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<h1 id="shadow-mapping">Shadow mapping</h1>
<p>Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów. <img src="./img/shadows1.bmp" /> Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest <strong>shadow mapping</strong> i wiele bardziej zaawansowanych technik na niej bazuje.</p>
<p>Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy <em>shadowmap</em>), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.</p>
<p>Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.</p>
<h2 id="mapa-głębokości---framebuffers">Mapa głębokości - Framebuffers</h2>
<p>Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób</p>
<div class="sourceCode" id="cb1"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a>glGenFramebuffers(<span class="dv">1</span>, &amp;depthMapFBO); </span></code></pre></div>
<p>Zmienna <code>depthMapFBO</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości</p>
<div class="sourceCode" id="cb2"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a>glGenTextures(<span class="dv">1</span>, &amp;depthMap);</span>
<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a>glBindTexture(GL_TEXTURE_2D, depthMap);</span>
<span id="cb2-3"><a href="#cb2-3" aria-hidden="true" tabindex="-1"></a>glTexImage2D(GL_TEXTURE_2D, <span class="dv">0</span>, GL_DEPTH_COMPONENT, </span>
<span id="cb2-4"><a href="#cb2-4" aria-hidden="true" tabindex="-1"></a> SHADOW_WIDTH, SHADOW_HEIGHT, <span class="dv">0</span>, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);</span>
<span id="cb2-5"><a href="#cb2-5" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);</span>
<span id="cb2-6"><a href="#cb2-6" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);</span>
<span id="cb2-7"><a href="#cb2-7" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); </span>
<span id="cb2-8"><a href="#cb2-8" aria-hidden="true" tabindex="-1"></a>glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); </span></code></pre></div>
<p>Również zmienna <code>depthMap</code> jest jak to typu <code>unsignet int</code> i powinna być dostępna globalnie. Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format <code>GL_DEPTH_COMPONENT</code>. Parametry <code>SHADOW_WIDTH</code>, <code>SHADOW_HEIGHT</code> są ustalone globalnie i oba wynoszą 1024.</p>
<p>I w końcu podpinamy teksturę pod FBO.</p>
<div class="sourceCode" id="cb3"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
<span id="cb3-3"><a href="#cb3-3" aria-hidden="true" tabindex="-1"></a>glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, <span class="dv">0</span>);</span>
<span id="cb3-4"><a href="#cb3-4" aria-hidden="true" tabindex="-1"></a>glDrawBuffer(GL_NONE);</span>
<span id="cb3-5"><a href="#cb3-5" aria-hidden="true" tabindex="-1"></a>glReadBuffer(GL_NONE);</span>
<span id="cb3-6"><a href="#cb3-6" aria-hidden="true" tabindex="-1"></a>glBindFramebuffer(GL_FRAMEBUFFER, <span class="dv">0</span>); </span></code></pre></div>
<h3 id="zadanie">Zadanie</h3>
<p>Utwórz funkcję <code>initDepthMap</code>, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji <code>init</code>.</p>
<h3 id="renderowanie-mapy-głębokości">Renderowanie mapy głębokości</h3>
<p>W tej części będziemy uzupełniać funkcję <code>renderShadowapSun</code>. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca. Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach. Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.</p>
<div class="sourceCode" id="cb4"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">0</span>) in vec3 vertexPosition;</span>
<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">1</span>) in vec3 vertexNormal;</span>
<span id="cb4-5"><a href="#cb4-5" aria-hidden="true" tabindex="-1"></a>layout(location = <span class="dv">2</span>) in vec2 vertexTexCoord;</span>
<span id="cb4-6"><a href="#cb4-6" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-7"><a href="#cb4-7" aria-hidden="true" tabindex="-1"></a>uniform mat4 viewProjectionMatrix;</span>
<span id="cb4-8"><a href="#cb4-8" aria-hidden="true" tabindex="-1"></a>uniform mat4 modelMatrix;</span>
<span id="cb4-9"><a href="#cb4-9" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb4-10"><a href="#cb4-10" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
<span id="cb4-11"><a href="#cb4-11" aria-hidden="true" tabindex="-1"></a>{</span>
<span id="cb4-12"><a href="#cb4-12" aria-hidden="true" tabindex="-1"></a> gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, <span class="fl">1.0</span>);</span>
<span id="cb4-13"><a href="#cb4-13" aria-hidden="true" tabindex="-1"></a>}</span></code></pre></div>
<p>Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.</p>
<div class="sourceCode" id="cb5"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#</span><span class="er">version 430 core</span></span>
<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a></span>
<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="dt">void</span> main()</span>
<span id="cb5-4"><a href="#cb5-4" aria-hidden="true" tabindex="-1"></a>{ </span>
<span id="cb5-5"><a href="#cb5-5" aria-hidden="true" tabindex="-1"></a>} </span></code></pre></div>
<h3 id="zadanie-1">Zadanie</h3>
<p>Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie <code>programDepth</code> i aktywuj go w funkcji <code>renderShadowapSun</code>. Utwórz funkcję <code>drawObjectDepth</code>. która będzie przyjmować referencję do <code>RenderContext</code>, macierz <code>viewProjection</code> i macierz modelu oraz przesyłać macierze do GPU i rysować <code>RenderContext</code></p>
<p>Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego. <img src="./img/shadow_mapping_projection.png" /></p>
<p>Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:</p>
<div class="sourceCode" id="cb6"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a>glm::mat4 lightProjection = glm::ortho(</span>
<span id="cb6-2"><a href="#cb6-2" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> left,</span>
<span id="cb6-3"><a href="#cb6-3" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> right,</span>
<span id="cb6-4"><a href="#cb6-4" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> bottom,</span>
<span id="cb6-5"><a href="#cb6-5" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> top,</span>
<span id="cb6-6"><a href="#cb6-6" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zNear,</span>
<span id="cb6-7"><a href="#cb6-7" aria-hidden="true" tabindex="-1"></a> <span class="dt">float</span> zFar</span>
<span id="cb6-8"><a href="#cb6-8" aria-hidden="true" tabindex="-1"></a>)</span></code></pre></div>
<p>Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code>. Do stworzenia macierzy kamery wykorzystamy funkcję <code>glm::lookAt</code> z poniższymi argumentami argumentami</p>
<div class="sourceCode" id="cb7"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb7-1"><a href="#cb7-1" aria-hidden="true" tabindex="-1"></a>glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>))</span></code></pre></div>
<h3 id="zadanie-2">Zadanie</h3>
<p>Uzupełnij funkcję <code>renderShadowapSun</code>. Wywołaj w niej instrukcje</p>
<div class="sourceCode" id="cb8"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb8-1"><a href="#cb8-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie przestrzeni rysowania </span></span>
<span id="cb8-2"><a href="#cb8-2" aria-hidden="true" tabindex="-1"></a> glViewport(<span class="dv">0</span>, <span class="dv">0</span>, SHADOW_WIDTH, SHADOW_HEIGHT);</span>
<span id="cb8-3"><a href="#cb8-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//bindowanie FBO</span></span>
<span id="cb8-4"><a href="#cb8-4" aria-hidden="true" tabindex="-1"></a> glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);</span>
<span id="cb8-5"><a href="#cb8-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//czyszczenie mapy głębokości </span></span>
<span id="cb8-6"><a href="#cb8-6" aria-hidden="true" tabindex="-1"></a> glClear(GL_DEPTH_BUFFER_BIT);</span>
<span id="cb8-7"><a href="#cb8-7" aria-hidden="true" tabindex="-1"></a> <span class="co">//ustawianie programu</span></span>
<span id="cb8-8"><a href="#cb8-8" aria-hidden="true" tabindex="-1"></a> glUseProgram(programDepth);</span></code></pre></div>
<p>Stwórz macierz <code>viewProjection</code></p>
<div class="sourceCode" id="cb9"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb9-1"><a href="#cb9-1" aria-hidden="true" tabindex="-1"></a> glm::mat4 lightVP = glm::ortho(-<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, -<span class="fl">10.</span><span class="bu">f</span>, <span class="fl">10.</span><span class="bu">f</span>, <span class="fl">1.0</span><span class="bu">f</span>, <span class="fl">30.0</span><span class="bu">f</span>) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(<span class="dv">0</span>, <span class="dv">1</span>, <span class="dv">0</span>));</span></code></pre></div>
<p>następnie wywołaj <code>drawObjectDepth</code> dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz <code>viewProjection</code> zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.</p>
<p>Zakończ funkcję linią <code>glBindFramebuffer(GL_FRAMEBUFFER, 0);</code>, która przywraca domyślny FBO.</p>
<h3 id="wizualizacja-mapy-głębokości">Wizualizacja mapy głębokości</h3>
<p>odkomentuj linie:</p>
<div class="sourceCode" id="cb10"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb10-1"><a href="#cb10-1" aria-hidden="true" tabindex="-1"></a> <span class="co">//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);</span></span>
<span id="cb10-2"><a href="#cb10-2" aria-hidden="true" tabindex="-1"></a> <span class="co">//glUseProgram(programTest);</span></span>
<span id="cb10-3"><a href="#cb10-3" aria-hidden="true" tabindex="-1"></a> <span class="co">//glActiveTexture(GL_TEXTURE0);</span></span>
<span id="cb10-4"><a href="#cb10-4" aria-hidden="true" tabindex="-1"></a> <span class="co">//glBindTexture(GL_TEXTURE_2D, depthMap);</span></span>
<span id="cb10-5"><a href="#cb10-5" aria-hidden="true" tabindex="-1"></a> <span class="co">//Core::DrawContext(models::testContext);</span></span></code></pre></div>
<p>znajdujące się w <code>renderScene</code>. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.</p>
<h3 id="zadanie-3">Zadanie</h3>
