- update CHANGES.current.

- mark aiAnimMesh data structures as *NOT CURRENTLY USED*. They are, however, still contained and visible because some ports may be relying on their presence.
- add SimpleAssimpViewX sample provided by drparallax. Thanks! (http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3917829)


git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@843 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
pull/1/head
aramis_acg 2010-11-21 14:57:00 +00:00
parent ec6ef9f145
commit 6f1408a7f0
24 changed files with 9214 additions and 11 deletions

42
CHANGES
View File

@ -2,6 +2,48 @@
CHANGELOG
----------------------------------------------------------------------
2.0 (2010-11-21)
FEATURES:
- Add support for static Blender (*.blend) scenes
- Add support for Q3BSP scenes
- Add a windows-based OpenGL sample featuring texturing & basic materials
- Add an experimental progress feedback interface.
- Vastly improved performance (up to 500%, depending on mesh size and
spatial structure) in some expensive postprocessing steps
- AssimpView now uses a reworked layout which leaves more space
to the scene hierarchy window
- Add C# bindings ('Assimp.NET')
FIXES:
- Many Collada bugfixes, improve faul tolerance
- Fix possible crashes in the Obj loader
- Improve the Ogre XML loader
- OpenGL-sample now works with MinGW
- Fix Importer::FindLoader failing on uppercase file extensions
- Fix flawed path handling when locating external files
- Limit the maximum number of vertices, faces, face indices and
weights that Assimp is able to handle. This is to avoid
crashes due to overflowing counters.
- Updated XCode project files
- Further CMAKE build improvements
API CHANGES:
- Add data structures for vertex-based animations (These are not
currently used, however ...)
- Some Assimp::Importer methods are const now.
1.1 (2010-04-17)
This is the list of relevant changes from the 1.0 (r412) release to 1.1 (r700).

View File

@ -11,9 +11,9 @@ static const char* LEGAL_INFORMATION =
"Open Asset Import Library (Assimp).\n"
"A free C/C++ library to import various 3D file formats into applications\n\n"
"(c) ASSIMP Development Team, 2008-2010\n"
"License: 3-clause BSD license\n"
"Website: http://assimp.sourceforge.net\n"
"(c) 2008-2010, ASSIMP Development Team\n"
"License under the terms and conditions of the 3-clause BSD license\n"
"http://assimp.sourceforge.net\n"
;
// ------------------------------------------------------------------------------------------------
@ -25,13 +25,13 @@ ASSIMP_API const char* aiGetLegalString () {
// ------------------------------------------------------------------------------------------------
// Get Assimp minor version
ASSIMP_API unsigned int aiGetVersionMinor () {
return 1;
return 0;
}
// ------------------------------------------------------------------------------------------------
// Get Assimp major version
ASSIMP_API unsigned int aiGetVersionMajor () {
return 1;
return 2;
}
// ------------------------------------------------------------------------------------------------

View File

@ -68,9 +68,10 @@ using namespace Assimp;
using namespace Assimp::Blender;
using namespace Assimp::Formatter;
static const aiLoaderDesc blenderDesc = {
"Blender 3D Importer \nhttp://www.blender3d.org",
"Alexander Gessler <alexander.gessler@gmx.net>",
"Assimp Team",
"",
"",
aiLoaderFlags_SupportBinaryFlavour | aiLoaderFlags_Experimental,
@ -80,6 +81,7 @@ static const aiLoaderDesc blenderDesc = {
50
};
// ------------------------------------------------------------------------------------------------
// Constructor to be privately used by Importer
BlenderImporter::BlenderImporter()

View File

@ -323,8 +323,9 @@ enum aiPrimitiveType
((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
// ---------------------------------------------------------------------------
/** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex
/** @brief NOT CURRENTLY IN USE. An AnimMesh is an attachment to an #aiMesh stores per-vertex
* animations for a particular frame.
*
* You may think of an #aiAnimMesh as a `patch` for the host mesh, which
@ -436,6 +437,7 @@ struct aiAnimMesh
#endif
};
// ---------------------------------------------------------------------------
/** @brief A mesh represents a geometry or model with a single material.
*
@ -589,14 +591,16 @@ struct aiMesh
**/
C_STRUCT aiString mName;
/** The number of attachment meshes */
/** NOT CURRENTLY IN USE. The number of attachment meshes */
unsigned int mNumAnimMeshes;
/** Attachment meshes for this mesh, for vertex-based animation.
/** NOT CURRENTLY IN USE. Attachment meshes for this mesh, for vertex-based animation.
* Attachment meshes carry replacement data for some of the
* mesh'es vertex components (usually positions, normals). */
C_STRUCT aiAnimMesh** mAnimMeshes;
#ifdef __cplusplus
//! Default constructor. Initializes all members to 0
@ -604,12 +608,15 @@ struct aiMesh
{
mNumVertices = 0;
mNumFaces = 0;
mNumAnimMeshes = 0;
mPrimitiveTypes = 0;
mVertices = NULL; mFaces = NULL;
mNormals = NULL; mTangents = NULL;
mBitangents = NULL;
mAnimMeshes = NULL;
for( unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; a++)
{
mNumUVComponents[a] = 0;
@ -642,11 +649,12 @@ struct aiMesh
}
delete [] mBones;
}
if (mNumAnimMeshes && mAnimMeshes) {
for( unsigned int a = 0; a < mNumAnimMeshes; a++) {
delete mAnimMeshes[a];
}
delete [] mBones;
delete [] mAnimMeshes;
}
delete [] mFaces;

View File

@ -51,3 +51,9 @@ SimpleTexturedOpenGL
See http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3736373
SimpleAssimpViewX
A Mac OSX-based viewer app. This sample was kindly provided by drparallax.
See http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3917829

View File

@ -0,0 +1,29 @@
{\rtf0\ansi{\fonttbl\f0\fswiss Helvetica;}
{\colortbl;\red255\green255\blue255;}
\paperw9840\paperh8400
\pard\tx560\tx1120\tx1680\tx2240\tx2800\tx3360\tx3920\tx4480\tx5040\tx5600\tx6160\tx6720\ql\qnatural
\f0\b\fs24 \cf0 Engineering:
\b0 \
Some people\
\
\b Human Interface Design:
\b0 \
Some other people\
\
\b Testing:
\b0 \
Hopefully not nobody\
\
\b Documentation:
\b0 \
Whoever\
\
\b With special thanks to:
\b0 \
Mom\
}

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@ -0,0 +1,98 @@
//
// v002MeshHelper.h
// v002 Model Importer
//
// Created by vade on 9/26/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import <Cocoa/Cocoa.h>
#import <OpenGL/OpenGL.h>
#import "aiColor4D.h"
#import "aiVector3D.h"
#import "aiVector2D.h"
#import "aiMatrix4x4.h"
/* workflow:
1) create a new scene wrapper
2) populate an array of of meshHelpers for each mesh in the original scene
3) (eventually) create an animator instance
4) scale the asset (needed?)
5) create the asset data (GL resources, textures etc)
5a) for each mesh create a material instance
5b) create a static vertex buffer
5c) create index buffer
5d) populate the index buffer
5e) (eventually) gather weights
*/
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct Vertex
{
aiVector3D vPosition;
aiVector3D vNormal;
aiColor4D dColorDiffuse;
aiVector3D vTangent;
aiVector3D vBitangent;
aiVector3D vTextureUV;
aiVector3D vTextureUV2;
unsigned char mBoneIndices[4];
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
};
// Helper Class to store GPU related resources from a given aiMesh
// Modeled after AssimpView asset helper
@interface MeshHelper : NSObject
{
// Display list ID, this one shots *all drawing* of the mesh. Only ever use this to draw. Booya.
GLuint displayList;
// VAO that encapsulates all VBO drawing state
GLuint vao;
// VBOs
GLuint vertexBuffer;
GLuint indexBuffer;
GLuint normalBuffer;
GLuint numIndices;
// texture
GLuint textureID;
// Material
aiColor4D diffuseColor;
aiColor4D specularColor;
aiColor4D ambientColor;
aiColor4D emissiveColor;
GLfloat opacity;
GLfloat shininess;
GLfloat specularStrength;
BOOL twoSided;
}
@property (readwrite, assign) GLuint vao;
@property (readwrite, assign) GLuint displayList;
@property (readwrite, assign) GLuint vertexBuffer;
@property (readwrite, assign) GLuint indexBuffer;
@property (readwrite, assign) GLuint normalBuffer;
@property (readwrite, assign) GLuint numIndices;
@property (readwrite, assign) GLuint textureID;
@property (readwrite, assign) aiColor4D* diffuseColor;
@property (readwrite, assign) aiColor4D* specularColor;
@property (readwrite, assign) aiColor4D* ambientColor;
@property (readwrite, assign) aiColor4D* emissiveColor;
@property (readwrite, assign) GLfloat opacity;
@property (readwrite, assign) GLfloat shininess;
@property (readwrite, assign) GLfloat specularStrength;
@property (readwrite, assign) BOOL twoSided;
@end

