Beispiel #1
0
/* ---------------------------------------------------------------------------- */
void recursive_render (const struct aiScene *sc, const struct aiNode* nd)
{
	unsigned int i;
	unsigned int n = 0, t;
	struct aiMatrix4x4 m = nd->mTransformation;

	/* update transform */
	aiTransposeMatrix4(&m);
	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]];

		apply_material(sc->mMaterials[mesh->mMaterialIndex]);

		if(mesh->mNormals == NULL) {
			glDisable(GL_LIGHTING);
		} else {
			glEnable(GL_LIGHTING);
		}

		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++) {
				int index = face->mIndices[i];
				if(mesh->mColors[0] != NULL)
					glColor4fv((GLfloat*)&mesh->mColors[0][index]);
				if(mesh->mNormals != NULL) 
					glNormal3fv(&mesh->mNormals[index].x);
				glVertex3fv(&mesh->mVertices[index].x);
			}

			glEnd();
		}

	}

	/* draw all children */
	for (n = 0; n < nd->mNumChildren; ++n) {
		recursive_render(sc, nd->mChildren[n]);
	}

	glPopMatrix();
}
Beispiel #2
0
/* private */ void 
mainwindow::_create_actions()
{
  _action_exit                            = new QAction(tr("Exit"), this);
  _action_loadfile                        = new QAction(tr("Open"), this);
  _action_addfile                         = new QAction(tr("Add"),  this);

  // menu
  connect(_action_exit,                     SIGNAL( triggered()), this,         SLOT( close_window() ));
  connect(_action_loadfile,                 SIGNAL( triggered()), this,         SLOT( openfile() ));
  connect(_action_addfile,                  SIGNAL( triggered()), this,         SLOT( addfile() ));

  connect(_button_recompile,                SIGNAL( released() ), _glwindow,    SLOT( recompile() ));
  connect(_button_set_spheremap,            SIGNAL( released() ), _glwindow,    SLOT( load_spheremap() ));

  connect(_addfile_button, SIGNAL(released()), this, SLOT(addfile()));
  connect(_deletefile_button, SIGNAL(released()), this, SLOT(deletefiles()));

  connect(_checkbox_spheremap,              SIGNAL( stateChanged(int) ), _glwindow,    SLOT( spheremapping(int) ));
  connect(_checkbox_fxaa,                   SIGNAL( stateChanged(int) ), _glwindow,    SLOT( fxaa(int) ));
  
  
  connect(_checkbox_pretessellation,        SIGNAL(stateChanged(int)), _glwindow, SLOT(enable_pretessellation(int)));
  connect(_checkbox_vsync,                  SIGNAL( stateChanged(int) ), _glwindow,    SLOT( vsync(int) ));
  connect(_checkbox_culling,                SIGNAL(stateChanged(int)),   _glwindow,    SLOT( backface_culling(int)));
  connect(_checkbox_counting,               SIGNAL(stateChanged(int)),   _glwindow,    SLOT( enable_counter(int)));
  connect(_checkbox_tritesselation,         SIGNAL(stateChanged(int)), _glwindow, SLOT(enable_triangular_tesselation(int)));
  connect(_checkbox_holefilling,            SIGNAL(stateChanged(int)), _glwindow, SLOT(holefilling(int)));
  connect(_checkbox_conservative_rasterization, SIGNAL(stateChanged(int)), _glwindow, SLOT(conservative_rasterization(int)));
  
  connect(_combobox_antialiasing,           SIGNAL(currentIndexChanged(int)), this, SLOT(antialiasing()));
  connect(_combobox_trimming,               SIGNAL(currentIndexChanged(int)), this, SLOT(trimming()));
  connect(_combobox_rendering,              SIGNAL(currentIndexChanged(int)), this, SLOT(rendering()));
  connect(_combobox_fillmode,               SIGNAL(currentIndexChanged(int)), this, SLOT(fillmode()));
  connect(_combobox_preclassification,      SIGNAL(currentIndexChanged(int)), this, SLOT(preclassification()));
  
  connect(_slider_trim_max_bisections,          SIGNAL(valueChanged(int)),    _glwindow, SLOT(trim_max_bisections(int)));
  connect(_slider_trim_error_tolerance,         SIGNAL(valueChanged(float)),  _glwindow, SLOT(trim_error_tolerance(float)));
  connect(_slider_tesselation_max_pixel_error,  SIGNAL(valueChanged(float)),  _glwindow, SLOT(tesselation_max_pixel_error(float)));
  connect(_slider_tesselation_max_object_error, SIGNAL(valueChanged(float)),  _glwindow, SLOT(tesselation_max_geometric_error(float)));
  connect(_slider_raycasting_max_iterations,    SIGNAL(valueChanged(int)),    _glwindow, SLOT(raycasting_max_iterations(int)));
  connect(_slider_raycasting_error_tolerance,   SIGNAL(valueChanged(float)),  _glwindow, SLOT(raycasting_error_tolerance(float)));

