Add DevIL and Glut binaries for windows/x86.
Restructure workspace locations for samples. Add SamHayne's sample from http://sourceforge.net/projects/assimp/forums/forum/817654/topic/3736373 with some minor changes to suit the new directory layout. Update README. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@759 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
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<?xml version="1.0" encoding="Windows-1252"?>
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<VisualStudioProject
|
||||
ProjectType="Visual C++"
|
||||
Version="9,00"
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||||
Name="SimpleTexturedOpenGL"
|
||||
ProjectGUID="{A03DCB69-BBC5-4F55-A7D1-B9100E821BBE}"
|
||||
RootNamespace="SimpleTexturedOpenGL"
|
||||
Keyword="Win32Proj"
|
||||
TargetFrameworkVersion="196613"
|
||||
>
|
||||
<Platforms>
|
||||
<Platform
|
||||
Name="Win32"
|
||||
/>
|
||||
</Platforms>
|
||||
<ToolFiles>
|
||||
</ToolFiles>
|
||||
<Configurations>
|
||||
<Configuration
|
||||
Name="Debug|Win32"
|
||||
OutputDirectory="$(SolutionDir)$(ConfigurationName)"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="2"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="0"
|
||||
AdditionalIncludeDirectories=".\include;..\..\DevIL\include;..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
|
||||
MinimalRebuild="true"
|
||||
BasicRuntimeChecks="3"
|
||||
RuntimeLibrary="3"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="4"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="OpenGL32.lib GLu32.lib DevIL.lib assimp.lib"
|
||||
LinkIncremental="2"
|
||||
AdditionalLibraryDirectories="..\..\DevIL\lib; ..\..\..\lib\assimp_debug-dll_win32"
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="2"
|
||||
TargetMachine="1"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCALinkTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManifestTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXDCMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCBscMakeTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCFxCopTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCAppVerifierTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPostBuildEventTool"
|
||||
CommandLine="copy "$(SolutionDir)..\..\bin\assimp_debug-dll_win32\Assimp32d.dll" "$(SolutionDir)\Debug"
copy "$(SolutionDir)..\DevIL\lib\DevIL.dll" "$(SolutionDir)\Debug"
"
|
||||
/>
|
||||
</Configuration>
|
||||
<Configuration
|
||||
Name="Release|Win32"
|
||||
OutputDirectory="$(ConfigurationName)"
|
||||
IntermediateDirectory="$(ConfigurationName)"
|
||||
ConfigurationType="1"
|
||||
CharacterSet="2"
|
||||
WholeProgramOptimization="1"
|
||||
>
|
||||
<Tool
|
||||
Name="VCPreBuildEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCustomBuildTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCXMLDataGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCWebServiceProxyGeneratorTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCMIDLTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
Optimization="2"
|
||||
EnableIntrinsicFunctions="true"
|
||||
AdditionalIncludeDirectories=".\include;..\..\DevIL\include;..\..\..\include"
|
||||
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
|
||||
RuntimeLibrary="2"
|
||||
EnableFunctionLevelLinking="true"
|
||||
UsePrecompiledHeader="0"
|
||||
WarningLevel="3"
|
||||
DebugInformationFormat="3"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCManagedResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCResourceCompilerTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCPreLinkEventTool"
|
||||
/>
|
||||
<Tool
|
||||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="OpenGL32.lib GLu32.lib DevIL.lib assimp.lib"
|
||||
LinkIncremental="1"
|
||||
AdditionalLibraryDirectories="..\..\DevIL\lib; ..\..\..\lib\assimp_release-dll_win32"
|
||||
GenerateDebugInformation="true"
|
||||
SubSystem="2"
|
||||
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="VCPostBuildEventTool"
|
||||
CommandLine="copy $(TargetDir)\$(TargetFileName) ..\..\bin
copy ..\..\..\bin\assimp_release-dll_Win32\Assimp32.dll ..\bin
"
|
||||
/>
|
||||
</Configuration>
|
||||
</Configurations>
|
||||
<References>
|
||||
</References>
|
||||
<Files>
|
||||
<Filter
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||||
Name="Source Files"
|
||||
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
|
||||
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
|
||||
>
|
||||
<File
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||||
RelativePath=".\src\model_loading.cpp"
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||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Header Files"
|
||||
Filter="h;hpp;hxx;hm;inl;inc;xsd"
|
||||
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\include\boost_includes.h"
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||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
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||||
Name="Resource Files"
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||||
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
|
||||
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
|
||||
>
|
||||
</Filter>
|
||||
</Files>
|
||||
<Globals>
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||||
</Globals>
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||||
</VisualStudioProject>
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@@ -0,0 +1 @@
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#include <boost/lexical_cast.hpp>
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@@ -0,0 +1,901 @@
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#include <windows.h>
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#include <stdio.h>
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#include <gl\GL.h>
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#include <gl\GLU.h>
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#include <IL\il.h>
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//#include <boost_includes.h>
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#include <fstream>
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//to map image filenames to textureIds
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#include <string.h>
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#include <map>
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// assimp include files. These three are usually needed.
