Adding samples/SimpleOpenGL.
Adding basic math functions to the C API. This functionality is exposed to C++ users via operator overloading of aiMatrix4x4, aiMatrix3x3, aiVector3D. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@442 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
5b2c7d060a
commit
cc96f55c61
|
@ -553,7 +553,7 @@ ASSIMP_API void aiCreateQuaternionFromMatrix(aiQuaternion* quat,const aiMatrix3x
|
|||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Affline matrix decomposition
|
||||
// Matrix decomposition
|
||||
ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
|
||||
aiQuaternion* rotation,
|
||||
aiVector3D* position)
|
||||
|
@ -562,4 +562,72 @@ ASSIMP_API void aiDecomposeMatrix(const aiMatrix4x4* mat,aiVector3D* scaling,
|
|||
mat->Decompose(*scaling,*rotation,*position);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Matrix transpose
|
||||
ASSIMP_API void aiTransposeMatrix3(aiMatrix3x3* mat)
|
||||
{
|
||||
ai_assert(NULL != mat);
|
||||
mat->Transpose();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiTransposeMatrix4(aiMatrix4x4* mat)
|
||||
{
|
||||
ai_assert(NULL != mat);
|
||||
mat->Transpose();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Vector transformation
|
||||
ASSIMP_API void aiTransformVecByMatrix3(C_STRUCT aiVector3D* vec,
|
||||
const C_STRUCT aiMatrix3x3* mat)
|
||||
{
|
||||
ai_assert(NULL != mat && NULL != vec);
|
||||
*vec *= (*mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiTransformVecByMatrix4(C_STRUCT aiVector3D* vec,
|
||||
const C_STRUCT aiMatrix4x4* mat)
|
||||
{
|
||||
ai_assert(NULL != mat && NULL != vec);
|
||||
*vec *= (*mat);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Matrix multiplication
|
||||
ASSIMP_API void aiMultiplyMatrix4(
|
||||
C_STRUCT aiMatrix4x4* dst,
|
||||
const C_STRUCT aiMatrix4x4* src)
|
||||
{
|
||||
ai_assert(NULL != dst && NULL != src);
|
||||
*dst = (*dst) * (*src);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiMultiplyMatrix3(
|
||||
C_STRUCT aiMatrix3x3* dst,
|
||||
const C_STRUCT aiMatrix3x3* src)
|
||||
{
|
||||
ai_assert(NULL != dst && NULL != src);
|
||||
*dst = (*dst) * (*src);
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
// Matrix identity
|
||||
ASSIMP_API void aiIdentityMatrix3(
|
||||
C_STRUCT aiMatrix3x3* mat)
|
||||
{
|
||||
ai_assert(NULL != mat);
|
||||
*mat = aiMatrix3x3();
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
ASSIMP_API void aiIdentityMatrix4(
|
||||
C_STRUCT aiMatrix4x4* mat)
|
||||
{
|
||||
ai_assert(NULL != mat);
|
||||
*mat = aiMatrix4x4();
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -184,13 +184,13 @@ void RemoveUVSeams (aiMesh* mesh, aiVector3D* out)
|
|||
void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D& axis, aiVector3D* out)
|
||||
{
|
||||
aiVector3D center, min, max;
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
// If the axis is one of x,y,z run a faster code path. It's worth the extra effort ...
