From 7e5e2d7ea133d220fee2061e860bad51d1f01f92 Mon Sep 17 00:00:00 2001 From: klickverbot Date: Wed, 10 Nov 2010 19:34:40 +0000 Subject: [PATCH] Quick fix to make the SimpleOpenGL sample compile with MinGW. This commit is cluttered with whitespace fixes, sorry for that. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@839 67173fc5-114c-0410-ac8e-9d2fd5bffc1f --- .../src/model_loading.cpp | 154 +++++++++--------- 1 file changed, 77 insertions(+), 77 deletions(-) diff --git a/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp b/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp index ff87be11b..4bb346ae2 100644 --- a/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp +++ b/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp @@ -1,12 +1,12 @@ // ---------------------------------------------------------------------------- // Another Assimp OpenGL sample including texturing. -// Note that it is very basic and will only read and apply the model's diffuse +// Note that it is very basic and will only read and apply the model's diffuse // textures (by their material ids) // // Don't worry about the "Couldn't load Image: ...dwarf2.jpg" Message. // It's caused by a bad texture reference in the model file (I guess) // -// If you intend to _use_ this code sample in your app, do yourself a favour +// If you intend to _use_ this code sample in your app, do yourself a favour // and replace immediate mode calls with VBOs ... // // Thanks to NeHe on whose OpenGL tutorials this one's based on! :) @@ -56,9 +56,9 @@ GLfloat zrot; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc -GLboolean abortGLInit(char*); +GLboolean abortGLInit(const char*); -char* windowTitle = "OpenGL Framework"; +const char* windowTitle = "OpenGL Framework"; GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f }; @@ -76,11 +76,11 @@ std::map textureIdMap; // map image filenames to textureId GLuint* textureIds; // pointer to texture Array // Create an instance of the Importer class -Assimp::Importer importer; +Assimp::Importer importer; void createAILogger() -{ +{ //Assimp::Logger::LogSeverity severity = Assimp::Logger::NORMAL; Assimp::Logger::LogSeverity severity = Assimp::Logger::VERBOSE; @@ -121,31 +121,31 @@ bool Import3DFromFile( const std::string& pFile) { fin.close(); } - else + else { - MessageBox(NULL, ("Couldn't open file: " + pFile).c_str() , "ERROR", MB_OK | MB_ICONEXCLAMATION); + MessageBox(NULL, ("Couldn't open file: " + pFile).c_str() , "ERROR", MB_OK | MB_ICONEXCLAMATION); logInfo( importer.GetErrorString()); return false; } - + scene = importer.ReadFile( pFile, aiProcessPreset_TargetRealtime_Quality); // If the import failed, report it if( !scene) - { + { logInfo( importer.GetErrorString()); return false; } - // Now we can access the file's contents. + // Now we can access the file's contents. logInfo("Import of scene " + pFile + " succeeded."); // We're done. Everything will be cleaned up by the importer destructor - return true; + return true; } -GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window +void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { @@ -167,27 +167,27 @@ GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize int LoadGLTextures(const aiScene* scene) -{ +{ ILboolean success; - /* Before calling ilInit() version should be checked. */ + /* Before calling ilInit() version should be checked. */ if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION) { ILint test = ilGetInteger(IL_VERSION_NUM); - /// wrong DevIL version /// - std::string err_msg = "Wrong DevIL version. Old devil.dll in system32/SysWow64?"; + /// 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; } - + ilInit(); /* Initialization of DevIL */ if (scene->HasTextures()) abortGLInit("Support for meshes with embedded textures is not implemented"); /* getTexture Filenames and Numb of Textures */ for (unsigned int m=0; mmNumMaterials; m++) - { + { int texIndex = 0; aiReturn texFound = AI_SUCCESS; @@ -198,14 +198,14 @@ int LoadGLTextures(const aiScene* scene) texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path); textureIdMap[path.data] = NULL; //fill map with textures, pointers still NULL yet texIndex++; - } + } } int numTextures = textureIdMap.size(); /* array with DevIL image IDs */ ILuint* imageIds = NULL; - imageIds = new ILuint[numTextures]; + imageIds = new ILuint[numTextures]; /* generate DevIL Image IDs */ ilGenImages(numTextures, imageIds); /* Generation of numTextures image names */ @@ -222,11 +222,11 @@ int LoadGLTextures(const aiScene* scene) for (int i=0; imTransformation; - + m.Scaling(aiVector3D(scale, scale, scale), m); // update transform m.Transpose(); glPushMatrix(); glMultMatrixf((float*)&m); - + // draw all meshes assigned to this node - for (; n < nd->mNumMeshes; ++n) + for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); - - if(mesh->mNormals == NULL) + + if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); - } - else + } + else { glEnable(GL_LIGHTING); } - if(mesh->mColors[0] != NULL) + if(mesh->mColors[0] != NULL) { glEnable(GL_COLOR_MATERIAL); - } - else + } + else { glDisable(GL_COLOR_MATERIAL); } - - + + for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; - switch(face->mNumIndices) + switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } - + glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) // go through all vertices in face - { + { int vertexIndex = face->mIndices[i]; // get group index for current index if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][vertexIndex]); - if(mesh->mNormals != NULL) + if(mesh->mNormals != NULL) if(mesh->HasTextureCoords(0)) //HasTextureCoords(texture_coordinates_set) - { + { glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex] } @@ -476,14 +476,14 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float } glEnd(); - + } } - + // draw all children - for (n = 0; n < nd->mNumChildren; ++n) + for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n], scale); } @@ -493,20 +493,20 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float void drawAiScene(const aiScene* scene) -{ +{ logInfo("drawing objects"); - + recursive_render(scene, scene->mRootNode, 0.5); - + } -int DrawGLScene(GLvoid) //Here's where we do all the drawing +int DrawGLScene() //Here's where we do all the drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset MV Matrix - glTranslatef(0.0f, -10.0f, -40.0f); // Move 40 Units And Into The Screen + glTranslatef(0.0f, -10.0f, -40.0f); // Move 40 Units And Into The Screen glRotatef(xrot, 1.0f, 0.0f, 0.0f); @@ -524,7 +524,7 @@ int DrawGLScene(GLvoid) //Here's where we do all the drawing } -GLvoid KillGLWindow(GLvoid) // Properly Kill The Window +void KillGLWindow() // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { @@ -565,14 +565,14 @@ GLvoid KillGLWindow(GLvoid) // Properly Kill The Window } } -GLboolean abortGLInit(char* abortMessage) +GLboolean abortGLInit(const char* abortMessage) { KillGLWindow(); // Reset Display MessageBox(NULL, abortMessage, "ERROR", MB_OK|MB_ICONEXCLAMATION); return FALSE; // quit and return False } -BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) +BOOL CreateGLWindow(const char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Hold the result after searching for a match WNDCLASS wc; // Window Class Structure @@ -622,7 +622,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree { fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE) } - else + else { //Popup Messagebox: Closing MessageBox(NULL, "Program will close now.", "ERROR", MB_OK|MB_ICONSTOP); @@ -654,7 +654,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calc adjusted Window Width WindowRect.bottom-WindowRect.top, // Calc adjustes Window Height - NULL, // No Parent Window + NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL ))) // Don't pass anything To WM_CREATE @@ -689,7 +689,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; - + if (!(hDC=GetDC(hWnd))) // Did we get the Device Context? { abortGLInit("Can't Create A GL Device Context."); @@ -733,7 +733,7 @@ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscree return FALSE; } - return TRUE; + return TRUE; } LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window @@ -747,7 +747,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window { if (!HIWORD(wParam)) // Check Minimization State { - active=TRUE; + active=TRUE; } else { @@ -759,7 +759,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window case WM_SYSCOMMAND: // Interrupt System Commands { - switch (wParam) + switch (wParam) { case SC_SCREENSAVE: // Screensaver trying to start case SC_MONITORPOWER: // Monitor tryig to enter powersafe @@ -798,23 +798,23 @@ LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window } -int WINAPI WinMain( __in HINSTANCE hInstance, // Instance - __in_opt HINSTANCE hPrevInstance, // Previous Instance - __in_opt LPSTR lpCmdLine, // Command Line Parameters - __in int nShowCmd ) // Window Show State +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 - createAILogger(); + createAILogger(); logInfo("App fired!"); // load scene - + if (!Import3DFromFile(basepath+modelname)) 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) @@ -828,7 +828,7 @@ int WINAPI WinMain( __in HINSTANCE hInstance, // Instance return 0; } - + while(!done) // Game Loop @@ -839,7 +839,7 @@ int WINAPI WinMain( __in HINSTANCE hInstance, // Instance { done=TRUE; // If So done=TRUE } - else + else { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message @@ -854,7 +854,7 @@ int WINAPI WinMain( __in HINSTANCE hInstance, // Instance { done=TRUE; // ESC signalled A quit } - else + else { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering)