not implemented");
|
||||
if (scene->HasTextures())
|
||||
return 1;
|
||||
|
||||
/* getTexture Filenames and Numb of Textures */
|
||||
for (unsigned int m=0; m<scene->mNumMaterials; m++)
|
||||
|
@ -230,14 +196,6 @@ int LoadGLTextures(const aiScene* scene)
|
|||
|
||||
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 */
|
||||
|
@ -248,29 +206,17 @@ int LoadGLTextures(const aiScene* scene)
|
|||
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
|
||||
|
@ -287,19 +233,18 @@ int LoadGLTextures(const aiScene* scene)
|
|||
glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
|
||||
glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
/* Error occurred */
|
||||
MessageBox(nullptr, UTFConverter("Couldn't load Image: " + fileloc).c_wstr(), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
|
||||
const std::string message = "Couldn't load Image: " + fileloc;
|
||||
std::wstring targetMessage;
|
||||
wchar_t *tmp = new wchar_t[message.size() + 1];
|
||||
memset(tmp, L'\0', sizeof(wchar_t) *(message.size() + 1));
|
||||
utf8::utf8to16(message.c_str(), message.c_str() + message.size(), tmp);
|
||||
targetMessage = tmp;
|
||||
delete [] tmp;
|
||||
MessageBox(nullptr, targetMessage.c_str(), 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;
|
||||
}
|
||||
|
@ -312,7 +257,6 @@ int InitGL()
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glShadeModel(GL_SMOOTH); // Enables Smooth Shading
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
||||
|
@ -537,9 +481,7 @@ int DrawGLScene() //Here's where we do all the drawing
|
|||
|
||||
drawAiScene(g_scene);
|
||||
|
||||
//xrot+=0.3f;
|
||||
yrot += 0.2f;
|
||||
//zrot+=0.4f;
|
||||
|
||||
return TRUE; // okay
|
||||
}
|
||||
|
@ -591,8 +533,18 @@ void KillGLWindow() // Properly Kill The Window
|
|||
|
||||
GLboolean abortGLInit(const char* abortMessage)
|
||||
{
|
||||
KillGLWindow(); // Reset Display
|
||||
MessageBox(nullptr, UTFConverter(abortMessage).c_wstr(), TEXT("ERROR"), MB_OK|MB_ICONEXCLAMATION);
|
||||
// Reset Display
|
||||
KillGLWindow();
|
||||
const std::string message = abortMessage;
|
||||
std::wstring targetMessage;
|
||||
const size_t len = std::strlen(abortMessage) + 1;
|
||||
wchar_t *tmp = new wchar_t[len];
|
||||
memset(tmp, L'\0', len);
|
||||
utf8::utf8to16(message.c_str(), message.c_str() + message.size(), tmp);
|
||||
targetMessage = tmp;
|
||||
delete [] tmp;
|
||||
|
||||
MessageBox(nullptr, targetMessage.c_str(), TEXT("ERROR"), MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // quit and return False
|
||||
}
|
||||
|
||||
|
@ -642,7 +594,8 @@ BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool ful
|
|||
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)
|
||||
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)
|
||||
}
|
||||
|
@ -669,9 +622,16 @@ BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool ful
|
|||
|
||||
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
|
||||
|
||||
const size_t len = std::strlen(title) + 1;
|
||||
wchar_t *tmp = new wchar_t[len];
|
||||
memset(tmp, L'\0', sizeof(wchar_t) * len);
|
||||
utf8::utf8to16(title, title+len, tmp);
|
||||
std::wstring targetMessage = tmp;
|
||||
delete[] tmp;
|
||||
|
||||
if (nullptr == (g_hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
|
||||
TEXT("OpenGL"), // Class Name
|
||||
UTFConverter(title).c_wstr(), // Window Title
|
||||
targetMessage.c_str(), // Window Title
|
||||
WS_CLIPSIBLINGS | // Required Window Style
|
||||
WS_CLIPCHILDREN | // Required Window Style
|
||||
dwStyle, // Selected WIndow Style
|
||||
|
@ -843,7 +803,11 @@ int WINAPI WinMain( HINSTANCE /*hInstance*/, // The instance
|
|||
if (argv != nullptr && argc > 1)
|
||||
{
|
||||
std::wstring modelpathW(argv[1]);
|
||||
modelpath = UTFConverter(modelpathW).str();
|
||||
char *tmp = new char[modelpathW.size() + 1];
|
||||
memset(tmp, '\0', modelpathW.size() + 1);
|
||||
utf8::utf16to8(modelpathW.c_str(), modelpathW.c_str() + modelpathW.size(), tmp);
|
||||
modelpath = tmp;
|
||||
delete[]tmp;
|
||||
}
|
||||
|
||||
if (!Import3DFromFile(modelpath))
|
||||
|
|
|
@ -55,12 +55,6 @@ AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
|
|||
mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Destructor.
|
||||
AnimEvaluator::~AnimEvaluator() {
|
||||
// empty
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Evaluates the animation tracks for a given time stamp.
|
||||
void AnimEvaluator::Evaluate(double pTime) {
|
||||
|
|
|
@ -66,7 +66,7 @@ public:
|
|||
AnimEvaluator(const aiAnimation *pAnim);
|
||||
|
||||
/// @brief The class destructor.
|
||||
~AnimEvaluator();
|
||||
~AnimEvaluator() = default;
|
||||
|
||||
/// @brief Evaluates the animation tracks for a given time stamp.
|
||||
/// The calculated pose can be retrieved as an array of transformation
|
||||
|
|
|
@ -77,6 +77,13 @@ public:
|
|||
pcScene = NULL;
|
||||
}
|
||||
|
||||
// set the normal set to be used
|
||||
void SetNormalSet(unsigned int iSet);
|
||||
|
||||
// flip all normal vectors
|
||||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// default vertex data structure
|
||||
// (even if tangents, bitangents or normals aren't
|
||||
|
@ -221,16 +228,8 @@ public:
|
|||
|
||||
// Specifies the normal set to be used
|
||||
unsigned int iNormalSet;
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// set the normal set to be used
|
||||
void SetNormalSet(unsigned int iSet);
|
||||
|
||||
// ------------------------------------------------------------------
|
||||
// flip all normal vectors
|
||||
void FlipNormals();
|
||||
void FlipNormalsInt();
|
||||
};
|
||||
|
||||
} // namespace AssimpView
|
||||
|
||||
#endif // !! IG
|
||||
|
|
|
@ -175,18 +175,13 @@ VOID WINAPI FillFunc(D3DXVECTOR4* pOut,
|
|||
pOut->x = pOut->y = 1.0f;
|
||||
pOut->z = 0.0f;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
int CMaterialManager::UpdateSpecularMaterials()
|
||||
{
|
||||
if (g_pcAsset && g_pcAsset->pcScene)
|
||||
{
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
||||
{
|
||||
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
|
||||
{
|
||||
int CMaterialManager::UpdateSpecularMaterials() {
|
||||
if (g_pcAsset && g_pcAsset->pcScene) {
|
||||
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) {
|
||||
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) {
|
||||
this->DeleteMaterial(g_pcAsset->apcMeshes[i]);
|
||||
this->CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
||||
}
|
||||
|
@ -194,14 +189,15 @@ int CMaterialManager::UpdateSpecularMaterials()
|
|||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut)
|
||||
{
|
||||
int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut) {
|
||||
if (sDefaultTexture) {
|
||||
sDefaultTexture->AddRef();
|
||||
*p_ppiOut = sDefaultTexture;
|
||||
return 1;
|
||||
}
|
||||
|
||||
if(FAILED(g_piDevice->CreateTexture(
|
||||
256,
|
||||
256,
|
||||
|
|
|
@ -145,9 +145,7 @@ float g_fLoadTime = 0.0f;
|
|||
// The loader thread loads the asset while the progress dialog displays the
|
||||
// smart progress bar
|
||||
//-------------------------------------------------------------------------------
|
||||
DWORD WINAPI LoadThreadProc(LPVOID lpParameter) {
|
||||
UNREFERENCED_PARAMETER(lpParameter);
|
||||
|
||||
DWORD WINAPI LoadThreadProc(LPVOID) {
|
||||
// get current time
|
||||
double fCur = (double)timeGetTime();
|
||||
|
||||
|
@ -367,7 +365,7 @@ int CalculateBounds(aiNode *piNode, aiVector3D *p_avOut, const aiMatrix4x4 &piMa
|
|||
// The function calculates the boundaries of the mesh and modifies the
|
||||
// global world transformation matrix according to the aset AABB
|
||||
//-------------------------------------------------------------------------------
|
||||
int ScaleAsset(void) {
|
||||
int ScaleAsset() {
|
||||
aiVector3D aiVecs[2] = { aiVector3D(1e10f, 1e10f, 1e10f),
|
||||
aiVector3D(-1e10f, -1e10f, -1e10f) };
|
||||
|
||||
|
@ -521,8 +519,7 @@ int CreateAssetData() {
|
|||
}
|
||||
} else {
|
||||
// create 16 bit index buffer
|
||||
if (FAILED(g_piDevice->CreateIndexBuffer(2 *
|
||||
numIndices,
|
||||
if (FAILED(g_piDevice->CreateIndexBuffer(2 * numIndices,
|
||||
D3DUSAGE_WRITEONLY | dwUsage,
|
||||
D3DFMT_INDEX16,
|
||||
D3DPOOL_DEFAULT,
|
||||
|
|
|
@ -98,6 +98,12 @@ namespace AssimpView {
|
|||
//-------------------------------------------------------------------------------
|
||||
// Function prototypes
|
||||
//-------------------------------------------------------------------------------
|
||||
class AssimpVew {
|
||||
public:
|
||||
AssimpVew();
|
||||
~AssimpVew();
|
||||
};
|
||||
|
||||
int InitD3D(void);
|
||||
int ShutdownD3D(void);
|
||||
int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW = true);
|
||||
|
|
Loading…
Reference in New Issue