<p>W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w <code>glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)</code> do takich, żeby pokój wypełniał jak największą część tekstury.</p>
<h3 id="rysowanie-cieni">Rysowanie cieni</h3>
<p>Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu. ### Zadanie #### Przesłanie danych W funkcji <code>drawObjectPBR</code> prześlij teksturę za pomocą instrukcji:</p>
<div class="sourceCode" id="cb11"><pre class="sourceCode c++"><code class="sourceCode cpp"><span id="cb11-1"><a href="#cb11-1" aria-hidden="true" tabindex="-1"></a> glActiveTexture(GL_TEXTURE0);</span>
<span id="cb11-2"><a href="#cb11-2" aria-hidden="true" tabindex="-1"></a> glBindTexture(GL_TEXTURE_2D, depthMap);</span></code></pre></div>
<p>oraz macierz <code>LightVP</code>, która musi być taka sama jak w <code>drawObjectDepth</code>.</p>
<p>Następnie w shaderze wierzchołków odbierz <code>LightVP</code>.</p>
<h4 id="shader-wierzchołków">Shader wierzchołków</h4>
<p>Oblicz pozycję wierzchołka z perspektywy słońca <code>sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)</code>, wynik prześlij do shadera fragmentów #### Shader fragmentów odbierz <code>sunSpacePos</code> i napisz funkcję <code>calculateShadow</code>, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji: * ujednorodnij zmienną <code>lightSpacePos</code> dzieląc ją przez współrzędną <strong>w</strong>, * przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej <code>lightSpacePosNormalized</code>, * pobierz głębokość z <code>depthMap</code> próbkuj za pomocą współrzędnych <strong>x</strong> i <strong>y</strong>. Pobierz tylko kanał <code>r</code>, zapisz go do zmiennej <code>closestDepth</code>, * porównaj <code>closestDepth</code> ze współrzędną <strong>z</strong> <code>lightSpacePosNormalized</code>. jeżeli <code>closestDepth</code> jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0. * wynik funkcji przemnóż z <code>sunColor</code> w trakcie oblicznia.</p>
<pre><code> ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);</code></pre>
<h4 id="shadow-acne">shadow acne</h4>
<p>Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako <em>shadow acne</em> wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby 1. dodać bias. zamiast sprawdzać <code>closestDepth&lt;lightSpacePosNormalized</code> można wziąć <code>closestDepth+bias&gt;lightSpacePosNormalized</code>, gdzie <code>bias</code> to mała wartość (np 0.01). 2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.</p>
<h3 id="zadanie-4">Zadanie*</h3>
<p>Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego</p>
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# Shadow mapping
Cienie są ważnym elementem oświetlenie. Dodają realizmu do sceny i dzięki nim łatwiej jest graczowi zorientować się w przestrzennym rozłożeniu obiektów.
![](./img/shadows1.bmp)
Na powyższym obrazku możesz zobaczyć, że dużo łatwiej jest okreśłić położenie kostek, gdy rzucają one cienie. Podstawową techniką generowania cieni jest **shadow mapping** i wiele bardziej zaawansowanych technik na niej bazuje.
Składa się on z dwóch kroków. W pierwszym obliczamy mapy głębokości z perspektywy źródła światła i zapisaniu do tekstury (tą teksturę nazywamy *shadowmap*), w drugim przy rysowaniu fragmentu porównujemy jego odległość do źródła światła z odległością zapisaną w teksturze.
Celem tych zajęć będzie dodanie cieni do początkowej sceny. W obecnym projekcie są 3 źródła światła: światło słoneczne, reflektor samolociku i lampa planetarna. W trakcie zajęć skupimy się na świetle słonecznym.
## Mapa głębokości - Framebuffers
Framebuffer to obiekt, do którego rednerowana jest scena w postaci tekstury. Do tej pory korzystaliśmy z domyślnego Famebuffora, który był wyświetlany na ekranie. Teraz potrzebujemy dodatkowy, który będzie przechwytywał mapę głębokości. Tworzymy go w następujący sposób
```C++
glGenFramebuffers(1, &depthMapFBO);
```
Zmienna `depthMapFBO` jest jak to typu `unsignet int` i powinna być dostępna globalnie. Kolejnym krokiem jest stworzenie tekstury głębokości
```C++
glGenTextures(1, &depthMap);
glBindTexture(GL_TEXTURE_2D, depthMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
```
Również zmienna `depthMap` jest jak to typu `unsignet int` i powinna być dostępna globalnie.
Tworzymy teksturę, zaznaczamy, że jest to tekstura głębokości nadając jej format `GL_DEPTH_COMPONENT`. Parametry `SHADOW_WIDTH`, `SHADOW_HEIGHT` są ustalone globalnie i oba wynoszą 1024.
I w końcu podpinamy teksturę pod FBO.
```C++
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthMap, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
```
### Zadanie
Utwórz funkcję `initDepthMap`, w której zainicjalizujesz mapę głębokości. Wywołaj ją w funkcji `init`.
### Renderowanie mapy głębokości
W tej części będziemy uzupełniać funkcję `renderShadowapSun`. Funkcja ma za zadanie zapisać w FBO mapę głębokości z perspektywy słońca.
Pierwsze co musimy mieć, to parę shaderów, która będzie renderować mapę. Ponieważ jedyne co potrzebujemy tylko rozmieścić obiekty w odpowiednich miejscach.
Shader wierzchołków ustawia tylko pozycję w oparciu o przesyłanie macierze.
```C++
#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 viewProjectionMatrix;
uniform mat4 modelMatrix;
void main()
{
gl_Position = viewProjectionMatrix * modelMatrix * vec4(vertexPosition, 1.0);
}
```
Natomiast shader fragmentów jest pusty, ponieważ nic nie wysyłamy a głębokość zapisywana jest automatycznie.
```C++
#version 430 core
void main()
{
}
```
### Zadanie
Dodaj utwórz parę shaderów jak powyżej, załaduj je do zmiennej globalnej o nazwie `programDepth` i aktywuj go w funkcji `renderShadowapSun`. Utwórz funkcję `drawObjectDepth`. która będzie przyjmować referencję do `RenderContext`, macierz `viewProjection` i macierz modelu oraz przesyłać macierze do GPU i rysować `RenderContext`
Musimy zdefiniować macierz widoku i rzutowania, które mamy przesłać. Implementujemy cienie dla oświetlenia kierunkowego, gdzie dla każdego punktu kierunek światła jest taki sam. W takim wypadku skorzystamy z rzutowania prostopadłego.
![](./img/shadow_mapping_projection.png)
Do stworzenia macierzy rzutowania perspektywicznego wykorzystamy funkcję:
```C++
glm::mat4 lightProjection = glm::ortho(
float left,
float right,
float bottom,
float top,
float zNear,
float zFar
)
```
Tworzy ona macierz rzutowania prostopadłego dla zadanych wymiarów. Musimy tak je dobrać, żeby rzutowanie zawierało całą interesującą scenę. Za małe wartości spowodują artefakty a za duże pogorszą jakość. Przykładowo możesz wziąć `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)`.
Do stworzenia macierzy kamery wykorzystamy funkcję `glm::lookAt` z poniższymi argumentami argumentami
```C++
glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0))
```
### Zadanie
Uzupełnij funkcję `renderShadowapSun`. Wywołaj w niej instrukcje
```C++
//ustawianie przestrzeni rysowania
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//bindowanie FBO
glBindFramebuffer(GL_FRAMEBUFFER, depthMapFBO);
//czyszczenie mapy głębokości
glClear(GL_DEPTH_BUFFER_BIT);
//ustawianie programu
glUseProgram(programDepth);
```
Stwórz macierz `viewProjection`
```C++
glm::mat4 lightVP = glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f) * glm::lookAt(sunPos, sunPos - sunDir, glm::vec3(0, 1, 0));
```
następnie wywołaj `drawObjectDepth` dla każdego obiektu, który rysujemy w naszej scenie. wykorzystaj macierz `viewProjection` zdefiniowaną wyżej, użyj tej samej macierzy modelu co przy właściwym rysowaniu.
Zakończ funkcję linią `glBindFramebuffer(GL_FRAMEBUFFER, 0);`, która przywraca domyślny FBO.
### Wizualizacja mapy głębokości
odkomentuj linie:
```C++
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glUseProgram(programTest);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, depthMap);
//Core::DrawContext(models::testContext);
```
znajdujące się w `renderScene`. Rysują one prostokąt z mapą głębokości jako teksturą. Jeżeli wszystko zostało wykonane poprawnie, to powinien on zawierać rzutowanie naszego pokoju.
### Zadanie
W tej chwili rzutowanie jest nieoptymalne. popraw je na lepsze. Zmodyfikuj wartości w `glm::ortho(-10.f, 10.f, -10.f, 10.f, 1.0f, 30.0f)` do takich, żeby pokój wypełniał jak największą część tekstury.
### Rysowanie cieni
Na tym etapie powinniśmy mieć poprawnie stworzoną mapę głębokości. Pozostaje wykorzystać ją w oświetleniu.
### Zadanie
#### Przesłanie danych
W funkcji `drawObjectPBR` prześlij teksturę za pomocą instrukcji:
```C++
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, depthMap);
```
oraz macierz `LightVP`, która musi być taka sama jak w `drawObjectDepth`.
Następnie w shaderze wierzchołków odbierz `LightVP`.
#### Shader wierzchołków
Oblicz pozycję wierzchołka z perspektywy słońca `sunSpacePos=LightVP*modelMatrix*vec4(vertexPosition,1)`, wynik prześlij do shadera fragmentów
#### Shader fragmentów
odbierz `sunSpacePos` i napisz funkcję `calculateShadow`, która sprawdza czy obiekt jest zacieniony. Aby to zrobić kolejno w funkcji:
* ujednorodnij zmienną `lightSpacePos` dzieląc ją przez współrzędną **w**,
* przeskaluj ją, ma wartości od -1 do 1 a potrzebujemy wartości od 0 do 1 (pomnóż przez 0.5 i dodaj 0.5) wynik zapisz do zmiennej `lightSpacePosNormalized`,
* pobierz głębokość z `depthMap` próbkuj za pomocą współrzędnych **x** i **y**. Pobierz tylko kanał `r`, zapisz go do zmiennej `closestDepth`,
* porównaj `closestDepth` ze współrzędną **z** `lightSpacePosNormalized`. jeżeli `closestDepth` jest większa zwróć 1.0, w przeciwnym wypadku zwróć 0.0.
* wynik funkcji przemnóż z `sunColor` w trakcie oblicznia.
```
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
```
#### shadow acne
Powinniśmy dostać cienie , jednak w niezacienionych strefach pojawiły się paski, które znane są jako *shadow acne* wynikają one z błędu przybliżenia liczb zmiennoprzecinkowych. Można się go pozbyć na dwa sposoby
1. dodać bias. zamiast sprawdzać `closestDepth<lightSpacePosNormalized` można wziąć `closestDepth+bias>lightSpacePosNormalized`, gdzie `bias` to mała wartość (np 0.01).
2. innym rozwiązaniem jest, żeby przy renderowaniu cieni włączyć front face culling. dzięki temu rysowane będą część modelu, które są dalej niż te, które odpytujemy.
### Zadanie*
Dodaj rysowane cieni również dla latarki doczepionej do statku. pamiętaj, że musisz wykorzystać tutaj macierz rzutowania perspektywicznego