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#include "assimp.hpp" //OO version Header!
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#include "aiPostProcess.h"
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#include "aiScene.h"
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#include "DefaultLogger.h"
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#include "LogStream.h"
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HGLRC hRC=NULL; // Permanent Rendering Context
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HDC hDC=NULL; // Private GDI Device Context
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HWND hWnd=NULL; // Holds Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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bool keys[256]; // Array used for Keyboard Routine;
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bool active=TRUE; // Window Active Flag Set To TRUE by Default
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bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen By Default
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GLfloat xrot;
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GLfloat yrot;
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GLfloat zrot;
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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GLboolean abortGLInit(char*);
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char* windowTitle = "OpenGL Framework";
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GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat LightPosition[]= { 0.0f, 0.0f, 15.0f, 1.0f };
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// the global Assimp scene object
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const 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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// images / texture
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std::map<std::string, GLuint*> textureIdMap; // map image filenames to textureIds
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GLuint* textureIds; // pointer to texture Array
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// Create an instance of the Importer class
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Assimp::Importer importer;
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/*
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std::string toString(int i)
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{
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return boost::lexical_cast<std::string>(i);
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}
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*/
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void createAILogger()
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{
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//Assimp::Logger::LogSeverity severity = Assimp::Logger::NORMAL;
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Assimp::Logger::LogSeverity severity = Assimp::Logger::VERBOSE;
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// Create a logger instance for Console Output
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Assimp::DefaultLogger::create("",severity, aiDefaultLogStream_STDOUT);
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// Create a logger instance for File Output (found in project folder or near .exe)
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Assimp::DefaultLogger::create("assimp_log.txt",severity, aiDefaultLogStream_FILE);
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// Now I am ready for logging my stuff
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Assimp::DefaultLogger::get()->info("this is my info-call");
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}
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void destroyAILogger()
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{
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// Kill it after the work is done
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Assimp::DefaultLogger::kill();
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}
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//void logInfo(const char* logString)
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void logInfo(std::string logString)
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{
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//Will add message to File with "info" Tag
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Assimp::DefaultLogger::get()->info(logString.c_str());
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}
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void logDebug(const char* logString)
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{
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//Will add message to File with "debug" Tag
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Assimp::DefaultLogger::get()->debug(logString);
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}
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bool Import3DFromFile( const std::string& pFile)
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{
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//check if file exists
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std::ifstream fin(pFile.c_str());
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if(!fin.fail())
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{
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fin.close();
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}
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else
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{
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MessageBox(NULL, ("Couldn't open file: " + pFile).c_str() , "ERROR", MB_OK | MB_ICONEXCLAMATION);
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logInfo( importer.GetErrorString());
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return false;
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}
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scene = new aiScene();
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scene = importer.ReadFile( pFile, aiProcessPreset_TargetRealtime_Quality);
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// If the import failed, report it
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if( !scene)
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{
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logInfo( importer.GetErrorString());
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return false;
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}
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// Now we can access the file's contents.
