assimp/samples/SimpleOpenGL/Sample_SimpleOpenGL.c

230 lines
6.6 KiB
C

// ----------------------------------------------------------------------------
// 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 immediate mode calls 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;
}