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cw 9/render.py Normal file
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import os
rootdir = './'
for filename in os.listdir(rootdir):
if filename.endswith(".md"):
name = filename[:-3]
os.system(f'pandoc -s -o "{name}.html" "{name}.md" --mathjax --css style.css')

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#version 430 core
float AMBIENT = 0.1;
uniform vec3 color;
uniform vec3 lightPos;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
void main()
{
vec3 lightDir = normalize(lightPos-worldPos);
vec3 normal = normalize(vecNormal);
float diffuse=max(0,dot(normal,lightDir));
outColor = vec4(color*min(1,AMBIENT+diffuse), 1.0);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
}

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#version 430 core
uniform vec3 color;
uniform float exposition;
out vec4 outColor;
void main()
{
outColor = vec4(vec3(1.0) - exp(-color*exposition),1);
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
uniform mat4 transformation;
void main()
{
gl_Position = transformation * vec4(vertexPosition, 1.0);
//gl_Position = vec4(vertexPosition, 1.0);
}

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#version 430 core
float AMBIENT = 0.03;
float PI = 3.14;
uniform sampler2D depthMap;
uniform vec3 cameraPos;
uniform vec3 color;
uniform vec3 sunDir;
uniform vec3 sunColor;
uniform vec3 lightPos;
uniform vec3 lightColor;
uniform vec3 spotlightPos;
uniform vec3 spotlightColor;
uniform vec3 spotlightConeDir;
uniform vec3 spotlightPhi;
uniform float metallic;
uniform float roughness;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 spotlightDirTS;
in vec3 sunDirTS;
in vec3 test;
float DistributionGGX(vec3 normal, vec3 H, float roughness){
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(normal, H), 0.0);
float NdotH2 = NdotH*NdotH;
float num = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return num / denom;
}
float GeometrySchlickGGX(float NdotV, float roughness){
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float num = NdotV;
float denom = NdotV * (1.0 - k) + k;
return num / denom;
}
float GeometrySmith(vec3 normal, vec3 V, vec3 lightDir, float roughness){
float NdotV = max(dot(normal, V), 0.0);
float NdotL = max(dot(normal, lightDir), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
vec3 fresnelSchlick(float cosTheta, vec3 F0){
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
}
vec3 PBRLight(vec3 lightDir, vec3 radiance, vec3 normal, vec3 V){
float diffuse=max(0,dot(normal,lightDir));
//vec3 V = normalize(cameraPos-worldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, color, metallic);
vec3 H = normalize(V + lightDir);
// cook-torrance brdf
float NDF = DistributionGGX(normal, H, roughness);
float G = GeometrySmith(normal, V, lightDir, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 numerator = NDF * G * F;
float denominator = 4.0 * max(dot(normal, V), 0.0) * max(dot(normal, lightDir), 0.0) + 0.0001;
vec3 specular = numerator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(normal, lightDir), 0.0);
return (kD * color / PI + specular) * radiance * NdotL;
}
void main()
{
//vec3 normal = vec3(0,0,1);
vec3 normal = normalize(vecNormal);
//vec3 viewDir = normalize(viewDirTS);
vec3 viewDir = normalize(cameraPos-worldPos);
//vec3 lightDir = normalize(lightDirTS);
vec3 lightDir = normalize(lightPos-worldPos);
vec3 ambient = AMBIENT*color;
vec3 attenuatedlightColor = lightColor/pow(length(lightPos-worldPos),2);
vec3 ilumination;
ilumination = ambient+PBRLight(lightDir,attenuatedlightColor,normal,viewDir);
//flashlight
//vec3 spotlightDir= normalize(spotlightDirTS);
vec3 spotlightDir= normalize(spotlightPos-worldPos);
float angle_atenuation = clamp((dot(-normalize(spotlightPos-worldPos),spotlightConeDir)-0.5)*3,0,1);
attenuatedlightColor = angle_atenuation*spotlightColor/pow(length(spotlightPos-worldPos),2);
ilumination=ilumination+PBRLight(spotlightDir,attenuatedlightColor,normal,viewDir);
//sun
ilumination=ilumination+PBRLight(sunDir,sunColor,normal,viewDir);
outColor = vec4(vec3(1.0) - exp(-ilumination*exposition),1);
//outColor = vec4(roughness,metallic,0,1);
//outColor = vec4(test;
}

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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
layout(location = 3) in vec3 vertexTangent;
layout(location = 4) in vec3 vertexBitangent;
uniform mat4 transformation;
uniform mat4 modelMatrix;
out vec3 vecNormal;
out vec3 worldPos;
uniform vec3 lightPos;
uniform vec3 spotlightPos;
uniform vec3 cameraPos;
uniform vec3 sunDir;
out vec3 viewDirTS;
out vec3 lightDirTS;
out vec3 spotlightDirTS;
out vec3 sunDirTS;
void main()
{
worldPos = (modelMatrix* vec4(vertexPosition,1)).xyz;
vecNormal = (modelMatrix* vec4(vertexNormal,0)).xyz;
gl_Position = transformation * vec4(vertexPosition, 1.0);
vec3 w_tangent = normalize(mat3(modelMatrix)*vertexTangent);
vec3 w_bitangent = normalize(mat3(modelMatrix)*vertexBitangent);
mat3 TBN = transpose(mat3(w_tangent, w_bitangent, vecNormal));
vec3 V = normalize(cameraPos-worldPos);
viewDirTS = TBN*V;
vec3 L = normalize(lightPos-worldPos);
lightDirTS = TBN*L;
vec3 SL = normalize(spotlightPos-worldPos);
spotlightDirTS = TBN*SL;
sunDirTS = TBN*sunDir;
}

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cw 9/shaders/test.frag Normal file
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#version 330 core
out vec4 FragColor;
in vec2 tc;
uniform sampler2D depthMap;
void main()
{
float depthValue = texture(depthMap, tc).r;
FragColor = vec4(vec3(depthValue+0.5), 1.0);
}

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cw 9/shaders/test.vert Normal file
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#version 430 core
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexNormal;
layout(location = 2) in vec2 vertexTexCoord;
out vec2 tc;
void main()
{
tc = vertexTexCoord;
gl_Position = vec4(vertexPosition*0.9, 1.0);
}

55
cw 9/src/Box.cpp Normal file
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// dane 36 wierzcholkow i kolorow opisujace model pudelka
const float box[] = {
// points colors
0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, -0.25f, -0.75f, 1.0f, 0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f,
0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, 0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, 0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -0.75f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, -0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, 0.75f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f,
};