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@ -0,0 +1,99 @@
//
// v002MeshHelper.m
// v002 Model Importer
//
// Created by vade on 9/26/10.
// Copyright 2010 __MyCompanyName__. All rights reserved.
//
#import "ModelLoaderHelperClasses.h"
@implementation MeshHelper
@synthesize vao;
@synthesize displayList;
@synthesize vertexBuffer;
@synthesize indexBuffer;
@synthesize normalBuffer;
@synthesize numIndices;
@synthesize textureID;
@dynamic diffuseColor;
@dynamic specularColor;
@dynamic ambientColor;
@dynamic emissiveColor;
@synthesize opacity;
@synthesize shininess;
@synthesize specularStrength;
@synthesize twoSided;
- (id) init
{
if((self = [super init]))
{
diffuseColor = aiColor4D(0.8, 0.8, 0.8, 1.0);
specularColor = aiColor4D(0.0f, 0.0f, 0.0f, 1.0f);
ambientColor = aiColor4D(0.2f, 0.2f, 0.2f, 1.0f);
emissiveColor = aiColor4D(0.0f, 0.0f, 0.0f, 1.0f);
}
return self;
}
- (void) setDiffuseColor:(aiColor4D*) color;
{
diffuseColor.r = color->r;
diffuseColor.g = color->g;
diffuseColor.b = color->b;
diffuseColor.a = color->a;
}
- (aiColor4D*) diffuseColor
{
return &diffuseColor;
}
- (void) setSpecularColor:(aiColor4D*) color;
{
specularColor.r = color->r;
specularColor.g = color->g;
specularColor.b = color->b;
specularColor.a = color->a;
}
- (aiColor4D*) specularColor
{
return &specularColor;
}
- (void) setAmbientColor:(aiColor4D*) color;
{
ambientColor.r = color->r;
ambientColor.g = color->g;
ambientColor.b = color->b;
ambientColor.a = color->a;
}
- (aiColor4D*) ambientColor
{
return &ambientColor;
}
- (void) setEmissiveColor:(aiColor4D*) color;
{
emissiveColor.r = color->r;
emissiveColor.g = color->g;
emissiveColor.b = color->b;
emissiveColor.a = color->a;
}
- (aiColor4D*) emissiveColor
{
return &emissiveColor;
}
@end