|
||||
// currently the mapping axis will always be one of x,y,z, except if the
|
||||
// PretransformVertices step is used (it transforms the meshes into worldspace,
|
||||
// thus changing the mapping axis)
|
||||
if (axis * base_axis_x >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
// For each point get a normalized projection vector in the sphere,
|
||||
// get its longitude and latitude and map them to their respective
|
||||
|
@ -204,48 +204,38 @@ void ComputeUVMappingProcess::ComputeSphereMapping(aiMesh* mesh,const aiVector3D
|
|||
// Thus we can derive:
|
||||
// lat = arcsin (z)
|
||||
// lon = arctan (y/x)
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
|
||||
{
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
|
||||
(asin (diff.x) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
|
||||
out[pnt] = aiVector3D((atan2 (diff.z, diff.y) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(asin (diff.x) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_y >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
|
||||
{
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
|
||||
(asin (diff.y) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
|
||||
out[pnt] = aiVector3D((atan2 (diff.x, diff.z) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(asin (diff.y) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
|
||||
}
|
||||
}
|
||||
else if (axis * base_axis_z >= angle_epsilon) {
|
||||
FindMeshCenter(mesh, center, min, max);
|
||||
|
||||
// ... just the same again
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
|
||||
{
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = (mesh->mVertices[pnt]-center).Normalize();
|
||||
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
|
||||
(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
|
||||
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
|
||||
}
|
||||
}
|
||||
// slower code path in case the mapping axis is not one of the coordinate system axes
|
||||
else
|
||||
{
|
||||
else {
|
||||
aiMatrix4x4 mTrafo;
|
||||
aiMatrix4x4::FromToMatrix(axis,base_axis_y,mTrafo);
|
||||
FindMeshCenterTransformed(mesh, center, min, max,mTrafo);
|
||||
|
||||
// again the same, except we're applying a transformation now
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt)
|
||||
{
|
||||
for (unsigned int pnt = 0; pnt < mesh->mNumVertices;++pnt) {
|
||||
const aiVector3D diff = ((mTrafo*mesh->mVertices[pnt])-center).Normalize();
|
||||
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + (float)AI_MATH_PI ) / (float)AI_MATH_TWO_PI,
|
||||
(asin (diff.z) + (float)AI_MATH_HALF_PI) / (float)AI_MATH_PI, 0.f);
|
||||
out[pnt] = aiVector3D((atan2 (diff.y, diff.x) + AI_MATH_PI_F ) / AI_MATH_TWO_PI_F,
|
||||
(asin (diff.z) + AI_MATH_HALF_PI_F) / AI_MATH_PI_F, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -208,14 +208,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
# define ASSIMP_BUILD_DEBUG
|
||||
#endif
|
||||
|
||||
/* This is PI. Hi PI.
|
||||
*/
|
||||
#define AI_MATH_PI (3.1415926538)
|
||||
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
|
||||
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
|
||||
/* This is PI. Hi PI. */
|
||||
#define AI_MATH_PI (3.141592653589793238462643383279 )
|
||||
#define AI_MATH_TWO_PI (AI_MATH_PI * 2.0)
|
||||
#define AI_MATH_HALF_PI (AI_MATH_PI * 0.5)
|
||||
|
||||
/* Tiny macro to convert from radians to degrees and the opposite
|
||||
*/
|
||||
/* And this is to avoid endless (float) casts */
|
||||
#define AI_MATH_PI_F (3.1415926538f)
|
||||
#define AI_MATH_TWO_PI_F (AI_MATH_PI_F * 2.0f)
|
||||
#define AI_MATH_HALF_PI_F (AI_MATH_PI_F * 0.5f)
|
||||
|
||||
/* Tiny macro to convert from radians to degrees and back */
|
||||
#define AI_DEG_TO_RAD(x) (x*0.0174532925f)
|
||||
#define AI_RAD_TO_DEG(x) (x*57.2957795f)
|
||||
|
||||
|
|
|
@ -326,6 +326,70 @@ ASSIMP_API void aiDecomposeMatrix(
|
|||
C_STRUCT aiQuaternion* rotation,
|
||||
C_STRUCT aiVector3D* position);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Transpose a 4x4 matrix.
|
||||
* @param mat Pointer to the matrix to be transposed
|
||||
*/
|
||||
ASSIMP_API void aiTransposeMatrix4(
|
||||
C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Transpose a 3x3 matrix.