31
cw 9/src/Camera.cpp Normal file
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#include "Camera.h"
glm::mat4 Core::createPerspectiveMatrix(float zNear, float zFar, float frustumScale)
{
glm::mat4 perspective;
perspective[0][0] = 1.f;
perspective[1][1] = frustumScale;
perspective[2][2] = (zFar + zNear) / (zNear - zFar);
perspective[3][2] = (2 * zFar * zNear) / (zNear - zFar);
perspective[2][3] = -1;
perspective[3][3] = 0;
return perspective;
}
glm::mat4 Core::createViewMatrix( glm::vec3 position, glm::vec3 forward, glm::vec3 up )
{
glm::vec3 side = glm::cross(forward, up);
// Trzeba pamietac o minusie przy ustawianiu osi Z kamery.
// Wynika to z tego, ze standardowa macierz perspektywiczna zaklada, ze "z przodu" jest ujemna (a nie dodatnia) czesc osi Z.
glm::mat4 cameraRotation;
cameraRotation[0][0] = side.x; cameraRotation[1][0] = side.y; cameraRotation[2][0] = side.z;
cameraRotation[0][1] = up.x; cameraRotation[1][1] = up.y; cameraRotation[2][1] = up.z;
cameraRotation[0][2] = -forward.x; cameraRotation[1][2] = -forward.y; cameraRotation[2][2] = -forward.z;
glm::mat4 cameraTranslation;
cameraTranslation[3] = glm::vec4(-position, 1.0f);
return cameraRotation * cameraTranslation;
}

14
cw 9/src/Camera.h Normal file
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#pragma once
#include "glm.hpp"
namespace Core
{
glm::mat4 createPerspectiveMatrix(float zNear = 0.1f, float zFar = 100.0f, float frustumScale = 1.f);
// position - pozycja kamery
// forward - wektor "do przodu" kamery (jednostkowy)
// up - wektor "w gore" kamery (jednostkowy)
// up i forward musza byc ortogonalne!
glm::mat4 createViewMatrix(glm::vec3 position, glm::vec3 forward, glm::vec3 up);
}

128
cw 9/src/Render_Utils.cpp Normal file
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#include "Render_Utils.h"
#include <algorithm>
#include "glew.h"
#include "freeglut.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
void Core::RenderContext::initFromAssimpMesh(aiMesh* mesh) {
vertexArray = 0;
vertexBuffer = 0;
vertexIndexBuffer = 0;
std::vector<float> textureCoord;
std::vector<unsigned int> indices;
//tex coord must be converted to 2d vecs
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
if (mesh->mTextureCoords[0] != nullptr) {
textureCoord.push_back(mesh->mTextureCoords[0][i].x);
textureCoord.push_back(mesh->mTextureCoords[0][i].y);
}
else {
textureCoord.push_back(0.0f);
textureCoord.push_back(0.0f);
}
}
if (mesh->mTextureCoords[0] == nullptr) {
std::cout << "no uv coords\n";
}
for (unsigned int i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
// retrieve all indices of the face and store them in the indices vector
for (unsigned int j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
unsigned int vertexDataBufferSize = sizeof(float) * mesh->mNumVertices * 3;
unsigned int vertexNormalBufferSize = sizeof(float) * mesh->mNumVertices * 3;
unsigned int vertexTexBufferSize = sizeof(float) * mesh->mNumVertices * 2;
unsigned int vertexTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3;
unsigned int vertexBiTangentBufferSize = sizeof(float) * mesh->mNumVertices * 3;
unsigned int vertexElementBufferSize = sizeof(unsigned int) * indices.size();
size = indices.size();
glGenVertexArrays(1, &vertexArray);
glBindVertexArray(vertexArray);
glGenBuffers(1, &vertexIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, vertexElementBufferSize, &indices[0], GL_STATIC_DRAW);
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
//std::cout << vertexBuffer;
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glEnableVertexAttribArray(3);
glEnableVertexAttribArray(4);
glBufferData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize + vertexBiTangentBufferSize, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexDataBufferSize, mesh->mVertices);
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize, vertexNormalBufferSize, mesh->mNormals);
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize, vertexTexBufferSize, &textureCoord[0]);
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize, vertexTangentBufferSize, mesh->mTangents);
glBufferSubData(GL_ARRAY_BUFFER, vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize, vertexBiTangentBufferSize, mesh->mBitangents);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)(0));
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize));
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (void*)(vertexNormalBufferSize + vertexDataBufferSize));
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize));
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, 0, (void*)(vertexDataBufferSize + vertexNormalBufferSize + vertexTexBufferSize + vertexTangentBufferSize));
}
void Core::DrawVertexArray(const float * vertexArray, int numVertices, int elementSize )
{
glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, numVertices);
}
void Core::DrawVertexArrayIndexed( const float * vertexArray, const int * indexArray, int numIndexes, int elementSize )
{
glVertexAttribPointer(0, elementSize, GL_FLOAT, false, 0, vertexArray);
glEnableVertexAttribArray(0);
glDrawElements(GL_TRIANGLES, numIndexes, GL_UNSIGNED_INT, indexArray);
}
void Core::DrawVertexArray( const VertexData & data )
{
int numAttribs = std::min(VertexData::MAX_ATTRIBS, data.NumActiveAttribs);
for(int i = 0; i < numAttribs; i++)
{
glVertexAttribPointer(i, data.Attribs[i].Size, GL_FLOAT, false, 0, data.Attribs[i].Pointer);
glEnableVertexAttribArray(i);
}
glDrawArrays(GL_TRIANGLES, 0, data.NumVertices);
}
void Core::DrawContext(Core::RenderContext& context)
{
glBindVertexArray(context.vertexArray);
glDrawElements(
GL_TRIANGLES, // mode
context.size, // count
GL_UNSIGNED_INT, // type
(void*)0 // element array buffer offset
);
glBindVertexArray(0);
}

72
cw 9/src/Render_Utils.h Normal file
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#pragma once
#include "glm.hpp"
#include "glew.h"
#include "objload.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
namespace Core
{
struct RenderContext
{
GLuint vertexArray;
GLuint vertexBuffer;
GLuint vertexIndexBuffer;
int size = 0;
void initFromOBJ(obj::Model& model);
void initFromAssimpMesh(aiMesh* mesh);
};
// vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...)
// numVertices - liczba wierzcholkow do narysowania
// elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z))
void DrawVertexArray(const float * vertexArray, int numVertices, int elementSize);
// indexArray - jednowymiarowa tablica zawierajaca indeksy wierzcholkow kolejnych trojkatow w jednym ciagu (t1_i1, t1_i2, t1_i3, t2_i1, t2_i2, t2_i3, ...)
// numIndexes - liczba indeksow w tablicy indexArray
void DrawVertexArrayIndexed(const float * vertexArray, const int * indexArray, int numIndexes, int elementSize);
struct VertexAttribute
{
const void * Pointer;
int Size;
};
struct VertexData
{
static const int MAX_ATTRIBS = 8;
VertexAttribute Attribs[MAX_ATTRIBS];
int NumActiveAttribs;
int NumVertices;
};
// Ta funkcja sluzy do rysowania trojkatow, ktorych wierzcholki moga byc opisane wiecej niz jednym atrybutem.
// Funkcja przyjmuje jako parametr strukture, w ktorej nalezy zawrzec wszystkie potrzebne dane.
//
// Przykladowe wywolanie funkcji - narysowanie trojkata jak na pierwszych zajeciach:
/*
const float vertices[] = {
0.25f, 0.25f, 0.0f, 1.0f,
0.25f, -0.25f, 0.0f, 1.0f,
-0.25f, -0.25f, 0.0f, 1.0f
};
Core::VertexData vertexData;
vertexData.NumActiveAttribs = 1; // Liczba uzywanych atrybutow wierzcholka
vertexData.Attribs[0].Pointer = vertices; // Wskaznik na dane zerowego atrybutu
vertexData.Attribs[0].Size = 4; // Wielkosc zerowego atrybutu (ilosc liczb opisujacych ten atrybut w pojedynczym wierzcholku)
vertexData.NumVertices = 3; // Liczba wierzcholkow do narysowania
Core::DrawVertexArray(vertexData);
*/
void DrawVertexArray(const VertexData & data);
void DrawContext(RenderContext& context);
}