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logInfo("Import of scene " + pFile + " succeeded.");
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//logInfo("Scene has " + toString(scene->mNumMeshes) + " meshes.");
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//logInfo("RootNode has " + toString(scene->mRootNode->mNumMeshes) + " meshes.");
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// We're done. Everything will be cleaned up by the importer destructor
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return true;
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}
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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glViewport(0, 0, width, height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int LoadGLTextures(const aiScene* scene)
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{
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ILboolean success;
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/* Before calling ilInit() version should be checked. */
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if (ilGetInteger(IL_VERSION_NUM) < IL_VERSION)
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{
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ILint test = ilGetInteger(IL_VERSION_NUM);
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/// wrong DevIL version ///
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std::string err_msg = "Wrong DevIL version. Old devil.dll in system32/SysWow64?";
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//std::string err_msg = "Wrong DevIL version: IL_VERSION_NUM:" + toString(ilGetInteger(IL_VERSION_NUM)) + " IL_VERSION:" + toString(IL_VERSION);
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char* cErr_msg = (char *) err_msg.c_str();
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abortGLInit(cErr_msg);
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return -1;
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}
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ilInit(); /* Initialization of DevIL */
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if (scene->HasTextures()) abortGLInit("Support for meshes with embedded textures is not implemented");
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/* getTexture Filenames and Numb of Textures */
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for (unsigned int m=0; m<scene->mNumMaterials; m++)
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{
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int texIndex = 0;
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aiReturn texFound = AI_SUCCESS;
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aiString path; // filename
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while (texFound == AI_SUCCESS)
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{
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texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
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textureIdMap[path.data] = NULL; //fill map with textures, pointers still NULL yet
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texIndex++;
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}
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}
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int numTextures = textureIdMap.size();
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/* array with DevIL image IDs */
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ILuint* imageIds = NULL;
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imageIds = new ILuint[numTextures];
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/* generate DevIL Image IDs */
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ilGenImages(numTextures, imageIds); /* Generation of numTextures image names */
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/* create and fill array with GL texture ids */
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textureIds = new GLuint[numTextures];
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glGenTextures(numTextures, textureIds); /* Texture name generation */
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|
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/* define texture path */
|
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std::string texturepath = "../../test/models/X/";
|
||||
//std::string texturepath = "../../../test/models/Obj/";
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||||
|
||||
/* get iterator */
|
||||
std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();