  connect(_current_specular, SIGNAL(released()), this, SLOT(set_specular()));
  connect(_current_diffuse, SIGNAL(released()), this, SLOT(set_diffuse()));
  connect(_current_ambient, SIGNAL(released()), this, SLOT(set_ambient()));
  connect(_current_shininess, SIGNAL(valueChanged(float)), this, SLOT(set_shininess(float)));
  connect(_current_opacity, SIGNAL(valueChanged(float)), this, SLOT(set_opacity(float)));

  connect(_material_apply, SIGNAL(released()), this, SLOT(apply_material()));

  _file_menu->addSeparator();
  _file_menu->addAction   (_action_loadfile);
  _file_menu->addAction   (_action_addfile);
  _file_menu->addAction   (_action_exit);
}
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;

	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]];

		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 AssimpSimpleModelLoader::recursive_render (const aiScene *sc, const aiNode* nd)
{
	unsigned int i;
	unsigned int n = 0, t;
	aiMatrix4x4 m = nd->mTransformation;

	// Debug
	// printf("Node name: %s\n",nd->mName.data);	

	// update transform
	aiTransposeMatrix4(&m);
	glPushMatrix();
	glMultMatrixf((float*)&m);
	
			
	// draw all meshes assigned to this node
	for (; n < nd->mNumMeshes; ++n) {
		const aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]];
		// Debug
		// printf("--------------->Drawing MESH with this name: %s\n",mesh->mName.data);
		apply_material(sc->mMaterials[mesh->mMaterialIndex]);

		if(mesh->mNormals == NULL) {
			glDisable(GL_LIGHTING);
		} else {
			glEnable(GL_LIGHTING);
		}

		// Texture UV
		if(mesh->HasTextureCoords(0))
			glEnable(GL_TEXTURE_2D);
		else
			glDisable(GL_TEXTURE_2D);

		if(mesh->mColors[0] != NULL)
		{
			glEnable(GL_COLOR_MATERIAL);
		}
		else
		{
			glDisable(GL_COLOR_MATERIAL);
		}


		for (t = 0; t < mesh->mNumFaces; ++t) {
			const 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++) {
				int index = face->mIndices[i];
				if(mesh->mColors[0] != NULL)
					glColor4fv((GLfloat*)&mesh->mColors[0][index]);
				if(mesh->mNormals != NULL) {
					glNormal3fv(&mesh->mNormals[index].x);
					if(mesh->HasTextureCoords(0))		//HasTextureCoords(texture_coordinates_set)
					{
						glTexCoord2f(mesh->mTextureCoords[0][index].x, 1 - mesh->mTextureCoords[0][index].y); //mTextureCoords[channel][vertex]
					}
				}
				glVertex3fv(&mesh->mVertices[index].x);
			}

			glEnd();
		}

	}

	// draw all children
	for (n = 0; n < nd->mNumChildren; ++n) {
		recursive_render(sc, nd->mChildren[n]);
	}

	glPopMatrix();
}
Beispiel #5
0
void Model3D::recursive_render(const struct aiScene *sc, const struct aiNode* nd) {
    int i;
    unsigned int n = 0, t;
    struct aiMatrix4x4 m = nd->mTransformation;

    // update transform
    aiTransposeMatrix4(&m);
    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]];

        if (n < texturesAndPaths.size())
            glBindTexture(GL_TEXTURE_2D, texturesAndPaths[n].hTexture);

        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++) {
                int index = face->mIndices[i];
                if (mesh->mColors[0] != NULL
                   )
                    Color4f(&mesh->mColors[0][index]);
                if (mesh->mNormals != NULL
                   )
                    glNormal3fv(&mesh->mNormals[index].x);
                if (mesh->HasTextureCoords(0))
                    glTexCoord2f(mesh->mTextureCoords[0][index].x, mesh->mTextureCoords[0][index].y);
                glVertex3fv(&mesh->mVertices[index].x);
            }

            glEnd();
        }
    }

    // draw all children
    for (n = 0; n < nd->mNumChildren; ++n)
        recursive_render(sc, nd->mChildren[n]);

    glPopMatrix();
}