- 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-9d2fd5bffc1fpull/1/head
parent
ec6ef9f145
commit
6f1408a7f0
42
CHANGES
42
CHANGES
|
@ -2,6 +2,48 @@
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|||
CHANGELOG
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||||
----------------------------------------------------------------------
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||||
|
||||
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||||
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||||
2.0 (2010-11-21)
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||||
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||||
FEATURES:
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||||
- Add support for static Blender (*.blend) scenes
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||||
- Add support for Q3BSP scenes
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||||
- Add a windows-based OpenGL sample featuring texturing & basic materials
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||||
- Add an experimental progress feedback interface.
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||||
- Vastly improved performance (up to 500%, depending on mesh size and
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||||
spatial structure) in some expensive postprocessing steps
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||||
- AssimpView now uses a reworked layout which leaves more space
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||||
to the scene hierarchy window
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||||
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||||
- Add C# bindings ('Assimp.NET')
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||||
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||||
FIXES:
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||||
- Many Collada bugfixes, improve faul tolerance
|
||||
- Fix possible crashes in the Obj loader
|
||||
- Improve the Ogre XML loader
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||||
- OpenGL-sample now works with MinGW
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||||
- Fix Importer::FindLoader failing on uppercase file extensions
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||||
- Fix flawed path handling when locating external files
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||||
- Limit the maximum number of vertices, faces, face indices and
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||||
weights that Assimp is able to handle. This is to avoid
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||||
crashes due to overflowing counters.
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||||
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||||
- Updated XCode project files
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||||
- Further CMAKE build improvements
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||||
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||||
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||||
API CHANGES:
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||||
- Add data structures for vertex-based animations (These are not
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||||
currently used, however ...)
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||||
- Some Assimp::Importer methods are const now.
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
1.1 (2010-04-17)
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||||
This is the list of relevant changes from the 1.0 (r412) release to 1.1 (r700).
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||||
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||||
|
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@ -11,9 +11,9 @@ static const char* LEGAL_INFORMATION =
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|||
"Open Asset Import Library (Assimp).\n"
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||||
"A free C/C++ library to import various 3D file formats into applications\n\n"
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||||
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||||
"(c) ASSIMP Development Team, 2008-2010\n"
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||||
"License: 3-clause BSD license\n"
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||||
"Website: http://assimp.sourceforge.net\n"
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||||
"(c) 2008-2010, ASSIMP Development Team\n"
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||||
"License under the terms and conditions of the 3-clause BSD license\n"
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||||
"http://assimp.sourceforge.net\n"
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||||
;
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
|
@ -25,13 +25,13 @@ ASSIMP_API const char* aiGetLegalString () {
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|||
// ------------------------------------------------------------------------------------------------
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||||
// Get Assimp minor version
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||||
ASSIMP_API unsigned int aiGetVersionMinor () {
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||||
return 1;
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||||
return 0;
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||||
}
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
// Get Assimp major version
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||||
ASSIMP_API unsigned int aiGetVersionMajor () {
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||||
return 1;
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||||
return 2;
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||||
}
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||||
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||||
// ------------------------------------------------------------------------------------------------
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||||
|
|
|
@ -68,9 +68,10 @@ using namespace Assimp;
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using namespace Assimp::Blender;
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using namespace Assimp::Formatter;
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static const aiLoaderDesc blenderDesc = {
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||||
"Blender 3D Importer \nhttp://www.blender3d.org",
|
||||
"Alexander Gessler <alexander.gessler@gmx.net>",
|
||||
"Assimp Team",
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"",
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"",
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aiLoaderFlags_SupportBinaryFlavour | aiLoaderFlags_Experimental,
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||||
|
@ -80,6 +81,7 @@ static const aiLoaderDesc blenderDesc = {
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50
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};
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// ------------------------------------------------------------------------------------------------
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||||
// Constructor to be privately used by Importer
|
||||
BlenderImporter::BlenderImporter()
|
||||
|
|
|
@ -323,8 +323,9 @@ enum aiPrimitiveType
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((n) > 3 ? aiPrimitiveType_POLYGON : (aiPrimitiveType)(1u << ((n)-1)))
|
||||
|
||||
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||||
|
||||
// ---------------------------------------------------------------------------
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||||
/** @brief An AnimMesh is an attachment to an #aiMesh stores per-vertex
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/** @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
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||||
|
@ -436,6 +437,7 @@ struct aiAnimMesh
|
|||
#endif
|
||||
};
|
||||
|
||||
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||||
// ---------------------------------------------------------------------------
|
||||
/** @brief A mesh represents a geometry or model with a single material.
|
||||
*
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||||
|
@ -589,14 +591,16 @@ struct aiMesh
|
|||
**/
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||||
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;
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||||
|
||||
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;
|
||||
|
|
|
@ -51,3 +51,9 @@ SimpleTexturedOpenGL
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|||
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
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,29 @@
|
|||
{\rtf0\ansi{\fonttbl\f0\fswiss Helvetica;}
|
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{\colortbl;\red255\green255\blue255;}
|
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\paperw9840\paperh8400
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||||
\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
|
|
@ -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
|
|
@ -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
|
|
@ -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
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,22 @@
|
|||
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.
|
|
@ -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>
|
||||
<key>CFBundleDocumentTypes</key>
|
||||
<array>
|
||||
<dict>
|
||||
<key>CFBundleTypeExtensions</key>
|
||||
<array>
|
||||
<string>binary</string>
|
||||
</array>
|
||||
<key>CFBundleTypeMIMETypes</key>
|
||||
<array>
|
||||
<string>application/octet-stream</string>
|
||||
</array>
|
||||
<key>CFBundleTypeName</key>
|
||||
<string>Binary</string>
|
||||
<key>CFBundleTypeRole</key>
|
||||
<string>Editor</string>
|
||||
<key>LSTypeIsPackage</key>
|
||||
<false/>
|
||||
<key>NSDocumentClass</key>
|
||||
<string>MyDocument</string>
|
||||
<key>NSPersistentStoreTypeKey</key>
|
||||
<string>Binary</string>
|
||||
</dict>
|
||||
<dict>
|
||||
<key>CFBundleTypeExtensions</key>
|
||||
<array>
|
||||
<string>sqlite</string>
|
||||
</array>
|
||||
<key>CFBundleTypeMIMETypes</key>
|
||||
<array>
|
||||
<string>application/octet-stream</string>
|
||||
</array>
|
||||
<key>CFBundleTypeName</key>
|
||||
<string>SQLite</string>
|
||||
<key>CFBundleTypeRole</key>
|
||||
<string>Editor</string>
|
||||
<key>LSTypeIsPackage</key>
|
||||
<false/>
|
||||
<key>NSDocumentClass</key>
|
||||
<string>MyDocument</string>
|
||||
<key>NSPersistentStoreTypeKey</key>
|
||||
<string>SQLite</string>
|
||||
</dict>
|
||||
<dict>
|
||||
<key>CFBundleTypeExtensions</key>
|
||||
<array>
|
||||
<string>xml</string>
|
||||
</array>
|
||||
<key>CFBundleTypeIconFile</key>
|
||||
<string></string>
|
||||
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|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -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
|
|
@ -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[])
|
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{
|
||||
return NSApplicationMain(argc, (const char **) argv);
|
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}
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="Windows-1252"?>
|
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<VisualStudioProject
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ProjectType="Visual C++"
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Version="9,00"
|
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Version="9.00"
|
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Name="assimp"
|
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ProjectGUID="{5691E159-2D9B-407F-971F-EA5C592DC524}"
|
||||
RootNamespace="assimp"
|
||||
|
|
Loading…
Reference in New Issue