assimp-fez/samples/SimpleTexturedOpenGL/SimpleTexturedOpenGL/src/model_loading.cpp

880 lines
25 KiB
C++

// ----------------------------------------------------------------------------
// Another Assimp OpenGL sample including texturing.
// Note that it is very basic and will only read and apply the model's diffuse
// textures (by their material ids)
//
// Don't worry about the "Couldn't load Image: ...dwarf2.jpg" Message.
// It's caused by a bad texture reference in the model file (I guess)
//
// If you intend to _use_ this code sample in your app, do yourself a favour
// and replace immediate mode calls with VBOs ...
//
// Thanks to NeHe on whose OpenGL tutorials this one's based on! :)
// http://nehe.gamedev.net/
// ----------------------------------------------------------------------------
#include <windows.h>
#include <shellapi.h>
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#ifdef _MSC_VER
#pragma warning(disable: 4100) // Disable warning 'unreferenced formal parameter'
#endif // _MSC_VER
#define STB_IMAGE_IMPLEMENTATION
#include "contrib/stb/stb_image.h"
#ifdef _MSC_VER
#pragma warning(default: 4100) // Enable warning 'unreferenced formal parameter'
#endif // _MSC_VER
#include <fstream>
//to map image filenames to textureIds
#include <string.h>
#include <map>
// assimp include files. These three are usually needed.
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/LogStream.hpp>
// The default hard-coded path. Can be overridden by supplying a path through the command line.
static std::string modelpath = "../../test/models/OBJ/spider.obj";
HGLRC hRC = nullptr; // Permanent Rendering Context
HDC hDC = nullptr; // Private GDI Device Context
HWND g_hWnd = nullptr; // Holds Window Handle
HINSTANCE g_hInstance = nullptr; // Holds The Instance Of The Application
bool keys[256]; // Array used for Keyboard Routine;
bool active=TRUE; // Window Active Flag Set To TRUE by Default
bool fullscreen=TRUE; // full-screen Flag Set To full-screen By Default
GLfloat xrot;
GLfloat yrot;
GLfloat zrot;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
GLboolean abortGLInit(const char*);
const char* windowTitle = "OpenGL Framework";
GLfloat LightAmbient[]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[]= { 0.0f, 0.0f, 15.0f, 1.0f };
// the global Assimp scene object
const aiScene* g_scene = nullptr;
GLuint scene_list = 0;
aiVector3D scene_min, scene_max, scene_center;
// images / texture
std::map<std::string, GLuint*> textureIdMap; // map image filenames to textureIds
GLuint* textureIds; // pointer to texture Array
// Create an instance of the Importer class
Assimp::Importer importer;
void createAILogger() {
// Change this line to normal if you not want to analyze the import process
Assimp::Logger::LogSeverity severity = Assimp::Logger::VERBOSE;
// Create a logger instance for Console Output
Assimp::DefaultLogger::create("",severity, aiDefaultLogStream_STDOUT);
// Create a logger instance for File Output (found in project folder or near .exe)
Assimp::DefaultLogger::create("assimp_log.txt",severity, aiDefaultLogStream_FILE);
// Now I am ready for logging my stuff
Assimp::DefaultLogger::get()->info("this is my info-call");
}
void destroyAILogger() {
Assimp::DefaultLogger::kill();
}
void logInfo(const std::string &logString) {
Assimp::DefaultLogger::get()->info(logString.c_str());
}
void logDebug(const char* logString) {
Assimp::DefaultLogger::get()->debug(logString);
}
bool Import3DFromFile( const std::string &filename) {
// Check if file exists
std::ifstream fin(filename.c_str());
if(fin.fail()) {
std::string message = "Couldn't open file: " + filename;
std::wstring targetMessage;
//utf8::utf8to16(message.c_str(), message.c_str() + message.size(), targetMessage);
::MessageBox(nullptr, targetMessage.c_str(), L"Error", MB_OK | MB_ICONEXCLAMATION);
logInfo(importer.GetErrorString());
return false;
}
fin.close();
g_scene = importer.ReadFile(filename, aiProcessPreset_TargetRealtime_Quality);
// If the import failed, report it
if (g_scene == nullptr) {
logInfo( importer.GetErrorString());
return false;
}
// Now we can access the file's contents.