|
||||
* @param mat Pointer to the matrix to be transposed
|
||||
*/
|
||||
ASSIMP_API void aiTransposeMatrix3(
|
||||
C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Transform a vector by a 3x3 matrix
|
||||
* @param vec Vector to be transformed.
|
||||
* @param mat Matrix to transform the vector with.
|
||||
*/
|
||||
ASSIMP_API void aiTransformVecByMatrix3(
|
||||
C_STRUCT aiVector3D* vec,
|
||||
const C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Transform a vector by a 4x4 matrix
|
||||
* @param vec Vector to be transformed.
|
||||
* @param mat Matrix to transform the vector with.
|
||||
*/
|
||||
ASSIMP_API void aiTransformVecByMatrix4(
|
||||
C_STRUCT aiVector3D* vec,
|
||||
const C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply two 4x4 matrices.
|
||||
* @param dst First factor, receives result.
|
||||
* @param src Matrix to be multiplied with 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiMultiplyMatrix4(
|
||||
C_STRUCT aiMatrix4x4* dst,
|
||||
const C_STRUCT aiMatrix4x4* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Multiply two 3x3 matrices.
|
||||
* @param dst First factor, receives result.
|
||||
* @param src Matrix to be multiplied with 'dst'.
|
||||
*/
|
||||
ASSIMP_API void aiMultiplyMatrix3(
|
||||
C_STRUCT aiMatrix3x3* dst,
|
||||
const C_STRUCT aiMatrix3x3* src);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 3x3 identity matrix.
|
||||
* @param mat Matrix to receive its personal identity
|
||||
*/
|
||||
ASSIMP_API void aiIdentityMatrix3(
|
||||
C_STRUCT aiMatrix3x3* mat);
|
||||
|
||||
// --------------------------------------------------------------------------------
|
||||
/** Get a 4x4 identity matrix.
|
||||
* @param mat Matrix to receive its personal identity
|
||||
*/
|
||||
ASSIMP_API void aiIdentityMatrix4(
|
||||
C_STRUCT aiMatrix4x4* mat);
|
||||
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
|
||||
----------------------------------------------------------------------------
|
||||
This directory contains various samples to illustrate Assimp's
|
||||
use in various real-worl environments. Workspaces for all samples
|
||||
are bundled in ./workspaces, makesfiles can be found in the
|
||||
respective directories of the samples.
|
||||
|
||||
All GL-based samples depend on GLUT. For use with the VS workspaces,
|
||||
it's best practice to copy glut right _here_ (./glut/) so the
|
||||
predefined build configuration will find it.
|
||||
|
||||
Also note that the VS workspaces links against the DLL version of the library,
|
||||
thus you need to build it first (assimp-release-dll) and copy the dll to the
|
||||
directory of the sample.
|
||||
|
||||
SimpleOpenGL
|
||||
|
||||
A very simple and streightforward OpenGL sample. It loads a
|
||||
model (gets the path to it on the command line, default is dwarf.x)
|
||||
and displays the model as wireframe. Animations and materials are
|
||||
not evaluated at all. This samples uses the C interface to Assimp.
|
||||
----------------------------------------------------------------------------
|
|
@ -0,0 +1,229 @@
|
|||
|
||||
// ----------------------------------------------------------------------------
|
||||
// Simple sample to prove that Assimp is absolutely easy to use with OpenGL.
|
||||
// It takes a file name as command line parameter, loads it using standard
|
||||
// settings and displays it.
|
||||
//
|
||||
// If you intend to _use_ this code sample in your app, do yourself a favour
|
||||
// and replace glVertex3D with VBOs ...
|
||||
//
|
||||
// The vc8 solution links against assimp-release-dll_win32 - be sure to
|
||||
// have this configuration built.