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/**
@mainpage SOIL
Jonathan Dummer
2007-07-26-10.36
Simple OpenGL Image Library
A tiny c library for uploading images as
textures into OpenGL. Also saving and
loading of images is supported.
I'm using Sean's Tool Box image loader as a base:
http://www.nothings.org/
I'm upgrading it to load TGA and DDS files, and a direct
path for loading DDS files straight into OpenGL textures,
when applicable.
Image Formats:
- BMP load & save
- TGA load & save
- DDS load & save
- PNG load
- JPG load
OpenGL Texture Features:
- resample to power-of-two sizes
- MIPmap generation
- compressed texture S3TC formats (if supported)
- can pre-multiply alpha for you, for better compositing
- can flip image about the y-axis (except pre-compressed DDS files)
Thanks to:
* Sean Barret - for the awesome stb_image
* Dan Venkitachalam - for finding some non-compliant DDS files, and patching some explicit casts
* everybody at gamedev.net
**/
#ifndef HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#define HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY
#ifdef __cplusplus
extern "C" {
#endif
/**
The format of images that may be loaded (force_channels).
SOIL_LOAD_AUTO leaves the image in whatever format it was found.
SOIL_LOAD_L forces the image to load as Luminous (greyscale)
SOIL_LOAD_LA forces the image to load as Luminous with Alpha
SOIL_LOAD_RGB forces the image to load as Red Green Blue
SOIL_LOAD_RGBA forces the image to load as Red Green Blue Alpha
**/
enum
{
SOIL_LOAD_AUTO = 0,
SOIL_LOAD_L = 1,
SOIL_LOAD_LA = 2,
SOIL_LOAD_RGB = 3,
SOIL_LOAD_RGBA = 4
};
/**
Passed in as reuse_texture_ID, will cause SOIL to
register a new texture ID using glGenTextures().
If the value passed into reuse_texture_ID > 0 then
SOIL will just re-use that texture ID (great for
reloading image assets in-game!)
**/
enum
{
SOIL_CREATE_NEW_ID = 0
};
/**
flags you can pass into SOIL_load_OGL_texture()
and SOIL_create_OGL_texture().
(note that if SOIL_FLAG_DDS_LOAD_DIRECT is used
the rest of the flags with the exception of
SOIL_FLAG_TEXTURE_REPEATS will be ignored while
loading already-compressed DDS files.)
SOIL_FLAG_POWER_OF_TWO: force the image to be POT
SOIL_FLAG_MIPMAPS: generate mipmaps for the texture
SOIL_FLAG_TEXTURE_REPEATS: otherwise will clamp
SOIL_FLAG_MULTIPLY_ALPHA: for using (GL_ONE,GL_ONE_MINUS_SRC_ALPHA) blending
SOIL_FLAG_INVERT_Y: flip the image vertically
SOIL_FLAG_COMPRESS_TO_DXT: if the card can display them, will convert RGB to DXT1, RGBA to DXT5
SOIL_FLAG_DDS_LOAD_DIRECT: will load DDS files directly without _ANY_ additional processing
SOIL_FLAG_NTSC_SAFE_RGB: clamps RGB components to the range [16,235]
SOIL_FLAG_CoCg_Y: Google YCoCg; RGB=>CoYCg, RGBA=>CoCgAY
SOIL_FLAG_TEXTURE_RECTANGE: uses ARB_texture_rectangle ; pixel indexed & no repeat or MIPmaps or cubemaps
**/
enum
{
SOIL_FLAG_POWER_OF_TWO = 1,
SOIL_FLAG_MIPMAPS = 2,
SOIL_FLAG_TEXTURE_REPEATS = 4,
SOIL_FLAG_MULTIPLY_ALPHA = 8,
SOIL_FLAG_INVERT_Y = 16,
SOIL_FLAG_COMPRESS_TO_DXT = 32,
SOIL_FLAG_DDS_LOAD_DIRECT = 64,
SOIL_FLAG_NTSC_SAFE_RGB = 128,
SOIL_FLAG_CoCg_Y = 256,
SOIL_FLAG_TEXTURE_RECTANGLE = 512
};
/**
The types of images that may be saved.
(TGA supports uncompressed RGB / RGBA)
(BMP supports uncompressed RGB)
(DDS supports DXT1 and DXT5)
**/
enum
{
SOIL_SAVE_TYPE_TGA = 0,
SOIL_SAVE_TYPE_BMP = 1,
SOIL_SAVE_TYPE_DDS = 2
};
/**
Defines the order of faces in a DDS cubemap.
I recommend that you use the same order in single
image cubemap files, so they will be interchangeable
with DDS cubemaps when using SOIL.
**/
#define SOIL_DDS_CUBEMAP_FACE_ORDER "EWUDNS"
/**
The types of internal fake HDR representations
SOIL_HDR_RGBE: RGB * pow( 2.0, A - 128.0 )
SOIL_HDR_RGBdivA: RGB / A
SOIL_HDR_RGBdivA2: RGB / (A*A)
**/
enum
{
SOIL_HDR_RGBE = 0,
SOIL_HDR_RGBdivA = 1,
SOIL_HDR_RGBdivA2 = 2
};
/**
Loads an image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_texture
(
const char *filename,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from disk into an OpenGL cubemap texture.
\param x_pos_file the name of the file to upload as the +x cube face
\param x_neg_file the name of the file to upload as the -x cube face
\param y_pos_file the name of the file to upload as the +y cube face
\param y_neg_file the name of the file to upload as the -y cube face
\param z_pos_file the name of the file to upload as the +z cube face
\param z_neg_file the name of the file to upload as the -z cube face
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_cubemap
(
const char *x_pos_file,
const char *x_neg_file,
const char *y_pos_file,
const char *y_neg_file,
const char *z_pos_file,
const char *z_neg_file,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from disk and splits it into an OpenGL cubemap texture.
\param filename the name of the file to upload as a texture
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_single_cubemap
(
const char *filename,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an HDR image from disk into an OpenGL texture.
\param filename the name of the file to upload as a texture
\param fake_HDR_format SOIL_HDR_RGBE, SOIL_HDR_RGBdivA, SOIL_HDR_RGBdivA2
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_HDR_texture
(
const char *filename,
int fake_HDR_format,
int rescale_to_max,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads an image from RAM into an OpenGL texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_texture_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 6 images from memory into an OpenGL cubemap texture.
\param x_pos_buffer the image data in RAM to upload as the +x cube face
\param x_pos_buffer_length the size of the above buffer
\param x_neg_buffer the image data in RAM to upload as the +x cube face
\param x_neg_buffer_length the size of the above buffer
\param y_pos_buffer the image data in RAM to upload as the +x cube face
\param y_pos_buffer_length the size of the above buffer
\param y_neg_buffer the image data in RAM to upload as the +x cube face
\param y_neg_buffer_length the size of the above buffer
\param z_pos_buffer the image data in RAM to upload as the +x cube face
\param z_pos_buffer_length the size of the above buffer
\param z_neg_buffer the image data in RAM to upload as the +x cube face
\param z_neg_buffer_length the size of the above buffer
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_cubemap_from_memory
(
const unsigned char *const x_pos_buffer,
int x_pos_buffer_length,
const unsigned char *const x_neg_buffer,
int x_neg_buffer_length,
const unsigned char *const y_pos_buffer,
int y_pos_buffer_length,
const unsigned char *const y_neg_buffer,
int y_neg_buffer_length,
const unsigned char *const z_pos_buffer,
int z_pos_buffer_length,
const unsigned char *const z_neg_buffer,
int z_neg_buffer_length,
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Loads 1 image from RAM and splits it into an OpenGL cubemap texture.
\param buffer the image data in RAM just as if it were still in a file
\param buffer_length the size of the buffer in bytes
\param face_order the order of the faces in the file, any combination of NSWEUD, for North, South, Up, etc.
\param force_channels 0-image format, 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_load_OGL_single_cubemap_from_memory
(
const unsigned char *const buffer,
int buffer_length,
const char face_order[6],
int force_channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates a 2D OpenGL texture from raw image data. Note that the raw data is
_NOT_ freed after the upload (so the user can load various versions).
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_create_OGL_texture
(
const unsigned char *const data,
int width, int height, int channels,
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Creates an OpenGL cubemap texture by splitting up 1 image into 6 parts.
\param data the raw data to be uploaded as an OpenGL texture
\param width the width of the image in pixels
\param height the height of the image in pixels
\param channels the number of channels: 1-luminous, 2-luminous/alpha, 3-RGB, 4-RGBA
\param face_order the order of the faces in the file, and combination of NSWEUD, for North, South, Up, etc.
\param reuse_texture_ID 0-generate a new texture ID, otherwise reuse the texture ID (overwriting the old texture)
\param flags can be any of SOIL_FLAG_POWER_OF_TWO | SOIL_FLAG_MIPMAPS | SOIL_FLAG_TEXTURE_REPEATS | SOIL_FLAG_MULTIPLY_ALPHA | SOIL_FLAG_INVERT_Y | SOIL_FLAG_COMPRESS_TO_DXT | SOIL_FLAG_DDS_LOAD_DIRECT
\return 0-failed, otherwise returns the OpenGL texture handle
**/
unsigned int
SOIL_create_OGL_single_cubemap
(
const unsigned char *const data,
int width, int height, int channels,
const char face_order[6],
unsigned int reuse_texture_ID,
unsigned int flags
);
/**
Captures the OpenGL window (RGB) and saves it to disk
\return 0 if it failed, otherwise returns 1
**/
int
SOIL_save_screenshot
(
const char *filename,
int image_type,
int x, int y,
int width, int height
);
/**
Loads an image from disk into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char*
SOIL_load_image
(
const char *filename,
int *width, int *height, int *channels,
int force_channels
);
/**
Loads an image from memory into an array of unsigned chars.
Note that *channels return the original channel count of the
image. If force_channels was other than SOIL_LOAD_AUTO,
the resulting image has force_channels, but *channels may be
different (if the original image had a different channel
count).
\return 0 if failed, otherwise returns 1
**/
unsigned char*
SOIL_load_image_from_memory
(
const unsigned char *const buffer,
int buffer_length,
int *width, int *height, int *channels,
int force_channels
);
/**
Saves an image from an array of unsigned chars (RGBA) to disk
\return 0 if failed, otherwise returns 1
**/
int
SOIL_save_image
(
const char *filename,
int image_type,
int width, int height, int channels,
const unsigned char *const data
);
/**
Frees the image data (note, this is just C's "free()"...this function is
present mostly so C++ programmers don't forget to use "free()" and call
"delete []" instead [8^)
**/
void
SOIL_free_image_data
(
unsigned char *img_data
);
/**
This function resturn a pointer to a string describing the last thing
that happened inside SOIL. It can be used to determine why an image
failed to load.
**/
const char*
SOIL_last_result
(
void
);
#ifdef __cplusplus
}
#endif
#endif /* HEADER_SIMPLE_OPENGL_IMAGE_LIBRARY */