|
||||
|
||||
for (int i=0; i<numTextures; i++)
|
||||
{
|
||||
|
||||
//save IL image ID
|
||||
std::string filename = (*itr).first; // get filename
|
||||
(*itr).second = &textureIds[i]; // save texture id for filename in map
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||||
itr++; // next texture
|
||||
|
||||
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||||
ilBindImage(imageIds[i]); /* Binding of DevIL image name */
|
||||
std::string fileloc = texturepath + filename; /* Loading of image */
|
||||
success = ilLoadImage(fileloc.c_str());
|
||||
|
||||
if (success) /* If no error occured: */
|
||||
{
|
||||
success = ilConvertImage(IL_RGB, IL_UNSIGNED_BYTE); /* Convert every colour component into
|
||||
unsigned byte. If your image contains alpha channel you can replace IL_RGB with IL_RGBA */
|
||||
if (!success)
|
||||
{
|
||||
/* Error occured */
|
||||
abortGLInit("Couldn't convert image");
|
||||
return -1;
|
||||
}
|
||||
//glGenTextures(numTextures, &textureIds[i]); /* Texture name generation */
|
||||
glBindTexture(GL_TEXTURE_2D, textureIds[i]); /* Binding of texture name */
|
||||
//redefine standard texture values
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear
|
||||
interpolation for magnification filter */
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear
|
||||
interpolation for minifying filter */
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, ilGetInteger(IL_IMAGE_BPP), ilGetInteger(IL_IMAGE_WIDTH),
|
||||
ilGetInteger(IL_IMAGE_HEIGHT), 0, ilGetInteger(IL_IMAGE_FORMAT), GL_UNSIGNED_BYTE,
|
||||
ilGetData()); /* Texture specification */
|
||||
}
|
||||
else
|
||||
{
|
||||
/* Error occured */
|
||||
MessageBox(NULL, ("Couldn't load Image: " + fileloc).c_str() , "ERROR", MB_OK | MB_ICONEXCLAMATION);
|
||||
//abortGLInit((char *)("Couldn't load Image: " + fn).c_str()) ;
|
||||
//return -1;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
ilDeleteImages(numTextures, imageIds); /* Because we have already copied image data into texture data
|
||||
we can release memory used by image. */
|
||||
|
||||
//Cleanup
|
||||
delete [] imageIds;
|
||||
imageIds = NULL;
|
||||
|
||||
//return success;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int InitGL(GLvoid) // All Setup For OpenGL goes here
|
||||
{
|
||||
if (!LoadGLTextures(scene))
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glShadeModel(GL_SMOOTH); // Enables Smooth Shading
|
||||
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
|
||||
glClearDepth(1.0f); // Depth Buffer Setup
|
||||
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||||
glDepthFunc(GL_LEQUAL); // The Type Of Depth Test To Do
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculation
|
||||
|
||||
|
||||
glEnable(GL_LIGHTING);
|
||||
glEnable(GL_LIGHT0); // Uses default lighting parameters
|
||||
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
|
||||
glEnable(GL_NORMALIZE);
|
||||
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
|
||||
glEnable(GL_LIGHT1);
|
||||
|
||||
//glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
|
||||
|
||||
|
||||
return TRUE; // Initialization Went OK
|
||||
}
|
||||
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
void set_float4(float f[4], float a, float b, float c, float d)
|
||||
{
|
||||
f[0] = a;
|
||||
f[1] = b;
|
||||
f[2] = c;
|
||||
f[3] = d;
|
||||
}
|
||||
|
||||
void color4_to_float4(const struct aiColor4D *c, float f[4])
|
||||
{
|
||||
f[0] = c->r;
|
||||
f[1] = c->g;
|
||||
f[2] = c->b;
|
||||
f[3] = c->a;
|
||||
}
|
||||
|
||||
void apply_material(const struct aiMaterial *mtl)
|
||||
{
|
||||
float c[4];
|
||||
|
||||
GLenum fill_mode;
|
||||
int ret1, ret2;
|
||||
struct aiColor4D diffuse;
|
||||
struct aiColor4D specular;
|
||||
struct aiColor4D ambient;
|
||||
struct aiColor4D emission;
|
||||
float shininess, strength;
|
||||
int two_sided;
|
||||
int wireframe;
|
||||
unsigned int max; // changed: to unsigned
|
||||
|
||||
int texIndex = 0;
|
||||
aiString texPath; //contains filename of texture
|
||||
|
||||
if(AI_SUCCESS == mtl->GetTexture(aiTextureType_DIFFUSE, texIndex, &texPath))
|
||||
{
|
||||
unsigned int texId = *textureIdMap[texPath.data];
|
||||
glBindTexture(GL_TEXTURE_2D, texId);
|
||||
//bind texture
|
||||
}
|
||||
|
||||
/*
|
||||
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
|
||||
if(AI_SUCCESS == mtl->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse))
|
||||
color4_to_float4(&diffuse, c);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
|
||||
*/
|
||||
|
||||
set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f);
|
||||