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
#include "Gl/glut.h"
|
||||
|
||||
// assimp include files. These three are usually needed.
|
||||
#include "assimp.h"
|
||||
#include "aiPostProcess.h"
|
||||
#include "aiScene.h"
|
||||
|
||||
// the global Assimp scene object
|
||||
const struct aiScene* scene = NULL;
|
||||
struct aiVector3D scene_min,scene_max;
|
||||
|
||||
// current rotation angle
|
||||
static float angle = 0.f;
|
||||
|
||||
#define aisgl_min(x,y) (x<y?x:y)
|
||||
#define aisgl_max(x,y) (y>x?y:x)
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void reshape(int width, int height)
|
||||
{
|
||||
const double aspectRatio = (float) width / height, fieldOfView = 45.0;
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
gluPerspective(fieldOfView, aspectRatio,
|
||||
1.0, 1000.0); /* Znear and Zfar */
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void get_bounding_box_for_node (const struct aiNode* nd,
|
||||
struct aiVector3D* min,
|
||||
struct aiVector3D* max,
|
||||
struct aiMatrix4x4* trafo
|
||||
){
|
||||
struct aiMatrix4x4 prev;
|
||||
unsigned int n = 0, t;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
prev = nd->mTransformation;
|
||||
for (n = 0; n < nd->mNumChildren; ++n) {
|
||||
get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
|
||||
}
|
||||
*trafo = prev;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void get_bounding_box (struct aiVector3D* min, struct aiVector3D* max)
|
||||
{
|
||||
struct aiMatrix4x4 trafo;
|
||||
aiIdentityMatrix4(&trafo);
|
||||
|
||||
min->x = min->y = min->z = 1e10f;
|
||||
max->x = max->y = max->z = -1e10f;
|
||||
get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void recursive_render (const struct aiNode* nd)
|
||||
{
|
||||
unsigned int n = 0, t;
|
||||
struct aiMatrix4x4 m = nd->mTransformation;
|
||||
|
||||
// update transform
|
||||
aiTransposeMatrix4(&m);
|
||||
glMultMatrixf((float*)&m);
|
||||
|
||||
// draw all meshes assigned to this node
|
||||
for (; n < nd->mNumMeshes; ++n) {
|
||||
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
for (t = 0; t < mesh->mNumFaces; ++t) {
|
||||
const struct aiFace* face = &mesh->mFaces[t];
|
||||
|
||||
glColor3f(1.f,0.f,0.f);
|
||||
glVertex3fv(&mesh->mVertices[face->mIndices[0]].x);
|
||||
glVertex3fv(&mesh->mVertices[face->mIndices[1]].x);
|
||||
glVertex3fv(&mesh->mVertices[face->mIndices[2]].x);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
}
|
||||
|
||||
// draw all children
|
||||
for (n = 0; n < nd->mNumChildren; ++n) {
|
||||
recursive_render(nd->mChildren[n]);
|
||||
}
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void do_motion (void)
|
||||
{
|
||||
static GLint prev_time = 0;
|
||||
|
||||
int time = glutGet(GLUT_ELAPSED_TIME);
|
||||
angle += (time-prev_time)*0.01;
|
||||
prev_time = time;
|
||||
|
||||
glutPostRedisplay ();
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void display(void)
|
||||
{
|
||||
float tmp;
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f);
|
||||
|
||||
// scale the whole asset to fit into our view frustum
|
||||
tmp = scene_max.x-scene_min.x;
|
||||
tmp = aisgl_max(scene_max.y-scene_min.y,tmp);
|
||||
tmp = aisgl_max(scene_max.z-scene_min.z,tmp);
|
||||
|
||||
tmp = 1.f/(tmp);
|
||||
glScalef(tmp,tmp,tmp);
|
||||
|
||||
// fixme: center around origin
|
||||
|
||||
// rotate it around the y axis
|
||||
glRotatef(angle,0.f,1.f,0.f);
|
||||
|
||||
// now begin at the root node of the imported data and traverse
|
||||
// the scenegraph by multipliying subsequent local transforms
|
||||
// together on GL's matrix stack.
