380 lines
11 KiB
C
380 lines
11 KiB
C
// ----------------------------------------------------------------------------
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// Simple sample to prove that Assimp is easy to use with OpenGL.
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// It takes a file name as command line parameter, loads it using standard
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// settings and displays it.
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//
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// If you intend to _use_ this code sample in your app, do yourself a favour
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// and replace immediate mode calls with VBOs ...
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//
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// The vc8 solution links against assimp-release-dll_win32 - be sure to
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// have this configuration built.
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// ----------------------------------------------------------------------------
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#include "GL/glut.h"
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// assimp include files. These three are usually needed.
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#include "assimp.h"
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#include "aiPostProcess.h"
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#include "aiScene.h"
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// the global Assimp scene object
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const struct aiScene* scene = NULL;
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GLuint scene_list = 0;
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struct aiVector3D scene_min, scene_max, scene_center;
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// current rotation angle
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static float angle = 0.f;
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#define aisgl_min(x,y) (x<y?x:y)
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#define aisgl_max(x,y) (y>x?y:x)
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// ----------------------------------------------------------------------------
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void reshape(int width, int height)
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{
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const double aspectRatio = (float) width / height, fieldOfView = 45.0;
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(fieldOfView, aspectRatio,
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1.0, 1000.0); /* Znear and Zfar */
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glViewport(0, 0, width, height);
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}
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// ----------------------------------------------------------------------------
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void get_bounding_box_for_node (const struct aiNode* nd,
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struct aiVector3D* min,
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struct aiVector3D* max,
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struct aiMatrix4x4* trafo
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){
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struct aiMatrix4x4 prev;
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unsigned int n = 0, t;
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prev = *trafo;
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aiMultiplyMatrix4(trafo,&nd->mTransformation);
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for (; n < nd->mNumMeshes; ++n) {
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const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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for (t = 0; t < mesh->mNumVertices; ++t) {
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struct aiVector3D tmp = mesh->mVertices[t];
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aiTransformVecByMatrix4(&tmp,trafo);
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min->x = aisgl_min(min->x,tmp.x);
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min->y = aisgl_min(min->y,tmp.y);
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min->z = aisgl_min(min->z,tmp.z);
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max->x = aisgl_max(max->x,tmp.x);
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max->y = aisgl_max(max->y,tmp.y);
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max->z = aisgl_max(max->z,tmp.z);
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}
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}
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for (n = 0; n < nd->mNumChildren; ++n) {
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get_bounding_box_for_node(nd->mChildren[n],min,max,trafo);
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}
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*trafo = prev;
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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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{
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struct aiMatrix4x4 trafo;
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aiIdentityMatrix4(&trafo);
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min->x = min->y = min->z = 1e10f;
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max->x = max->y = max->z = -1e10f;
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get_bounding_box_for_node(scene->mRootNode,min,max,&trafo);
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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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{
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f[0] = c->r;
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f[1] = c->g;
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f[2] = c->b;
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f[3] = c->a;
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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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{
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f[0] = a;
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f[1] = b;
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f[2] = c;
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f[3] = d;
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}
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// ----------------------------------------------------------------------------
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void apply_material(const struct aiMaterial *mtl)
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{
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float c[4];
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GLenum fill_mode;
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int ret1, ret2;
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struct aiColor4D diffuse;
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struct aiColor4D specular;
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struct aiColor4D ambient;
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struct aiColor4D emission;
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float shininess, strength;
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int two_sided;
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int wireframe;
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int max;
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set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
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color4_to_float4(&diffuse, c);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
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set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
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color4_to_float4(&specular, c);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
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set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
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color4_to_float4(&ambient, c);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c);
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set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
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if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
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color4_to_float4(&emission, c);
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glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c);
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max = 1;
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ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max);
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max = 1;
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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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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, 0.0f);
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set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
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}
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max = 1;
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if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
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fill_mode = wireframe ? GL_LINE : GL_FILL;
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else
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fill_mode = GL_FILL;
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glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
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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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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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}
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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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void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
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{
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int i;
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unsigned int n = 0, t;
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struct aiMatrix4x4 m = nd->mTransformation;
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// update transform
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aiTransposeMatrix4(&m);
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glPushMatrix();
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glMultMatrixf((float*)&m);
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// draw all meshes assigned to this node