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse))
|
||||
color4_to_float4(&diffuse, c);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c);
|
||||
|
||||
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
|
||||
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular))
|
||||
color4_to_float4(&specular, c);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
|
||||
|
||||
set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f);
|
||||
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient))
|
||||
color4_to_float4(&ambient, c);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c);
|
||||
|
||||
set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f);
|
||||
if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission))
|
||||
color4_to_float4(&emission, c);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c);
|
||||
|
||||
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);
|
||||
else {
|
||||
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f);
|
||||
set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c);
|
||||
}
|
||||
|
||||
max = 1;
|
||||
if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max))
|
||||
fill_mode = wireframe ? GL_LINE : GL_FILL;
|
||||
else
|
||||
fill_mode = GL_FILL;
|
||||
glPolygonMode(GL_FRONT_AND_BACK, fill_mode);
|
||||
|
||||
max = 1;
|
||||
if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided)
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
}
|
||||
|
||||
|
||||
void recursive_render (const struct aiScene *sc, const struct aiNode* nd, float scale)
|
||||
{
|
||||
unsigned int i;
|
||||
unsigned int n=0, t;
|
||||
struct aiMatrix4x4 m = nd->mTransformation;
|
||||
|
||||
m.Scaling(aiVector3D(scale, scale, scale), m);
|
||||
|
||||
// update transform
|
||||
m.Transpose();
|
||||
glPushMatrix();
|
||||
glMultMatrixf((float*)&m);
|
||||
|
||||
// draw all meshes assigned to this node
|
||||
for (; n < nd->mNumMeshes; ++n)
|
||||
{
|
||||
const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]];
|
||||
//const aiMesh* mesh;
|
||||
|
||||
apply_material(sc->mMaterials[mesh->mMaterialIndex]);
|
||||
|
||||
|
||||
if(mesh->mNormals == NULL)
|
||||
{
|
||||
glDisable(GL_LIGHTING);
|
||||
}
|
||||
else
|
||||
{
|
||||
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;
|
||||
|
||||
switch(face->mNumIndices)
|
||||
{
|
||||
case 1: face_mode = GL_POINTS; break;
|
||||
case 2: face_mode = GL_LINES; break;
|
||||
case 3: face_mode = GL_TRIANGLES; break;
|
||||
default: face_mode = GL_POLYGON; break;
|
||||
}
|
||||
|
||||
glBegin(face_mode);
|
||||
|
||||
for(i = 0; i < face->mNumIndices; i++) // go through all vertices in face
|
||||
{
|
||||
int vertexIndex = face->mIndices[i]; // get group index for current index
|
||||
if(mesh->mColors[0] != NULL)
|
||||
Color4f(&mesh->mColors[0][vertexIndex]);
|
||||
if(mesh->mNormals != NULL)
|
||||
|
||||
if(mesh->HasTextureCoords(0)) //HasTextureCoords(texture_coordinates_set)
|
||||
{
|
||||
glTexCoord2f(mesh->mTextureCoords[0][vertexIndex].x, 1 - mesh->mTextureCoords[0][vertexIndex].y); //mTextureCoords[channel][vertex]
|
||||
}
|
||||
|
||||
glNormal3fv(&mesh->mNormals[vertexIndex].x);
|
||||
glVertex3fv(&mesh->mVertices[vertexIndex].x);
|
||||
}
|
||||
|
||||
glEnd();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
// draw all children
|
||||
for (n = 0; n < nd->mNumChildren; ++n)
|
||||
{
|
||||
recursive_render(sc, nd->mChildren[n], scale);
|
||||
}
|
||||
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
void drawAiScene(const aiScene* scene)
|
||||
{
|
||||
logInfo("drawing objects");
|
||||
|
||||
recursive_render(scene, scene->mRootNode, 0.5);
|
||||
|
||||
}
|
||||
|
||||
int DrawGLScene(GLvoid) //Here's where we do all the drawing
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glLoadIdentity(); // Reset MV Matrix
|
||||
|
||||
|
||||
glTranslatef(0.0f, -10.0f, -40.0f); // Move 40 Units And Into The Screen
|
||||
|
||||
|
||||
glRotatef(xrot, 1.0f, 0.0f, 0.0f);
|
||||
glRotatef(yrot, 0.0f, 1.0f, 0.0f);
|
||||
glRotatef(zrot, 0.0f, 0.0f, 1.0f);
|
||||
|
||||
drawAiScene(scene);
|
||||
|
||||
|
||||
//xrot+=0.3f;
|
||||
yrot+=0.2f;
|
||||
//zrot+=0.4f;
|
||||
|
||||
return TRUE; // Ewwrissing okay
|
||||
}
|
||||
|
||||
|
||||
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
|
||||
{
|
||||
if (fullscreen) // Are We In Fullscreen Mode?
|
||||
{
|
||||
ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop
|
||||
ShowCursor(TRUE); // Show Mouse Pointer
|
||||
}
|
||||
|
||||
if (hRC) // Do We Have A Rendering Context?
|
||||
{
|
||||
if (!wglMakeCurrent(NULL, NULL)) // Are We Able To Release The DC And RC Contexts?