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/*
Jonathan Dummer
2007-07-31-10.32
simple DXT compression / decompression code
public domain
*/
#include "image_DXT.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
/* set this =1 if you want to use the covarince matrix method...
which is better than my method of using standard deviations
overall, except on the infintesimal chance that the power
method fails for finding the largest eigenvector */
#define USE_COV_MAT 1
/********* Function Prototypes *********/
/*
Takes a 4x4 block of pixels and compresses it into 8 bytes
in DXT1 format (color only, no alpha). Speed is valued
over prettyness, at least for now.
*/
void compress_DDS_color_block(
int channels,
const unsigned char *const uncompressed,
unsigned char compressed[8] );
/*
Takes a 4x4 block of pixels and compresses the alpha
component it into 8 bytes for use in DXT5 DDS files.
Speed is valued over prettyness, at least for now.
*/
void compress_DDS_alpha_block(
const unsigned char *const uncompressed,
unsigned char compressed[8] );
/********* Actual Exposed Functions *********/
int
save_image_as_DDS
(
const char *filename,
int width, int height, int channels,
const unsigned char *const data
)
{
/* variables */
FILE *fout;
unsigned char *DDS_data;
DDS_header header;
int DDS_size;
/* error check */
if( (NULL == filename) ||
(width < 1) || (height < 1) ||
(channels < 1) || (channels > 4) ||
(data == NULL ) )
{
return 0;
}
/* Convert the image */
if( (channels & 1) == 1 )
{
/* no alpha, just use DXT1 */
DDS_data = convert_image_to_DXT1( data, width, height, channels, &DDS_size );
} else
{
/* has alpha, so use DXT5 */
DDS_data = convert_image_to_DXT5( data, width, height, channels, &DDS_size );
}
/* save it */
memset( &header, 0, sizeof( DDS_header ) );
header.dwMagic = ('D' << 0) | ('D' << 8) | ('S' << 16) | (' ' << 24);
header.dwSize = 124;
header.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT | DDSD_LINEARSIZE;
header.dwWidth = width;
header.dwHeight = height;
header.dwPitchOrLinearSize = DDS_size;
header.sPixelFormat.dwSize = 32;
header.sPixelFormat.dwFlags = DDPF_FOURCC;
if( (channels & 1) == 1 )
{
header.sPixelFormat.dwFourCC = ('D' << 0) | ('X' << 8) | ('T' << 16) | ('1' << 24);
} else
{
header.sPixelFormat.dwFourCC = ('D' << 0) | ('X' << 8) | ('T' << 16) | ('5' << 24);
}
header.sCaps.dwCaps1 = DDSCAPS_TEXTURE;
/* write it out */
fout = fopen( filename, "wb");
fwrite( &header, sizeof( DDS_header ), 1, fout );
fwrite( DDS_data, 1, DDS_size, fout );
fclose( fout );
/* done */
free( DDS_data );
return 1;
}
unsigned char* convert_image_to_DXT1(
const unsigned char *const uncompressed,
int width, int height, int channels,
int *out_size )
{
unsigned char *compressed;
int i, j, x, y;
unsigned char ublock[16*3];
unsigned char cblock[8];
int index = 0, chan_step = 1;
int block_count = 0;
/* error check */
*out_size = 0;
if( (width < 1) || (height < 1) ||
(NULL == uncompressed) ||
(channels < 1) || (channels > 4) )
{
return NULL;
}
/* for channels == 1 or 2, I do not step forward for R,G,B values */
if( channels < 3 )
{
chan_step = 0;
}
/* get the RAM for the compressed image
(8 bytes per 4x4 pixel block) */
*out_size = ((width+3) >> 2) * ((height+3) >> 2) * 8;
compressed = (unsigned char*)malloc( *out_size );
/* go through each block */
for( j = 0; j < height; j += 4 )
{
for( i = 0; i < width; i += 4 )
{
/* copy this block into a new one */
int idx = 0;
int mx = 4, my = 4;
if( j+4 >= height )
{
my = height - j;
}
if( i+4 >= width )
{
mx = width - i;
}
for( y = 0; y < my; ++y )
{
for( x = 0; x < mx; ++x )
{
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels];
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step];
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step+chan_step];
}
for( x = mx; x < 4; ++x )
{
ublock[idx++] = ublock[0];
ublock[idx++] = ublock[1];
ublock[idx++] = ublock[2];
}
}
for( y = my; y < 4; ++y )
{
for( x = 0; x < 4; ++x )
{
ublock[idx++] = ublock[0];
ublock[idx++] = ublock[1];
ublock[idx++] = ublock[2];
}
}
/* compress the block */
++block_count;
compress_DDS_color_block( 3, ublock, cblock );
/* copy the data from the block into the main block */
for( x = 0; x < 8; ++x )
{
compressed[index++] = cblock[x];
}
}
}
return compressed;
}
unsigned char* convert_image_to_DXT5(
const unsigned char *const uncompressed,
int width, int height, int channels,
int *out_size )
{
unsigned char *compressed;
int i, j, x, y;
unsigned char ublock[16*4];
unsigned char cblock[8];
int index = 0, chan_step = 1;
int block_count = 0, has_alpha;
/* error check */
*out_size = 0;
if( (width < 1) || (height < 1) ||
(NULL == uncompressed) ||
(channels < 1) || ( channels > 4) )
{
return NULL;
}
/* for channels == 1 or 2, I do not step forward for R,G,B vales */
if( channels < 3 )
{
chan_step = 0;
}
/* # channels = 1 or 3 have no alpha, 2 & 4 do have alpha */
has_alpha = 1 - (channels & 1);
/* get the RAM for the compressed image
(16 bytes per 4x4 pixel block) */
*out_size = ((width+3) >> 2) * ((height+3) >> 2) * 16;
compressed = (unsigned char*)malloc( *out_size );
/* go through each block */
for( j = 0; j < height; j += 4 )
{
for( i = 0; i < width; i += 4 )
{
/* local variables, and my block counter */
int idx = 0;
int mx = 4, my = 4;
if( j+4 >= height )
{
my = height - j;
}
if( i+4 >= width )
{
mx = width - i;
}
for( y = 0; y < my; ++y )
{
for( x = 0; x < mx; ++x )
{
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels];
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step];
ublock[idx++] = uncompressed[(j+y)*width*channels+(i+x)*channels+chan_step+chan_step];
ublock[idx++] =
has_alpha * uncompressed[(j+y)*width*channels+(i+x)*channels+channels-1]
+ (1-has_alpha)*255;
}
for( x = mx; x < 4; ++x )
{
ublock[idx++] = ublock[0];
ublock[idx++] = ublock[1];
ublock[idx++] = ublock[2];
ublock[idx++] = ublock[3];
}
}
for( y = my; y < 4; ++y )
{
for( x = 0; x < 4; ++x )
{
ublock[idx++] = ublock[0];
ublock[idx++] = ublock[1];
ublock[idx++] = ublock[2];
ublock[idx++] = ublock[3];
}
}
/* now compress the alpha block */
compress_DDS_alpha_block( ublock, cblock );
/* copy the data from the compressed alpha block into the main buffer */
for( x = 0; x < 8; ++x )
{
compressed[index++] = cblock[x];
}
/* then compress the color block */
++block_count;
compress_DDS_color_block( 4, ublock, cblock );
/* copy the data from the compressed color block into the main buffer */
for( x = 0; x < 8; ++x )
{
compressed[index++] = cblock[x];
}
}
}
return compressed;
}
/********* Helper Functions *********/
int convert_bit_range( int c, int from_bits, int to_bits )
{
int b = (1 << (from_bits - 1)) + c * ((1 << to_bits) - 1);
return (b + (b >> from_bits)) >> from_bits;
}
int rgb_to_565( int r, int g, int b )
{
return
(convert_bit_range( r, 8, 5 ) << 11) |
(convert_bit_range( g, 8, 6 ) << 05) |
(convert_bit_range( b, 8, 5 ) << 00);
}
void rgb_888_from_565( unsigned int c, int *r, int *g, int *b )
{
*r = convert_bit_range( (c >> 11) & 31, 5, 8 );
*g = convert_bit_range( (c >> 05) & 63, 6, 8 );
*b = convert_bit_range( (c >> 00) & 31, 5, 8 );
}
void compute_color_line_STDEV(
const unsigned char *const uncompressed,
int channels,
float point[3], float direction[3] )
{
const float inv_16 = 1.0f / 16.0f;
int i;
float sum_r = 0.0f, sum_g = 0.0f, sum_b = 0.0f;
float sum_rr = 0.0f, sum_gg = 0.0f, sum_bb = 0.0f;
float sum_rg = 0.0f, sum_rb = 0.0f, sum_gb = 0.0f;
/* calculate all data needed for the covariance matrix
( to compare with _rygdxt code) */
for( i = 0; i < 16*channels; i += channels )
{
sum_r += uncompressed[i+0];
sum_rr += uncompressed[i+0] * uncompressed[i+0];
sum_g += uncompressed[i+1];
sum_gg += uncompressed[i+1] * uncompressed[i+1];
sum_b += uncompressed[i+2];
sum_bb += uncompressed[i+2] * uncompressed[i+2];
sum_rg += uncompressed[i+0] * uncompressed[i+1];
sum_rb += uncompressed[i+0] * uncompressed[i+2];
sum_gb += uncompressed[i+1] * uncompressed[i+2];
}
/* convert the sums to averages */
sum_r *= inv_16;
sum_g *= inv_16;
sum_b *= inv_16;
/* and convert the squares to the squares of the value - avg_value */
sum_rr -= 16.0f * sum_r * sum_r;
sum_gg -= 16.0f * sum_g * sum_g;
sum_bb -= 16.0f * sum_b * sum_b;
sum_rg -= 16.0f * sum_r * sum_g;
sum_rb -= 16.0f * sum_r * sum_b;
sum_gb -= 16.0f * sum_g * sum_b;
/* the point on the color line is the average */
point[0] = sum_r;
point[1] = sum_g;
point[2] = sum_b;
#if USE_COV_MAT
/*
The following idea was from ryg.
(https://mollyrocket.com/forums/viewtopic.php?t=392)
The method worked great (less RMSE than mine) most of
the time, but had some issues handling some simple
boundary cases, like full green next to full red,
which would generate a covariance matrix like this:
| 1 -1 0 |
| -1 1 0 |
| 0 0 0 |
For a given starting vector, the power method can
generate all zeros! So no starting with {1,1,1}
as I was doing! This kind of error is still a
slight posibillity, but will be very rare.
*/
/* use the covariance matrix directly
(1st iteration, don't use all 1.0 values!) */
sum_r = 1.0f;
sum_g = 2.718281828f;
sum_b = 3.141592654f;
direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb;
direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb;
direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb;
/* 2nd iteration, use results from the 1st guy */
sum_r = direction[0];
sum_g = direction[1];
sum_b = direction[2];
direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb;
direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb;
direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb;
/* 3rd iteration, use results from the 2nd guy */
sum_r = direction[0];
sum_g = direction[1];
sum_b = direction[2];
direction[0] = sum_r*sum_rr + sum_g*sum_rg + sum_b*sum_rb;
direction[1] = sum_r*sum_rg + sum_g*sum_gg + sum_b*sum_gb;
direction[2] = sum_r*sum_rb + sum_g*sum_gb + sum_b*sum_bb;
#else
/* use my standard deviation method
(very robust, a tiny bit slower and less accurate) */
direction[0] = sqrt( sum_rr );
direction[1] = sqrt( sum_gg );
direction[2] = sqrt( sum_bb );
/* which has a greater component */
if( sum_gg > sum_rr )
{
/* green has greater component, so base the other signs off of green */
if( sum_rg < 0.0f )
{
direction[0] = -direction[0];
}
if( sum_gb < 0.0f )
{
direction[2] = -direction[2];
}
} else
{
/* red has a greater component */
if( sum_rg < 0.0f )
{
direction[1] = -direction[1];
}
if( sum_rb < 0.0f )
{
direction[2] = -direction[2];
}
}
#endif
}
void LSE_master_colors_max_min(
int *cmax, int *cmin,
int channels,
const unsigned char *const uncompressed )
{
int i, j;
/* the master colors */
int c0[3], c1[3];
/* used for fitting the line */
float sum_x[] = { 0.0f, 0.0f, 0.0f };
float sum_x2[] = { 0.0f, 0.0f, 0.0f };
float dot_max = 1.0f, dot_min = -1.0f;
float vec_len2 = 0.0f;
float dot;
/* error check */
if( (channels < 3) || (channels > 4) )
{
return;
}
compute_color_line_STDEV( uncompressed, channels, sum_x, sum_x2 );
vec_len2 = 1.0f / ( 0.00001f +
sum_x2[0]*sum_x2[0] + sum_x2[1]*sum_x2[1] + sum_x2[2]*sum_x2[2] );
/* finding the max and min vector values */
dot_max =
(
sum_x2[0] * uncompressed[0] +
sum_x2[1] * uncompressed[1] +
sum_x2[2] * uncompressed[2]
);
dot_min = dot_max;
for( i = 1; i < 16; ++i )
{
dot =
(
sum_x2[0] * uncompressed[i*channels+0] +
sum_x2[1] * uncompressed[i*channels+1] +
sum_x2[2] * uncompressed[i*channels+2]
);
if( dot < dot_min )
{
dot_min = dot;
} else if( dot > dot_max )
{
dot_max = dot;
}
}
/* and the offset (from the average location) */
dot = sum_x2[0]*sum_x[0] + sum_x2[1]*sum_x[1] + sum_x2[2]*sum_x[2];
dot_min -= dot;
dot_max -= dot;
/* post multiply by the scaling factor */
dot_min *= vec_len2;
dot_max *= vec_len2;
/* OK, build the master colors */
for( i = 0; i < 3; ++i )
{
/* color 0 */
c0[i] = (int)(0.5f + sum_x[i] + dot_max * sum_x2[i]);
if( c0[i] < 0 )
{
c0[i] = 0;
} else if( c0[i] > 255 )
{
c0[i] = 255;
}
/* color 1 */
c1[i] = (int)(0.5f + sum_x[i] + dot_min * sum_x2[i]);
if( c1[i] < 0 )
{
c1[i] = 0;
} else if( c1[i] > 255 )
{
c1[i] = 255;
}
}
/* down_sample (with rounding?) */
i = rgb_to_565( c0[0], c0[1], c0[2] );
j = rgb_to_565( c1[0], c1[1], c1[2] );
if( i > j )
{
*cmax = i;
*cmin = j;
} else
{
*cmax = j;
*cmin = i;
}
}
void
compress_DDS_color_block
(
int channels,
const unsigned char *const uncompressed,
unsigned char compressed[8]
)
{
/* variables */
int i;
int next_bit;
int enc_c0, enc_c1;
int c0[4], c1[4];
float color_line[] = { 0.0f, 0.0f, 0.0f, 0.0f };
float vec_len2 = 0.0f, dot_offset = 0.0f;
/* stupid order */
int swizzle4[] = { 0, 2, 3, 1 };
/* get the master colors */
LSE_master_colors_max_min( &enc_c0, &enc_c1, channels, uncompressed );
/* store the 565 color 0 and color 1 */
compressed[0] = (enc_c0 >> 0) & 255;
compressed[1] = (enc_c0 >> 8) & 255;
compressed[2] = (enc_c1 >> 0) & 255;
compressed[3] = (enc_c1 >> 8) & 255;
/* zero out the compressed data */
compressed[4] = 0;
compressed[5] = 0;
compressed[6] = 0;
compressed[7] = 0;
/* reconstitute the master color vectors */
rgb_888_from_565( enc_c0, &c0[0], &c0[1], &c0[2] );
rgb_888_from_565( enc_c1, &c1[0], &c1[1], &c1[2] );
/* the new vector */
vec_len2 = 0.0f;
for( i = 0; i < 3; ++i )
{
color_line[i] = (float)(c1[i] - c0[i]);
vec_len2 += color_line[i] * color_line[i];
}
if( vec_len2 > 0.0f )
{
vec_len2 = 1.0f / vec_len2;
}
/* pre-proform the scaling */
color_line[0] *= vec_len2;
color_line[1] *= vec_len2;
color_line[2] *= vec_len2;
/* compute the offset (constant) portion of the dot product */
dot_offset = color_line[0]*c0[0] + color_line[1]*c0[1] + color_line[2]*c0[2];
/* store the rest of the bits */
next_bit = 8*4;
for( i = 0; i < 16; ++i )
{
/* find the dot product of this color, to place it on the line
(should be [-1,1]) */
int next_value = 0;
float dot_product =
color_line[0] * uncompressed[i*channels+0] +
color_line[1] * uncompressed[i*channels+1] +
color_line[2] * uncompressed[i*channels+2] -
dot_offset;
/* map to [0,3] */
next_value = (int)( dot_product * 3.0f + 0.5f );
if( next_value > 3 )
{
next_value = 3;
} else if( next_value < 0 )
{
next_value = 0;
}
/* OK, store this value */
compressed[next_bit >> 3] |= swizzle4[ next_value ] << (next_bit & 7);
next_bit += 2;
}
/* done compressing to DXT1 */
}
void
compress_DDS_alpha_block
(
const unsigned char *const uncompressed,
unsigned char compressed[8]
)
{
/* variables */
int i;
int next_bit;
int a0, a1;
float scale_me;
/* stupid order */
int swizzle8[] = { 1, 7, 6, 5, 4, 3, 2, 0 };
/* get the alpha limits (a0 > a1) */
a0 = a1 = uncompressed[3];
for( i = 4+3; i < 16*4; i += 4 )
{
if( uncompressed[i] > a0 )
{
a0 = uncompressed[i];
} else if( uncompressed[i] < a1 )
{
a1 = uncompressed[i];
}
}
/* store those limits, and zero the rest of the compressed dataset */
compressed[0] = a0;
compressed[1] = a1;
/* zero out the compressed data */
compressed[2] = 0;
compressed[3] = 0;
compressed[4] = 0;
compressed[5] = 0;
compressed[6] = 0;
compressed[7] = 0;
/* store the all of the alpha values */
next_bit = 8*2;
scale_me = 7.9999f / (a0 - a1);
for( i = 3; i < 16*4; i += 4 )
{
/* convert this alpha value to a 3 bit number */
int svalue;
int value = (int)((uncompressed[i] - a1) * scale_me);
svalue = swizzle8[ value&7 ];
/* OK, store this value, start with the 1st byte */
compressed[next_bit >> 3] |= svalue << (next_bit & 7);
if( (next_bit & 7) > 5 )
{
/* spans 2 bytes, fill in the start of the 2nd byte */
compressed[1 + (next_bit >> 3)] |= svalue >> (8 - (next_bit & 7) );
}
next_bit += 3;
}
/* done compressing to DXT1 */
}