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for (; n < nd->mNumMeshes; ++n) {
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const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
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apply_material(sc->mMaterials[mesh->mMaterialIndex]);
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if(mesh->mNormals == NULL) {
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glDisable(GL_LIGHTING);
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} else {
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glEnable(GL_LIGHTING);
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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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const struct aiFace* face = &mesh->mFaces[t];
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GLenum face_mode;
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switch(face->mNumIndices) {
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case 1: face_mode = GL_POINTS; break;
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case 2: face_mode = GL_LINES; break;
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case 3: face_mode = GL_TRIANGLES; break;
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default: face_mode = GL_POLYGON; break;
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}
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glBegin(face_mode);
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for(i = 0; i < face->mNumIndices; i++) {
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int index = face->mIndices[i];
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if(mesh->mColors[0] != NULL)
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Color4f(&mesh->mColors[0][index]);
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if(mesh->mNormals != NULL)
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glNormal3fv(&mesh->mNormals[index].x);
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glVertex3fv(&mesh->mVertices[index].x);
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}
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glEnd();
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}
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}
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// draw all children
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for (n = 0; n < nd->mNumChildren; ++n) {
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recursive_render(sc, nd->mChildren[n]);
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}
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glPopMatrix();
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}
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// ----------------------------------------------------------------------------
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void do_motion (void)
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{
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static GLint prev_time = 0;
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int time = glutGet(GLUT_ELAPSED_TIME);
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angle += (time-prev_time)*0.01;
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prev_time = time;
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glutPostRedisplay ();
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}
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// ----------------------------------------------------------------------------
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void display(void)
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{
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float tmp;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(0.f,0.f,3.f,0.f,0.f,-5.f,0.f,1.f,0.f);
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// rotate it around the y axis
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glRotatef(angle,0.f,1.f,0.f);
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// scale the whole asset to fit into our view frustum
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tmp = scene_max.x-scene_min.x;
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tmp = aisgl_max(scene_max.y - scene_min.y,tmp);
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tmp = aisgl_max(scene_max.z - scene_min.z,tmp);
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tmp = 1.f / tmp;
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glScalef(tmp, tmp, tmp);
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// center the model
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glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z );
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// if the display list has not been made yet, create a new one and
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// fill it with scene contents
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if(scene_list == 0) {
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scene_list = glGenLists(1);
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glNewList(scene_list, GL_COMPILE);
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// now begin at the root node of the imported data and traverse
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// the scenegraph by multiplying subsequent local transforms
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// together on GL's matrix stack.
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recursive_render(scene, scene->mRootNode);
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glEndList();
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}
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glCallList(scene_list);
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glutSwapBuffers();
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do_motion();
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}
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// ----------------------------------------------------------------------------
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int loadasset (const char* path)
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{
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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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scene = aiImportFile(path,aiProcessPreset_TargetRealtime_Quality);
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if (scene) {
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get_bounding_box(&scene_min,&scene_max);
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scene_center.x = (scene_min.x + scene_max.x) / 2.0f;
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scene_center.y = (scene_min.y + scene_max.y) / 2.0f;
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scene_center.z = (scene_min.z + scene_max.z) / 2.0f;
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return 0;
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}
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return 1;
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}
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// ----------------------------------------------------------------------------
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int main(int argc, char **argv)
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{
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struct aiLogStream stream;
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glutInitWindowSize(900,600);
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glutInitWindowPosition(100,100);
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glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
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glutInit(&argc, argv);
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glutCreateWindow("Assimp - Very simple OpenGL sample");
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glutDisplayFunc(display);
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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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// it to the logging system. It will be active for all further
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// calls to aiImportFile(Ex) and aiApplyPostProcessing.
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
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aiAttachLogStream(&stream);
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// ... exactly the same, but this stream will now write the
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// log file to assimp_log.txt
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stream = aiGetPredefinedLogStream(aiDefaultLogStream_FILE,"assimp_log.txt");
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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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// one of the more expressive test models from the repository.
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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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return -1;
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}
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}
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glClearColor(0.1f,0.1f,0.1f,1.f);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0); // Uses default lighting parameters
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glEnable(GL_DEPTH_TEST);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
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glEnable(GL_NORMALIZE);
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// XXX docs say all polygons are emitted CCW, but tests show that some aren't.
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if(getenv("MODEL_IS_BROKEN"))
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glFrontFace(GL_CW);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glutGet(GLUT_ELAPSED_TIME);
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glutMainLoop();
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// cleanup - calling 'aiReleaseImport' is important, as the library
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// keeps internal resources until the scene is freed again. Not
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// doing so can cause severe resource leaking.
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aiReleaseImport(scene);
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// We added a log stream to the library, it's our job to disable it
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// again. This will definitely release the last resources allocated
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// by Assimp.
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aiDetachAllLogStreams();
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return 0;
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}
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