|
||||
{
|
||||
MessageBox(NULL, "Release Of DC And RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
||||
}
|
||||
|
||||
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
|
||||
{
|
||||
MessageBox(NULL, "Release Rendering Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
||||
}
|
||||
hRC = NULL;
|
||||
}
|
||||
|
||||
if (hDC && !ReleaseDC(hWnd, hDC)) // Are We able to Release The DC?
|
||||
{
|
||||
MessageBox(NULL, "Release Device Context Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
||||
hDC=NULL;
|
||||
}
|
||||
|
||||
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window
|
||||
{
|
||||
MessageBox(NULL, "Could Not Release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
||||
hWnd = NULL;
|
||||
}
|
||||
|
||||
if (!UnregisterClass("OpenGL", hInstance)) // Are We Able To Unregister Class
|
||||
{
|
||||
MessageBox(NULL, "Could Not Unregister Class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
|
||||
hInstance = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
GLboolean abortGLInit(char* abortMessage)
|
||||
{
|
||||
KillGLWindow(); // Reset Display
|
||||
MessageBox(NULL, abortMessage, "ERROR", MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // quit and return False
|
||||
}
|
||||
|
||||
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
|
||||
{
|
||||
GLuint PixelFormat; // Hold the result after searching for a match
|
||||
WNDCLASS wc; // Window Class Structure
|
||||
DWORD dwExStyle; // Window Extended Style
|
||||
DWORD dwStyle; // Window Style
|
||||
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
|
||||
WindowRect.left = (long)0;
|
||||
WindowRect.right = (long)width;
|
||||
WindowRect.top = (long)0;
|
||||
WindowRect.bottom = (long)height;
|
||||
|
||||
fullscreen = fullscreenflag;
|
||||
|
||||
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Move, And Own DC For Window
|
||||
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc handles Messages
|
||||
wc.cbClsExtra = 0; // No Extra Window Data
|
||||
wc.cbWndExtra = 0; // No Extra Window Data
|
||||
wc.hInstance = hInstance;
|
||||
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
|
||||
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the default arrow
|
||||
wc.hbrBackground= NULL; // No Background required for OpenGL
|
||||
wc.lpszMenuName = NULL; // No Menu
|
||||
wc.lpszClassName= "OpenGL"; // Class Name
|
||||
|
||||
if (!RegisterClass(&wc))
|
||||
{
|
||||
MessageBox(NULL, "Failed to register the window class", "ERROR", MB_OK | MB_ICONEXCLAMATION);
|
||||
return FALSE; //exit and return false
|
||||
}
|
||||
|
||||
if (fullscreen) // attempt fullscreen mode
|
||||
{
|
||||
DEVMODE dmScreenSettings; // Device Mode
|
||||
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make Sure Memory's Cleared
|
||||
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of the devmode structure
|
||||
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
|
||||
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
|
||||
dmScreenSettings.dmBitsPerPel = bits; // bits per pixel
|
||||
dmScreenSettings.dmFields = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
|
||||
|
||||
// Try To Set Selected Mode and Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
|
||||
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
|
||||
{
|
||||
// If The Mode Fails, Offer Two Options. Quit Or Run In A Window.
