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#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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