- 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
|
@ -76,7 +76,6 @@ void get_bounding_box_for_node (const struct aiNode* nd,
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
|
||||
{
|
||||
struct aiMatrix4x4 trafo;
|
||||
|
@ -88,7 +87,6 @@ void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void color4_to_float4(const struct aiColor4D *c, float f[4])
|
||||
{
|
||||
f[0] = c->r;
|
||||
|
@ -98,7 +96,6 @@ void color4_to_float4(const struct aiColor4D *c, float f[4])
|
|||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
void set_float4(float f[4], float a, float b, float c, float d)
|
||||
{
|
||||
f[0] = a;
|
||||
|
@ -145,10 +142,14 @@ void apply_material(const struct aiMaterial *mtl)
|
|||
|
||||
max = 1;
|
||||
ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
|
||||
max = 1;
|
||||
ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
|
||||
if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS))
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
|
||||
if(ret1 == AI_SUCCESS) {
|
||||
max = 1;
|
||||
ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max);
|
||||
if(ret2 == AI_SUCCESS)
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength);
|
||||
else
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
|
||||
}
|
||||
else {
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
|
||||
set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
@ -164,17 +165,9 @@ void apply_material(const struct aiMaterial *mtl)
|
|||
|
||||
max = 1;
|
||||
if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// Can't send color down as a pointer to aiColor4D because AI colors are ABGR.
|
||||
void Color4f(const struct aiColor4D *color)
|
||||
{
|
||||
glColor4f(color->r, color->g, color->b, color->a);
|
||||
else
|
||||
glEnable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
@ -201,12 +194,6 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
|
|||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
if(mesh->mColors[0] != NULL) {
|
||||
glEnable(GL_COLOR_MATERIAL);
|
||||
} else {
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
}
|
||||
|
||||
for (t = 0; t < mesh->mNumFaces; ++t) {
|
||||
const struct aiFace* face = &mesh->mFaces[t];
|
||||
GLenum face_mode;
|
||||
|
@ -223,7 +210,7 @@ void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
|
|||
for(i = 0; i < face->mNumIndices; i++) {
|
||||
int index = face->mIndices[i];
|
||||
if(mesh->mColors[0] != NULL)
|
||||
Color4f(&mesh->mColors[0][index]);
|
||||
glColor4fv((GLfloat*)&mesh->mColors[0][index]);
|
||||
if(mesh->mNormals != NULL)
|
||||
glNormal3fv(&mesh->mNormals[index].x);
|
||||
glVertex3fv(&mesh->mVertices[index].x);
|
||||
|
@ -301,8 +288,8 @@ void display(void)
|
|||
int loadasset (const char* path)
|
||||
{
|
||||
// we are taking one of the postprocessing presets to avoid
|
||||
// writing 20 single postprocessing flags here.
|
||||
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_Quality);
|
||||
// spelling out 20+ single postprocessing flags here.
|
||||
scene = aiImportFile(path,aiProcessPreset_TargetRealtime_MaxQuality);
|
||||
|
||||
if (scene) {
|
||||
get_bounding_box(&scene_min,&scene_max);
|
||||
|
@ -329,18 +316,20 @@ int main(int argc, char **argv)
|
|||
glutReshapeFunc(reshape);
|
||||
|
||||
// get a handle to the predefined STDOUT log stream and attach
|
||||
// it to the logging system. It will be active for all further
|
||||
// it to the logging system. It remains active for all further
|
||||
// calls to aiImportFile(Ex) and aiApplyPostProcessing.
|
||||
stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
// ... exactly the same, but this stream will now write the
|
||||
// log file to assimp_log.txt
|
||||
// ... same procedure, but this stream now writes the
|
||||
// log messages to assimp_log.txt
|
||||
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
// the model name can be specified on the command line. we try to locate
|
||||
// one of the more expressive test models from the repository.
|
||||
// the model name can be specified on the command line. If none
|
||||
// is specified, we try to locate one of the more expressive test
|
||||
// models from the repository (/models-nonbsd may be missing in
|
||||
// some distributions so we need a fallback from /models!).
|
||||
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models-nonbsd/X/dwarf.x")) {
|
||||
if( argc != 1 || 0 != loadasset( "../../../../test/models-nonbsd/X/dwarf.x") && 0 != loadasset( "../../test/models/X/Testwuson.X")) {
|
||||
return -1;
|
||||
|
|
Loading…
Reference in New Issue