|
||||
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
|
||||
{
|
||||
fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE)
|
||||
}
|
||||
else
|
||||
{
|
||||
//Popup Messagebox: Closing
|
||||
MessageBox(NULL, "Program will close now.", "ERROR", MB_OK|MB_ICONSTOP);
|
||||
return FALSE; //exit, return false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fullscreen) // when mode really succeeded
|
||||
{
|
||||
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
|
||||
dwStyle=WS_POPUP;
|
||||
ShowCursor(FALSE);
|
||||
}
|
||||
else
|
||||
{
|
||||
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style
|
||||
dwStyle=WS_OVERLAPPEDWINDOW; // Windows style
|
||||
}
|
||||
|
||||
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requestes Size
|
||||
|
||||
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
|
||||
"OpenGL", // Class Name
|
||||
title, // Window Title
|
||||
WS_CLIPSIBLINGS | // Required Window Style
|
||||
WS_CLIPCHILDREN | // Required Window Style
|
||||
dwStyle, // Selected WIndow Style
|
||||
0, 0, // Window Position
|
||||
WindowRect.right-WindowRect.left, // Calc adjusted Window Width
|
||||
WindowRect.bottom-WindowRect.top, // Calc adjustes Window Height
|
||||
NULL, // No Parent Window
|
||||
NULL, // No Menu
|
||||
hInstance, // Instance
|
||||
NULL ))) // Don't pass anything To WM_CREATE
|
||||
{
|
||||
abortGLInit("Window Creation Error.");
|
||||
return FALSE;
|
||||
/*
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL, "Window Creation Error.", "ERROR", MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return False
|
||||
*/
|
||||
}
|
||||
|
||||
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
|
||||
{
|
||||
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
|
||||
1, // Version Number
|
||||
PFD_DRAW_TO_WINDOW | // Format Must Support Window
|
||||
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
|
||||
PFD_DOUBLEBUFFER, // Must Support Double Buffering
|
||||
PFD_TYPE_RGBA, // Request An RGBA Format
|
||||
bits, // Select Our Color Depth
|
||||
0, 0, 0, 0, 0, 0, // Color Bits Ignored
|
||||
0, // No Alpha Buffer
|
||||
0, // Shift Bit Ignored
|
||||
0, // No Accumulation Buffer
|
||||
0, 0, 0, 0, // Accumulation Bits Ignored
|
||||
16, // 16Bit Z-Buffer (Depth Buffer)
|
||||
0, // No Stencil Buffer
|
||||
0, // No Auxiliary Buffer
|
||||
PFD_MAIN_PLANE, // Main Drawing Layer
|
||||
0, // Reserved
|
||||
0, 0, 0 // Layer Masks Ignored
|
||||
};
|
||||
|
||||
if (!(hDC=GetDC(hWnd))) // Did we get the Device Context?
|
||||
{
|
||||
abortGLInit("Can't Create A GL Device Context.");
|
||||
return FALSE;
|
||||
/*
|
||||
KillGLWindow(); // Reset Display
|
||||
MessageBox(NULL, "Can't Create A GL Device Context."), "ERROR", MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // quit and return False
|
||||
*/
|
||||
}
|
||||
|
||||
if (!(PixelFormat=ChoosePixelFormat(hDC, &pfd))) // Did We Find a matching pixel Format?
|
||||
{
|
||||
abortGLInit("Can't Find Suitable PixelFormat");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (!SetPixelFormat(hDC, PixelFormat, &pfd))
|
||||
{
|
||||
abortGLInit("Can't Set The PixelFormat");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (!(hRC=wglCreateContext(hDC)))
|
||||
{
|
||||
abortGLInit("Can't Create A GL Rendering Context.");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (!(wglMakeCurrent(hDC,hRC))) // Try to activate the rendering context
|
||||
{
|
||||
abortGLInit("Can't Activate The Rendering Context");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//// *** everything okay ***
|
||||
|
||||
ShowWindow(hWnd, SW_SHOW); // Show The Window
|
||||
SetForegroundWindow(hWnd); // Slightly Higher Prio
|
||||
SetFocus(hWnd); // Sets Keyboard Focus To The Window
|
||||
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
|
||||
|
||||
if (!InitGL())
|
||||
{
|
||||
abortGLInit("Initialization failed");
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, // Handles for this Window
|
||||
UINT uMsg, // Message for this Window
|
||||
WPARAM wParam, // additional message Info
|
||||
LPARAM lParam) // additional message Info
|
||||
{
|
||||
switch (uMsg) // check for Window Messages
|
||||
{
|
||||
case WM_ACTIVATE: // Watch For Window Activate Message
|
||||
{
|
||||
if (!HIWORD(wParam)) // Check Minimization State
|
||||
{
|
||||
active=TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
active=FALSE;
|
||||
}
|
||||
|
||||
return 0; // return To The Message Loop
|
||||
}
|
||||
|
||||
case WM_SYSCOMMAND: // Interrupt System Commands
|
||||
{
|
||||
switch (wParam)
|
||||
{
|
||||
case SC_SCREENSAVE: // Screensaver trying to start
|
||||
case SC_MONITORPOWER: // Monitor tryig to enter powersafe
|
||||
return 0;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case WM_CLOSE: // close message received?