logInfo("Import of scene " + filename + " succeeded.");
// We're done. Everything will be cleaned up by the importer destructor
return true;
}
// Resize And Initialize The GL Window
void ReSizeGLScene(GLsizei width, GLsizei height) {
// Prevent A Divide By Zero By
if (height == 0) {
// Making Height Equal One
height=1;
}
glViewport(0, 0, width, height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
std::string getBasePath(const std::string& path) {
size_t pos = path.find_last_of("\\/");
return (std::string::npos == pos) ? "" : path.substr(0, pos + 1);
}
void freeTextureIds() {
// no need to delete pointers in it manually here. (Pointers point to textureIds deleted in next step)
textureIdMap.clear();
if (textureIds) {
delete[] textureIds;
textureIds = nullptr;
}
}
int LoadGLTextures(const aiScene* scene) {
freeTextureIds();
if (scene->HasTextures())
return 1;
/* getTexture Filenames and Numb of Textures */
for (unsigned int m=0; m<scene->mNumMaterials; m++)
{
int texIndex = 0;
aiReturn texFound = AI_SUCCESS;
aiString path; // filename
while (texFound == AI_SUCCESS)
{
texFound = scene->mMaterials[m]->GetTexture(aiTextureType_DIFFUSE, texIndex, &path);
textureIdMap[path.data] = nullptr; //fill map with textures, pointers still NULL yet
texIndex++;
}
}
const size_t numTextures = textureIdMap.size();
/* create and fill array with GL texture ids */
textureIds = new GLuint[numTextures];
glGenTextures(static_cast<GLsizei>(numTextures), textureIds); /* Texture name generation */
/* get iterator */
std::map<std::string, GLuint*>::iterator itr = textureIdMap.begin();
std::string basepath = getBasePath(modelpath);
for (size_t i=0; i<numTextures; i++)
{
std::string filename = (*itr).first; // get filename
(*itr).second = &textureIds[i]; // save texture id for filename in map
itr++; // next texture
std::string fileloc = basepath + filename; /* Loading of image */
int x, y, n;
unsigned char *data = stbi_load(fileloc.c_str(), &x, &y, &n, STBI_rgb_alpha);
if (nullptr != data )
{
// Binding of texture name
glBindTexture(GL_TEXTURE_2D, textureIds[i]);
// redefine standard texture values
// We will use linear interpolation for magnification filter
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
// We will use linear interpolation for minifying filter
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
// Texture specification
glTexImage2D(GL_TEXTURE_2D, 0, n, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);// Texture specification.
// we also want to be able to deal with odd texture dimensions
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0 );
glPixelStorei( GL_UNPACK_SKIP_ROWS, 0 );
stbi_image_free(data);
} else {
/* Error occurred */
const std::string message = "Couldn't load Image: " + fileloc;
std::wstring targetMessage;
wchar_t *tmp = new wchar_t[message.size() + 1];
memset(tmp, L'\0', sizeof(wchar_t) *(message.size() + 1));
utf8::utf8to16(message.c_str(), message.c_str() + message.size(), tmp);
targetMessage = tmp;
delete [] tmp;
MessageBox(nullptr, targetMessage.c_str(), TEXT("ERROR"), MB_OK | MB_ICONEXCLAMATION);
}
}
return TRUE;
}
// All Setup For OpenGL goes here
int InitGL()
{
if (!LoadGLTextures(g_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);
return TRUE; // Initialization Went OK
}
// Can't send color down as a pointer to aiColor4D because AI colors are ABGR.
void Color4f(const 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 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 aiMaterial *mtl)
{
float c[4];
GLenum fill_mode;
int ret1, ret2;
aiColor4D diffuse;
aiColor4D specular;
aiColor4D ambient;
aiColor4D emission;
ai_real 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))
{
//bind texture
unsigned int texId = *textureIdMap[texPath.data];
glBindTexture(GL_TEXTURE_2D, texId);
}
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;
aiMatrix4x4 m = nd->mTransformation;
aiMatrix4x4 m2;
aiMatrix4x4::Scaling(aiVector3D(scale, scale, scale), m2);
m = m * m2;
// update transform
m.Transpose();
glPushMatrix();
glMultMatrixf((float*)&m);
// draw all meshes assigned to this node
for (; n < nd->mNumMeshes; ++n)
{
const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]];
apply_material(sc->mMaterials[mesh->mMaterialIndex]);
if(mesh->mNormals == nullptr)
{
glDisable(GL_LIGHTING);
}
else
{
glEnable(GL_LIGHTING);
}
if(mesh->mColors[0] != nullptr)
{
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] != nullptr)
Color4f(&mesh->mColors[0][vertexIndex]);
if(mesh->mNormals != nullptr)
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() //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(g_scene);
yrot += 0.2f;
return TRUE; // okay
}
void KillGLWindow() // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(nullptr, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(nullptr, nullptr)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(nullptr, TEXT("Release Of DC And RC Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(nullptr, TEXT("Release Rendering Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
}
hRC = nullptr;
}
if (hDC)
{
if (!ReleaseDC(g_hWnd, hDC)) // Are We able to Release The DC?