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/*
Jonathan Dummer
2007-07-31-10.32
simple DXT compression / decompression code
public domain
*/
#ifndef HEADER_IMAGE_DXT
#define HEADER_IMAGE_DXT
/**
Converts an image from an array of unsigned chars (RGB or RGBA) to
DXT1 or DXT5, then saves the converted image to disk.
\return 0 if failed, otherwise returns 1
**/
int
save_image_as_DDS
(
const char *filename,
int width, int height, int channels,
const unsigned char *const data
);
/**
take an image and convert it to DXT1 (no alpha)
**/
unsigned char*
convert_image_to_DXT1
(
const unsigned char *const uncompressed,
int width, int height, int channels,
int *out_size
);
/**
take an image and convert it to DXT5 (with alpha)
**/
unsigned char*
convert_image_to_DXT5
(
const unsigned char *const uncompressed,
int width, int height, int channels,
int *out_size
);
/** A bunch of DirectDraw Surface structures and flags **/
typedef struct
{
unsigned int dwMagic;
unsigned int dwSize;
unsigned int dwFlags;
unsigned int dwHeight;
unsigned int dwWidth;
unsigned int dwPitchOrLinearSize;
unsigned int dwDepth;
unsigned int dwMipMapCount;
unsigned int dwReserved1[ 11 ];
/* DDPIXELFORMAT */
struct
{
unsigned int dwSize;
unsigned int dwFlags;
unsigned int dwFourCC;
unsigned int dwRGBBitCount;
unsigned int dwRBitMask;
unsigned int dwGBitMask;
unsigned int dwBBitMask;
unsigned int dwAlphaBitMask;
}
sPixelFormat;
/* DDCAPS2 */
struct
{
unsigned int dwCaps1;
unsigned int dwCaps2;
unsigned int dwDDSX;
unsigned int dwReserved;
}
sCaps;
unsigned int dwReserved2;
}
DDS_header ;
/* the following constants were copied directly off the MSDN website */
/* The dwFlags member of the original DDSURFACEDESC2 structure
can be set to one or more of the following values. */
#define DDSD_CAPS 0x00000001
#define DDSD_HEIGHT 0x00000002
#define DDSD_WIDTH 0x00000004
#define DDSD_PITCH 0x00000008
#define DDSD_PIXELFORMAT 0x00001000
#define DDSD_MIPMAPCOUNT 0x00020000
#define DDSD_LINEARSIZE 0x00080000
#define DDSD_DEPTH 0x00800000
/* DirectDraw Pixel Format */
#define DDPF_ALPHAPIXELS 0x00000001
#define DDPF_FOURCC 0x00000004
#define DDPF_RGB 0x00000040
/* The dwCaps1 member of the DDSCAPS2 structure can be
set to one or more of the following values. */
#define DDSCAPS_COMPLEX 0x00000008
#define DDSCAPS_TEXTURE 0x00001000
#define DDSCAPS_MIPMAP 0x00400000
/* The dwCaps2 member of the DDSCAPS2 structure can be
set to one or more of the following values. */
#define DDSCAPS2_CUBEMAP 0x00000200
#define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400
#define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800
#define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000
#define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000
#define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000
#define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000
#define DDSCAPS2_VOLUME 0x00200000
#endif /* HEADER_IMAGE_DXT */