|
||||
{
|
||||
PostQuitMessage(0); // Send WM_QUIT quit message
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_KEYDOWN: // Is a key pressed?
|
||||
{
|
||||
keys[wParam] = TRUE; // If so, Mark it as true
|
||||
return 0;
|
||||
}
|
||||
|
||||
case WM_KEYUP: // Has Key Been released?
|
||||
{
|
||||
keys[wParam] = FALSE; // If so, Mark It As FALSE
|
||||
return 0;
|
||||
}
|
||||
|
||||
case WM_SIZE: // Resize The OpenGL Window
|
||||
{
|
||||
ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord-Width, HiWord-Height
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Pass All Unhandled Messaged To DefWindowProc
|
||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||
}
|
||||
|
||||
|
||||
|
||||
int WINAPI WinMain( __in HINSTANCE hInstance, // Instance
|
||||
__in_opt HINSTANCE hPrevInstance, // Previous Instance
|
||||
__in_opt LPSTR lpCmdLine, // Command Line Parameters
|
||||
__in int nShowCmd ) // Window Show State
|
||||
{
|
||||
MSG msg; // Windows Message Structure
|
||||
BOOL done=FALSE; // Bool Variable To Exit Loop
|
||||
|
||||
createAILogger();
|
||||
logInfo("App fired!");
|
||||
|
||||
// load scene
|
||||
|
||||
if (!Import3DFromFile("../../test/models/X/dwarf.x")) return 0;
|
||||
//if (!Import3DFromFile("../../../test/models/Obj/spider.obj")) return 0;
|
||||
logInfo("=============== Post Import ====================");
|
||||
//logInfo("Scene has " + toString(scene->mNumMeshes) + " meshes.");
|
||||
//logInfo("RootNode has " + toString(scene->mRootNode->mNumMeshes) + " meshes.");
|
||||
|
||||
//logInfo("Scene imported. Scene Meshes:" + toString(scene->mNumMeshes));
|
||||
|
||||
|
||||
|
||||
// Ask The User Which Screen Mode They Prefer
|
||||
if (MessageBox(NULL, "Would You Like To Run In Fullscreen Mode?", "Start Fullscreen?", MB_YESNO|MB_ICONEXCLAMATION)==IDNO)
|
||||
{
|
||||
fullscreen=FALSE; // Windowed Mode
|
||||
}
|
||||
|
||||
// Create Our OpenGL Window (also calls GLinit und LoadGLTextures)
|
||||
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
while(!done) // Game Loop
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0,0, PM_REMOVE)) // Is There A Message Waiting
|
||||
{
|
||||
if (msg.message==WM_QUIT) // Have we received A Quit Message?
|
||||
{
|
||||
done=TRUE; // If So done=TRUE
|
||||
}
|
||||
else
|
||||
{
|
||||
TranslateMessage(&msg); // Translate The Message
|
||||
DispatchMessage(&msg); // Dispatch The Message
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw The Scene. Watch For ESC Key And Quit Messaged From DrawGLScene()
|
||||
if (active)
|
||||
{
|
||||
if (keys[VK_ESCAPE]) // Was ESC pressed?
|
||||
{
|
||||
done=TRUE; // ESC signalled A quit
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawGLScene(); // Draw The Scene
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
}
|
||||
}
|
||||
|
||||
if (keys[VK_F1]) // Is F1 Being Pressed?
|
||||
{
|
||||
keys[VK_F1]=FALSE; // If so make Key FALSE
|
||||
KillGLWindow(); // Kill Our Current Window
|
||||
fullscreen=!fullscreen; // Toggle Fullscreen
|
||||
//recreate Our OpenGL Window
|
||||
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
|
||||
{
|
||||
return 0; // Quit if Window Was Not Created
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
destroyAILogger();
|
||||
KillGLWindow();
|
||||
return (msg.wParam); // Exit The Program
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user