- fix some issues with the SimpleOpenGl sample:
* Material's shininess would not be set if strength wasn't defined too; * Two-sided culling was working the opposite way, GL_CULL_FACE actually removes back faces when enabled; * GL_COLOR_MATERIAL should not be enabled for mesh->mColors since it replaces other materials, it now sets vertex color only. Also, it now uses glColor4fv directly. Thanks to Ricardo Costa for the patch (http://sourceforge.net/projects/assimp/forums/forum/817653/topic/4502991). - some doc and formatting fixes in the very same sample. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@973 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
4aed392d03
commit
a5210b2765
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@ -76,7 +76,6 @@ void get_bounding_box_for_node (const struct aiNode* nd,
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}
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}
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
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void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
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{
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{
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struct aiMatrix4x4 trafo;
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struct aiMatrix4x4 trafo;
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@ -88,7 +87,6 @@ void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
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}
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}
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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void color4_to_float4(const struct aiColor4D *c, float f[4])
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void color4_to_float4(const struct aiColor4D *c, float f[4])
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{
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{
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f[0] = c->r;
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f[0] = c->r;
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@ -98,7 +96,6 @@ void color4_to_float4(const struct aiColor4D *c, float f[4])
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}
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}
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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void set_float4(float f[4], float a, float b, float c, float d)
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void set_float4(float f[4], float a, float b, float c, float d)
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{
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{
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f[0] = a;
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f[0] = a;
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@ -145,10 +142,14 @@ void apply_material(const struct aiMaterial *mtl)
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max = 1;
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max = 1;
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ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
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ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
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if(ret1 == AI_SUCCESS) {
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max = 1;
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max = 1;
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ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
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ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
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if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS))
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if(ret2 == AI_SUCCESS)
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
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else
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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}
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else {
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else {
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
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glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
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set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
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set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
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@ -164,17 +165,9 @@ void apply_material(const struct aiMaterial *mtl)
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max = 1;
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max = 1;
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if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
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if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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}
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else
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glEnable(GL_CULL_FACE);
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// ----------------------------------------------------------------------------
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// Can't send color down as a pointer to aiColor4D because AI colors are ABGR.
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void Color4f(const struct aiColor4D *color)
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{
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glColor4f(color->r, color->g, color->b, color->a);
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}
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}
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// ----------------------------------------------------------------------------
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// ----------------------------------------------------------------------------
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@ -201,12 +194,6 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHTING);
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}
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}
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if(mesh->mColors[0] != NULL) {
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glEnable(GL_COLOR_MATERIAL);
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} else {
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glDisable(GL_COLOR_MATERIAL);
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}
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for (t = 0; t < mesh->mNumFaces; ++t) {
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for (t = 0; t < mesh->mNumFaces; ++t) {
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const struct aiFace* face = &mesh->mFaces[t];
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const struct aiFace* face = &mesh->mFaces[t];
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GLenum face_mode;
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GLenum face_mode;
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@ -223,7 +210,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
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for(i = 0; i < face->mNumIndices; i++) {
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for(i = 0; i < face->mNumIndices; i++) {
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int index = face->mIndices[i];
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int index = face->mIndices[i];
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if(mesh->mColors[0] != NULL)
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if(mesh->mColors[0] != NULL)
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Color4f(&mesh->mColors[0][index]);
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glColor4fv((GLfloat*)&mesh->mColors[0][index]);
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if(mesh->mNormals != NULL)
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if(mesh->mNormals != NULL)
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glNormal3fv(&mesh->mNormals[index].x);
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glNormal3fv(&mesh->mNormals[index].x);
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glVertex3fv(&mesh->mVertices[index].x);
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glVertex3fv(&mesh->mVertices[index].x);
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@ -301,8 +288,8 @@ void display(void)
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int loadasset (const char* path)
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int loadasset (const char* path)
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{
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{
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// we are taking one of the postprocessing presets to avoid
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// we are taking one of the postprocessing presets to avoid
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// writing 20 single postprocessing flags here.
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// spelling out 20+ single postprocessing flags here.
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scene = aiImportFile(path,aiProcessPreset_TargetRealtime_Quality);
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scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality);
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if (scene) {
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if (scene) {
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get_bounding_box(&scene_min,&scene_max);
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get_bounding_box(&scene_min,&scene_max);
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@ -329,18 +316,20 @@ int main(int argc, char **argv)
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glutReshapeFunc(reshape);
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glutReshapeFunc(reshape);
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// get a handle to the predefined STDOUT log stream and attach
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// get a handle to the predefined STDOUT log stream and attach
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// it to the logging system. It will be active for all further
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// it to the logging system. It remains active for all further
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// calls to aiImportFile(Ex) and aiApplyPostProcessing.
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// calls to aiImportFile(Ex) and aiApplyPostProcessing.
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
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aiAttachLogStream(&stream);
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aiAttachLogStream(&stream);
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// ... exactly the same, but this stream will now write the
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// ... same procedure, but this stream now writes the
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// log file to assimp_log.txt
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// log messages to assimp_log.txt
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
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aiAttachLogStream(&stream);
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aiAttachLogStream(&stream);
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// the model name can be specified on the command line. we try to locate
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// the model name can be specified on the command line. If none
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// one of the more expressive test models from the repository.
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// is specified, we try to locate one of the more expressive test
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// models from the repository (/models-nonbsd may be missing in
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// some distributions so we need a fallback from /models!).
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if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
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if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
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if( argc != 1 || 0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X")) {
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if( argc != 1 || 0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X")) {
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return -1;
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return -1;
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Loading…
Reference in New Issue