Allow commandline-supplied model path for the SimpledTexturedOGL sample

Currently, the path to the model in the sample is hardcoded.  Allow the user
to provide a model path via the command line for the sample, and remove a few
redundant comments.
pull/142/head
Jared Duke 2013-10-02 17:54:30 -07:00
parent c4ead93c34
commit 4328636d14
1 changed files with 35 additions and 34 deletions

View File

@ -36,9 +36,8 @@
#include "assimp/LogStream.hpp"
// currently these are hardcoded
static const std::string basepath = "../../test/models/OBJ/";
static const std::string modelname = "spider.obj";
// The default hardcoded path. Can be overridden by supplying a path through the commandline.
static std::string modelpath = "../../test/models/OBJ/spider.obj";
HGLRC hRC=NULL; // Permanent Rendering Context
@ -165,6 +164,11 @@ void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize Th
}
std::string getBasePath(const std::string& path)
{
size_t pos = path.find_last_of("\\/");
return (std::string::npos == pos) ? "" : path.substr(0, pos + 1);
}
int LoadGLTextures(const aiScene* scene)
{
@ -220,6 +224,7 @@ int LoadGLTextures(const aiScene* scene)
/* get iterator */
std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();
std::string basepath = getBasePath(modelpath);
for (int i=0; i<numTextures; i++)
{
@ -799,52 +804,52 @@ LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nShowCmd ) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
MSG msg;
BOOL done=FALSE;
createAILogger();
logInfo("App fired!");
// load scene
// Check the command line for an override file path.
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
if (argv != NULL && argc > 1)
{
std::wstring modelpathW(argv[1]);
modelpath = std::string(modelpathW.begin(), modelpathW.end());
}
if (!Import3DFromFile(basepath+modelname)) return 0;
if (!Import3DFromFile(modelpath)) return 0;
logInfo("=============== Post Import ====================");
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start Fullscreen?", MB_YESNO|MB_ICONEXCLAMATION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
fullscreen=FALSE;
}
// Create Our OpenGL Window (also calls GLinit und LoadGLTextures)
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
{
return 0;
}
while(!done) // Game Loop
{
if (PeekMessage(&msg, NULL, 0,0, PM_REMOVE)) // Is There A Message Waiting
if (PeekMessage(&msg, NULL, 0,0, PM_REMOVE))
{
if (msg.message==WM_QUIT) // Have we received A Quit Message?
if (msg.message==WM_QUIT)
{
done=TRUE; // If So done=TRUE
done=TRUE;
}
else
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
@ -852,26 +857,25 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
// Draw The Scene. Watch For ESC Key And Quit Messaged From DrawGLScene()
if (active)
{
if (keys[VK_ESCAPE]) // Was ESC pressed?
if (keys[VK_ESCAPE])
{
done=TRUE; // ESC signalled A quit
done=TRUE;
}
else
{
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
DrawGLScene();
SwapBuffers(hDC);
}
}
if (keys[VK_F1]) // Is F1 Being Pressed?
if (keys[VK_F1])
{
keys[VK_F1]=FALSE; // If so make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen
//recreate Our OpenGL Window
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
{
return 0; // Quit if Window Was Not Created
return 0;
}
}
}
@ -879,10 +883,8 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
// *** cleanup ***
// clear map
textureIdMap.clear(); //no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
// clear texture ids
if (textureIds)
{
delete[] textureIds;
@ -891,8 +893,7 @@ int WINAPI WinMain( HINSTANCE hInstance, // Instance
// *** cleanup end ***
// Shutdown
destroyAILogger();
KillGLWindow();
return (msg.wParam); // Exit The Program
return (msg.wParam);
}