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@ -0,0 +1,59 @@
//
// MyDocument.h
// DisplayLinkAsyncMoviePlayer
//
// Created by vade on 10/26/10.
// Copyright __MyCompanyName__ 2010 . All rights reserved.
//
#import "ModelLoaderHelperClasses.h"
// assimp include files. These three are usually needed.
#import "assimp.h"
#import "aiPostProcess.h"
#import "aiScene.h"
#import <Cocoa/Cocoa.h>
#import <OpenGL/OpenGL.h>
#import <Quartz/Quartz.h>
@interface MyDocument : NSPersistentDocument
{
CVDisplayLinkRef _displayLink;
NSOpenGLContext* _glContext;
NSOpenGLPixelFormat* _glPixelFormat;
NSView* _view;
// Assimp Stuff
aiScene* _scene;
struct aiVector3D scene_min, scene_max, scene_center;
double normalizedScale;
// Our array of textures.
GLuint *textureIds;
// only used if we use
NSMutableArray* modelMeshes;
BOOL builtBuffers;
NSMutableDictionary* textureDictionary; // Array of Dicionaries that map image filenames to textureIds
}
@property (retain) IBOutlet NSView* _view;
- (CVReturn)displayLinkRenderCallback:(const CVTimeStamp *)timeStamp;
- (void) render;
- (void) drawMeshesInContext:(CGLContextObj)cgl_ctx;
- (void) createGLResourcesInContext:(CGLContextObj)cgl_ctx;
- (void) deleteGLResourcesInContext:(CGLContextObj)cgl_ctx;
- (void) loadTexturesInContext:(CGLContextObj)cgl_ctx withModelPath:(NSString*) modelPath;
- (void) getBoundingBoxWithMinVector:(struct aiVector3D*) min maxVectr:(struct aiVector3D*) max;
- (void) getBoundingBoxForNode:(const struct aiNode*)nd minVector:(struct aiVector3D*) min maxVector:(struct aiVector3D*) max matrix:(struct aiMatrix4x4*) trafo;
@end

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@ -0,0 +1,804 @@
//
// MyDocument.m
// DisplayLinkAsyncMoviePlayer
//
// Created by vade on 10/26/10.
// Copyright __MyCompanyName__ 2010 . All rights reserved.
//
#import "aiConfig.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 struct 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.
aiSetImportPropertyInteger(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*) aiImportFile([[openPanel filename] cStringUsingEncoding:[NSString defaultCStringEncoding]], aiPostProccesFlags | aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_PreTransformVertices | 0 );
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 dont 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 meterial 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:(struct aiVector3D*) min maxVectr:(struct aiVector3D*) max
{
struct 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 struct aiNode*)nd minVector:(struct aiVector3D*) min maxVector:(struct aiVector3D*) max matrix:(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)
{
[self getBoundingBoxForNode:nd->mChildren[n] minVector:min maxVector:max matrix:trafo];
}
*trafo = prev;
}
@end

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Mac OSX Assimp Sample, using OpenGL with VBOs
=============================================
Written & donated by drparallax.
See http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3917829
How to build:
-------------
- compile Assimp as static library, copy the generated libassimp.a right here.
- copy the Assimp headers from ./../../include to ./include
- open the XCode project file and build it
Troubleshooting:
----------------
- OSX workspaces are not updated too frequently, so same files may be missing.
If you have any problems which you can't solve on your own,
please report them on the thread above.

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@ -0,0 +1,101 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
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@ -0,0 +1,9 @@
//
// Prefix header for all source files of the 'DisplayLinkAsyncMoviePlayer' target in the 'DisplayLinkAsyncMoviePlayer' project
//
#ifdef __OBJC__
#import <Foundation/Foundation.h>
#import <CoreData/CoreData.h>
#import <Cocoa/Cocoa.h>
#endif

View File

@ -0,0 +1,14 @@
//
// main.m
// DisplayLinkAsyncMoviePlayer
//
// Created by vade on 10/26/10.
// Copyright __MyCompanyName__ 2010 . All rights reserved.
//
#import <Cocoa/Cocoa.h>
int main(int argc, char *argv[])
{
return NSApplicationMain(argc, (const char **) argv);
}

View File

@ -1,7 +1,7 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="9,00"
Version="9.00"
Name="assimp"
ProjectGUID="{5691E159-2D9B-407F-971F-EA5C592DC524}"
RootNamespace="assimp"