- merge v0.01 --> Añadido fileselector - Añadidas fuentes de Gem y Pure Data - pix2jpg incluído en Gem. Archivos de construcción de Gem modificados. - Añadido fichero ompiling.txt con instrucciones de compilación
419 lines
11 KiB
C++
419 lines
11 KiB
C++
////////////////////////////////////////////////////////
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//
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// GEM - Graphics Environment for Multimedia
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//
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// zmoelnig@iem.kug.ac.at
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//
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// Implementation file
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//
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// Copyright (c) 2001-2012 IOhannes m zmölnig. forum::für::umläute. IEM. zmoelnig@iem.at
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// For information on usage and redistribution, and for a DISCLAIMER OF ALL
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// WARRANTIES, see the file, "GEM.LICENSE.TERMS" in this distribution.
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//
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/////////////////////////////////////////////////////////
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#if (defined HAVE_LIBASSIMP2) && (defined HAVE_ASSIMP_H)
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#include "modelASSIMP2.h"
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#include "plugins/PluginFactory.h"
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#include "Gem/RTE.h"
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#include "Gem/Exception.h"
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#include "Gem/Properties.h"
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#include "Utils/Functions.h"
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#include <string>
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#include <math.h>
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using namespace gem::plugins;
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REGISTER_MODELLOADERFACTORY("ASSIMP2", modelASSIMP2);
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namespace {
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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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static void get_bounding_box_for_node (const struct aiScene*scene, 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(scene, 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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static void get_bounding_box (const struct aiScene*scene, 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, scene->mRootNode,min,max,&trafo);
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}
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// ----------------------------------------------------------------------------
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static 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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static 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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static 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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unsigned 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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//post("diffuse: %g\t%g\t%g\t%g", c[0], c[1], c[2], c[3]);
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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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//post("specular: %g\t%g\t%g\t%g", c[0], c[1], c[2], c[3]);
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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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//post("ambient: %g\t%g\t%g\t%g", c[0], c[1], c[2], c[3]);
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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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// post("emission: %g\t%g\t%g\t%g", c[0], c[1], c[2], c[3]);
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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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//post("shininess: %gx%g=%g\t%g", shininess, strength, shininess*strength);
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}
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else {
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/* JMZ: in modelOBJ the default shininess is 65 */
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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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}
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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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// ----------------------------------------------------------------------------
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// Can't send color down as a pointer to aiColor4D because AI colors are ABGR.
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static 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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static void recursive_render (const struct aiScene*scene, const struct aiScene *sc, const struct aiNode* nd, const bool use_material)
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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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if(use_material)
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apply_material(sc->mMaterials[mesh->mMaterialIndex]);
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#if 0 /* handled globally */
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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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#endif
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#if 0
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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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#endif
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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(use_material && 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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if(mesh->HasTextureCoords(0))
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glTexCoord2f(mesh->mTextureCoords[0][index].x, mesh->mTextureCoords[0][index].y);
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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(scene, sc, nd->mChildren[n], use_material);
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}
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glPopMatrix();
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}
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};
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modelASSIMP2 :: modelASSIMP2(void) :
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m_rebuild(true),
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m_scene(NULL), m_dispList(0),
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m_scale(1.f),
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m_useMaterial(false)
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{
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}
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modelASSIMP2 ::~modelASSIMP2(void) {
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destroy();
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}
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bool modelASSIMP2 :: open(const std::string&name, const gem::Properties&requestprops) {
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destroy();
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m_scene = aiImportFile(name.c_str(), aiProcessPreset_TargetRealtime_Quality);
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if(!m_scene)return false;
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get_bounding_box(m_scene, &m_min,&m_max);
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m_center.x=(m_min.x+m_max.x)/2.f;
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m_center.y=(m_min.y+m_max.y)/2.f;
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m_center.z=(m_min.z+m_max.z)/2.f;
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/* default is to rescale the object */
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float tmp;
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tmp = m_max.x-m_min.x;
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tmp = aisgl_max(m_max.y - m_min.y,tmp);
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tmp = aisgl_max(m_max.z - m_min.z,tmp);
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m_scale = 2.f / tmp;
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m_offset.x=-m_center.x;
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m_offset.y=-m_center.y;
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m_offset.z=-m_center.z;
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gem::Properties props=requestprops;
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setProperties(props);
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m_rebuild=true;
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return true;
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}
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bool modelASSIMP2 :: render(void) {
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if(m_rebuild || 0==m_dispList)
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compile();
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if(m_dispList) {
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glPushMatrix();
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// scale the model
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glScalef(m_scale, m_scale, m_scale);
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// center the model
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glTranslatef( m_offset.x, m_offset.y, m_offset.z );
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glCallList(m_dispList);
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glPopMatrix();
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}
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return (!m_dispList);
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}
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void modelASSIMP2 :: close(void) {
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destroy();
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}
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bool modelASSIMP2 :: enumProperties(gem::Properties&readable,
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gem::Properties&writeable) {
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readable.clear();
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writeable.clear();
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return false;
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}
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void modelASSIMP2 :: setProperties(gem::Properties&props) {
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double d;
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#if 0
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std::vector<std::string>keys=props.keys();
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unsigned int i;
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for(i=0; i<keys.size(); i++) {
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post("key[%d]=%s ... %d", i, keys[i].c_str(), props.type(keys[i]));
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}
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#endif
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if(props.get("rescale", d)) {
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bool b=(bool)d;
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if(b) {
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float tmp;
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tmp = m_max.x-m_min.x;
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tmp = aisgl_max(m_max.y - m_min.y,tmp);
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tmp = aisgl_max(m_max.z - m_min.z,tmp);
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m_scale = 2.f / tmp;
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m_offset.x=-m_center.x;
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m_offset.y=-m_center.y;
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m_offset.z=-m_center.z;
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} else {
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m_scale=1.;
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m_offset.x=m_offset.y=m_offset.z=0.f;
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}
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}
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if(props.get("usematerials", d)) {
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bool useMaterial=d;
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if(useMaterial!=m_useMaterial)
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m_rebuild=true;
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m_useMaterial=useMaterial;
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}
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}
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void modelASSIMP2 :: getProperties(gem::Properties&props) {
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}
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bool modelASSIMP2 :: compile(void) {
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if(!m_scene) return false;
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if(!(GLEW_VERSION_1_1)) {
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// verbose(1, "cannot build display-list now...do you have a window?");
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return false;
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}
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if (m_dispList) {
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glDeleteLists(m_dispList, 1);
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m_dispList=0;
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}
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m_dispList=glGenLists(1);
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if(m_dispList) {
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GLboolean useColorMaterial=GL_FALSE;
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glGetBooleanv(GL_COLOR_MATERIAL, &useColorMaterial);
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glNewList(m_dispList, GL_COMPILE);
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glDisable(GL_COLOR_MATERIAL);
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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(m_scene, m_scene, m_scene->mRootNode, m_useMaterial);
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if(useColorMaterial)
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glEnable(GL_COLOR_MATERIAL);
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glEndList();
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}
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bool res = (0 != m_dispList);
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if(res) m_rebuild=false;
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return res;
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}
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void modelASSIMP2 :: destroy(void) {
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/* LATER: check valid contexts (remove glDelete from here) */
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if (m_dispList) {
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// destroy display list
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glDeleteLists(m_dispList, 1);
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m_dispList = 0;
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}
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if(m_scene)
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aiReleaseImport(m_scene);
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m_scene=NULL;
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}
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#endif
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