From 42fcaf7d7d374bdae934b5d9aeb32af964872681 Mon Sep 17 00:00:00 2001
From: Vegard Storheil Eriksen <zyp@jvnv.net>
Date: Sat, 27 Feb 2010 23:50:32 +0100
Subject: Testing model-loading with assimp.

---
 SConstruct      |   4 +-
 application.cpp |   5 ++-
 assimp.cpp      | 124 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 3 files changed, 131 insertions(+), 2 deletions(-)
 create mode 100755 assimp.cpp

diff --git a/SConstruct b/SConstruct
index 80e5275..43ba99b 100644
--- a/SConstruct
+++ b/SConstruct
@@ -1,5 +1,5 @@
 env = Environment(
-	LIBS = ['ARgsub_lite', 'ARvideo', 'AR', 'png'],
+	LIBS = ['ARgsub_lite', 'ARvideo', 'AR', 'assimp'],
 )
 
 common_sources = ['application.cpp', 'pattern.cpp', 'texture.cpp', 'texturesdl.cpp']
@@ -13,3 +13,5 @@ else:
 	env.Append(LIBS = ['GL', 'GLU', 'SDL', 'SDLmain', 'gstreamer-0.10'])
 
 env.Program('foo', ['foo.cpp'] + common_sources)
+
+env.Program('assimp', ['assimp.cpp'] + common_sources)
diff --git a/application.cpp b/application.cpp
index b49bcb9..a77577a 100644
--- a/application.cpp
+++ b/application.cpp
@@ -60,8 +60,11 @@ Application::Application() {
 	}
 	// Setup double buffering
 	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+	
+	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);
+	
 	// Get our surface
-	surface = SDL_SetVideoMode(xsize * 2, ysize * 2, 32, flags);
+	surface = SDL_SetVideoMode(xsize, ysize, 32, flags);
 	if(!surface) {
 		throw(std::runtime_error("Video mode set failed"));
 	}
diff --git a/assimp.cpp b/assimp.cpp
new file mode 100755
index 0000000..c00c96b
--- /dev/null
+++ b/assimp.cpp
@@ -0,0 +1,124 @@
+#include <stdexcept>
+#include <iostream>
+
+#include "pattern.h"
+#include "application.h"
+
+#include "texturesdl.h"
+
+#include <assimp/assimp.hpp>
+#include <assimp/aiScene.h>
+#include <assimp/aiPostProcess.h>
+
+Assimp::Importer* importer;
+
+class FiskPattern : public Pattern {
+	private:
+		const aiScene* scene;
+		
+		Texture** textures;
+		
+	public:
+		FiskPattern() : Pattern("patt.jon") {
+			scene = importer->ReadFile("tewi.x", 0);
+			
+			if(scene) {
+				std::cout << "Loaded model: " << scene->mNumMeshes << " meshes, " << scene->mNumMaterials << " materials." << std::endl;
+				for(int i = 0; i < scene->mNumMaterials; i++) {
+					aiMaterial* material = scene->mMaterials[i];
+					
+					std::cout << "Material " << i << ": " << material->mNumProperties << " properties." << std::endl;
+					
+					for(int j = 0; j < material->mNumProperties; j++) {
+						aiMaterialProperty* property = material->mProperties[j];
+						
+						std::cout << "  " << std::string(property->mKey.data, property->mKey.length) << ": " << std::string(property->mData, property->mDataLength) << std::endl;
+					}
+					
+				}
+				
+				for(int i = 0; i < scene->mNumMeshes; i++) {
+					aiMesh* mesh = scene->mMeshes[i];
+					
+					std::cout << "Mesh " << i << ": mMaterialIndex = " << mesh->mMaterialIndex << "." << std::endl;
+					
+				}
+				
+			} else {
+				std::cerr << "Failed to import model." << std::endl << importer->GetErrorString() << std::endl;
+			}
+			
+			Texture* tex_face = new TextureSDL("TEWI_face_01.bmp");
+			Texture* tex_hair = new TextureSDL("TEWI_Hair_01.bmp");
+			Texture* tex_body = new TextureSDL("TEWI_Body_01.bmp");
+			Texture* tex_hair2 = new TextureSDL("TEWI_Hair_02.bmp");
+			Texture* tex_body2 = new TextureSDL("TEWI_Body_02.bmp");
+			
+			
+			textures = new Texture*[10];
+			
+			textures[1] = tex_face;
+			textures[2] = tex_hair;
+			textures[3] = tex_body;
+			textures[4] = tex_body;
+			textures[5] = tex_body;
+			textures[6] = tex_body;
+			textures[7] = tex_body;
+			textures[8] = tex_hair;
+			textures[9] = new TextureSDL("gradient.png");
+			
+			patt_width = 50.0;
+		}
+		
+	protected:
+		virtual void draw() {
+			double    gl_para[16];
+			arglCameraView(patt_trans_kake, gl_para, 1.0);
+			
+			glMatrixMode(GL_MODELVIEW);
+			glLoadMatrixd(gl_para);
+			
+			//glTranslatef(0.0, -8.0, 0.0);
+			
+			glRotatef(90, 1, 0, 0);
+			
+			//glColor4f(1, 0, 0, 0.5);
+			glPolygonMode(GL_FRONT, GL_FILL);
+			
+			for(int i = 0; i < 6; i++) { // scene->mNumMeshes
+				aiMesh* mesh = scene->mMeshes[i];
+				
+				glBindTexture(GL_TEXTURE_2D, textures[mesh->mMaterialIndex]->tex());
+				
+				for(int j = 0; j < mesh->mNumFaces; j++) {
+					aiFace* face = &mesh->mFaces[j];
+					
+					glBegin(GL_POLYGON);
+					for(int k = 0; k < face->mNumIndices; k++) {
+						aiVector3D* texcoord = &mesh->mTextureCoords[0][face->mIndices[k]];
+						glTexCoord2f(texcoord->x, 2 - texcoord->y);
+						aiVector3D* vertice = &mesh->mVertices[face->mIndices[k]];
+						glVertex3f(vertice->x, vertice->y, vertice->z);
+					}
+					glEnd();
+				}
+			}
+			
+		}
+};
+
+int main(int argc, char **argv) {
+	try {
+		Application* app = new Application();
+		
+		Assimp::Importer _importer;
+		importer = &_importer;
+		
+		app->patt = new FiskPattern();
+		
+		app->run();
+	} catch(std::runtime_error e) {
+		std::cerr << "Exception caught: " << e.what() << std::endl;
+	}
+	return 0;
+}
-- 
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