|
||||
recursive_render(scene->mRootNode);
|
||||
glutSwapBuffers();
|
||||
|
||||
do_motion();
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
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);
|
||||
|
||||
if (scene) {
|
||||
|
||||
get_bounding_box(&scene_min,&scene_max);
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
struct aiLogStream stream;
|
||||
glutInitWindowSize(900,600);
|
||||
glutInitWindowPosition(100,100);
|
||||
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
|
||||
glutInit(&argc, argv);
|
||||
|
||||
glutCreateWindow("Assimp - Very simple OpenGL sample");
|
||||
glutDisplayFunc(display);
|
||||
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
|
||||
// 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
|
||||
stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
|
||||
aiAttachLogStream(&stream);
|
||||
|
||||
if( 0 != loadasset( argc >= 2 ? argv[1] : "../../test/models/X/dwarf.x")) {
|
||||
if( argc != 1 || 0 != loadasset( "../../../../test/models/X/dwarf.x")) {
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
glPolygonMode(GL_FRONT,GL_LINE);
|
||||
glPolygonMode(GL_BACK,GL_LINE);
|
||||
glClearColor(0.1f,0.1f,0.1f,1.f);
|
||||
|
||||
glutGet(GLUT_ELAPSED_TIME);
|
||||
glutMainLoop();
|
||||
|
||||
// cleanup - calling 'aiReleaseImport' is important, as the library
|
||||
// keeps internal resources until the scene is freed again. Not
|
||||
// doing so can cause severe resource leaking.
|
||||
aiReleaseImport(scene);
|
||||
|
||||
// We added a log stream to the library, it's our job to disable it
|
||||
// again. This will definitely release the last resources allocated
|
||||
// by Assimp.
|
||||
aiDetachAllLogStreams();
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,199 @@
|
|||
<?xml version="1.0" encoding="Windows-1252"?>
|
||||
<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="8,00"
|
||||
Name="SimpleOpenGL"
|
||||
ProjectGUID="{A53D047C-2C35-44FB-B7DB-2066FE520950}"
|
||||
RootNamespace="SimpleOpenGL"
|
||||
Keyword="Win32Proj"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
|
||||
MinimalRebuild="true"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="3"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="4"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="glut32.lib assimp.lib"
|
||||
LinkIncremental="2"
|
||||
AdditionalLibraryDirectories="..\..\..\glut;"..\..\..\..\lib\assimp_release-dll_win32""
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(SolutionDir)..\..\SimpleOpenGL"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="1"
|
||||
WholeProgramOptimization="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
AdditionalIncludeDirectories="..\..\..\glut;..\..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
|
||||
RuntimeLibrary="2"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
Detect64BitPortabilityProblems="true"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="glut32.lib assimp.lib"
|
||||
LinkIncremental="1"
|
||||
AdditionalLibraryDirectories="..\..\..\glut;"..\..\..\..\lib\assimp_release-dll_win32""
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="1"
|
||||
OptimizeReferences="2"
|
||||
EnableCOMDATFolding="2"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebDeploymentTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
CommandLine="copy $(SolutionDir)..\..\..\bin\assimp_release-dll_win32\Assimp32.dll $(SolutionDir)..\..\SimpleOpenGL\"
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<Filter
|
||||
Name="res"
|
||||
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
|
||||
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
|
||||
>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="source"
|
||||
Filter="h;hpp;hxx;hm;inl;inc;xsd"
|
||||
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
|
||||
>
|
||||
<File
|
||||
RelativePath="..\..\..\SimpleOpenGL\Sample_SimpleOpenGL.c"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
</VisualStudioProject>
|
|
@ -0,0 +1,20 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 9.00
|
||||
# Visual Studio 2005
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "SimpleOpenGL", "SimpleOpenGL\SimpleOpenGL.vcproj", "{A53D047C-2C35-44FB-B7DB-2066FE520950}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
Release|Win32 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{A53D047C-2C35-44FB-B7DB-2066FE520950}.Release|Win32.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
Loading…
Reference in New Issue