MessageBox(nullptr, TEXT("Release Device Context Failed."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
hDC = nullptr;
}
if (g_hWnd)
{
if (!DestroyWindow(g_hWnd)) // Are We Able To Destroy The Window
MessageBox(nullptr, TEXT("Could Not Release hWnd."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
g_hWnd = nullptr;
}
if (g_hInstance)
{
if (!UnregisterClass(TEXT("OpenGL"), g_hInstance)) // Are We Able To Unregister Class
MessageBox(nullptr, TEXT("Could Not Unregister Class."), TEXT("SHUTDOWN ERROR"), MB_OK | MB_ICONINFORMATION);
g_hInstance = nullptr;
}
}
GLboolean abortGLInit(const char* abortMessage)
{
// Reset Display
KillGLWindow();
const std::string message = abortMessage;
std::wstring targetMessage;
const size_t len = std::strlen(abortMessage) + 1;
wchar_t *tmp = new wchar_t[len];
memset(tmp, L'\0', len);
utf8::utf8to16(message.c_str(), message.c_str() + message.size(), tmp);
targetMessage = tmp;
delete [] tmp;
MessageBox(nullptr, targetMessage.c_str(), TEXT("ERROR"), MB_OK|MB_ICONEXCLAMATION);
return FALSE; // quit and return False
}
BOOL CreateGLWindow(const 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;
g_hInstance = GetModuleHandle(nullptr); // 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 = g_hInstance;
wc.hIcon = LoadIcon(nullptr, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(nullptr, IDC_ARROW); // Load the default arrow
wc.hbrBackground= nullptr; // No Background required for OpenGL
wc.lpszMenuName = nullptr; // No Menu
wc.lpszClassName= TEXT("OpenGL"); // Class Name
if (!RegisterClass(&wc))
{
MessageBox(nullptr, TEXT("Failed to register the window class"), TEXT("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(nullptr,TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"),
TEXT("NeHe GL"),MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE)
}
else
{
//Popup Messagebox: Closing
MessageBox(nullptr, TEXT("Program will close now."), TEXT("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 Requested Size
const size_t len = std::strlen(title) + 1;
wchar_t *tmp = new wchar_t[len];
memset(tmp, L'\0', sizeof(wchar_t) * len);
utf8::utf8to16(title, title+len, tmp);
std::wstring targetMessage = tmp;
delete[] tmp;
if (nullptr == (g_hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
TEXT("OpenGL"), // Class Name
targetMessage.c_str(), // 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
nullptr, // No Parent Window
nullptr, // No Menu
g_hInstance, // Instance
nullptr ))) // Don't pass anything To WM_CREATE
{
abortGLInit("Window Creation Error.");
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
BYTE(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 (nullptr == (hDC=GetDC(g_hWnd))) // Did we get the Device Context?
{
abortGLInit("Can't Create A GL Device Context.");
return FALSE;
}
if (0 == (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 (nullptr == (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(g_hWnd, SW_SHOW); // Show The Window
SetForegroundWindow(g_hWnd); // Slightly Higher Prio
SetFocus(g_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;
}
void cleanup()
{
freeTextureIds();
destroyAILogger();
if (g_hWnd)
KillGLWindow();
}
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: // Screen-saver trying to start
case SC_MONITORPOWER: // Monitor trying to enter power-safe
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( HINSTANCE /*hInstance*/, // The instance
HINSTANCE /*hPrevInstance*/, // Previous instance
LPSTR /*lpCmdLine*/, // Command Line Parameters
int /*nShowCmd*/ ) // Window Show State
{
MSG msg = {};
BOOL done=FALSE;
createAILogger();
logInfo("App fired!");
// Check the command line for an override file path.
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
if (argv != nullptr && argc > 1)
{
std::wstring modelpathW(argv[1]);
char *tmp = new char[modelpathW.size() + 1];
memset(tmp, '\0', modelpathW.size() + 1);
utf8::utf16to8(modelpathW.c_str(), modelpathW.c_str() + modelpathW.size(), tmp);
modelpath = tmp;
delete[]tmp;
}
if (!Import3DFromFile(modelpath))
{
cleanup();
return 0;
}
logInfo("=============== Post Import ====================");
if (MessageBox(nullptr, TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start Fullscreen?"), MB_YESNO|MB_ICONEXCLAMATION)==IDNO)
{
fullscreen=FALSE;
}
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
{
cleanup();
return 0;
}
while(!done) // Game Loop
{
if (PeekMessage(&msg, nullptr, 0,0, PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
done = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
// Draw The Scene. Watch For ESC Key And Quit Messaged From DrawGLScene()
if (active)
{
if (keys[VK_ESCAPE])
{
done=TRUE;
}
else
{
DrawGLScene();
SwapBuffers(hDC);
}
}
if (keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;
if (!CreateGLWindow(windowTitle, 640, 480, 16, fullscreen))
{
cleanup();
return 0;
}
}
}
}
// *** cleanup ***
cleanup();
return static_cast<int>(msg.wParam);
}