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/*
Jonathan Dummer
image helper functions
MIT license
*/
#include "image_helper.h"
#include <stdlib.h>
#include <math.h>
/* Upscaling the image uses simple bilinear interpolation */
int
up_scale_image
(
const unsigned char* const orig,
int width, int height, int channels,
unsigned char* resampled,
int resampled_width, int resampled_height
)
{
float dx, dy;
int x, y, c;
/* error(s) check */
if ( (width < 1) || (height < 1) ||
(resampled_width < 2) || (resampled_height < 2) ||
(channels < 1) ||
(NULL == orig) || (NULL == resampled) )
{
/* signify badness */
return 0;
}
/*
for each given pixel in the new map, find the exact location
from the original map which would contribute to this guy
*/
dx = (width - 1.0f) / (resampled_width - 1.0f);
dy = (height - 1.0f) / (resampled_height - 1.0f);
for ( y = 0; y < resampled_height; ++y )
{
/* find the base y index and fractional offset from that */
float sampley = y * dy;
int inty = (int)sampley;
/* if( inty < 0 ) { inty = 0; } else */
if( inty > height - 2 ) { inty = height - 2; }
sampley -= inty;
for ( x = 0; x < resampled_width; ++x )
{
float samplex = x * dx;
int intx = (int)samplex;
int base_index;
/* find the base x index and fractional offset from that */
/* if( intx < 0 ) { intx = 0; } else */
if( intx > width - 2 ) { intx = width - 2; }
samplex -= intx;
/* base index into the original image */
base_index = (inty * width + intx) * channels;
for ( c = 0; c < channels; ++c )
{
/* do the sampling */
float value = 0.5f;
value += orig[base_index]
*(1.0f-samplex)*(1.0f-sampley);
value += orig[base_index+channels]
*(samplex)*(1.0f-sampley);
value += orig[base_index+width*channels]
*(1.0f-samplex)*(sampley);
value += orig[base_index+width*channels+channels]
*(samplex)*(sampley);
/* move to the next channel */
++base_index;
/* save the new value */
resampled[y*resampled_width*channels+x*channels+c] =
(unsigned char)(value);
}
}
}
/* done */
return 1;
}
int
mipmap_image
(
const unsigned char* const orig,
int width, int height, int channels,
unsigned char* resampled,
int block_size_x, int block_size_y
)
{
int mip_width, mip_height;
int i, j, c;
/* error check */
if( (width < 1) || (height < 1) ||
(channels < 1) || (orig == NULL) ||
(resampled == NULL) ||
(block_size_x < 1) || (block_size_y < 1) )
{
/* nothing to do */
return 0;
}
mip_width = width / block_size_x;
mip_height = height / block_size_y;
if( mip_width < 1 )
{
mip_width = 1;
}
if( mip_height < 1 )
{
mip_height = 1;
}
for( j = 0; j < mip_height; ++j )
{
for( i = 0; i < mip_width; ++i )
{
for( c = 0; c < channels; ++c )
{
const int index = (j*block_size_y)*width*channels + (i*block_size_x)*channels + c;
int sum_value;
int u,v;
int u_block = block_size_x;
int v_block = block_size_y;
int block_area;
/* do a bit of checking so we don't over-run the boundaries
(necessary for non-square textures!) */
if( block_size_x * (i+1) > width )
{
u_block = width - i*block_size_y;
}
if( block_size_y * (j+1) > height )
{
v_block = height - j*block_size_y;
}
block_area = u_block*v_block;
/* for this pixel, see what the average
of all the values in the block are.
note: start the sum at the rounding value, not at 0 */
sum_value = block_area >> 1;
for( v = 0; v < v_block; ++v )
for( u = 0; u < u_block; ++u )
{
sum_value += orig[index + v*width*channels + u*channels];
}
resampled[j*mip_width*channels + i*channels + c] = sum_value / block_area;
}
}
}
return 1;
}
int
scale_image_RGB_to_NTSC_safe
(
unsigned char* orig,
int width, int height, int channels
)
{
const float scale_lo = 16.0f - 0.499f;
const float scale_hi = 235.0f + 0.499f;
int i, j;
int nc = channels;
unsigned char scale_LUT[256];
/* error check */
if( (width < 1) || (height < 1) ||
(channels < 1) || (orig == NULL) )
{
/* nothing to do */
return 0;
}
/* set up the scaling Look Up Table */
for( i = 0; i < 256; ++i )
{
scale_LUT[i] = (unsigned char)((scale_hi - scale_lo) * i / 255.0f + scale_lo);
}
/* for channels = 2 or 4, ignore the alpha component */
nc -= 1 - (channels & 1);
/* OK, go through the image and scale any non-alpha components */
for( i = 0; i < width*height*channels; i += channels )
{
for( j = 0; j < nc; ++j )
{
orig[i+j] = scale_LUT[orig[i+j]];
}
}
return 1;
}
unsigned char clamp_byte( int x ) { return ( (x) < 0 ? (0) : ( (x) > 255 ? 255 : (x) ) ); }
/*
This function takes the RGB components of the image
and converts them into YCoCg. 3 components will be
re-ordered to CoYCg (for optimum DXT1 compression),
while 4 components will be ordered CoCgAY (for DXT5
compression).
*/
int
convert_RGB_to_YCoCg
(
unsigned char* orig,
int width, int height, int channels
)
{
int i;
/* error check */
if( (width < 1) || (height < 1) ||
(channels < 3) || (channels > 4) ||
(orig == NULL) )
{
/* nothing to do */
return -1;
}
/* do the conversion */
if( channels == 3 )
{
for( i = 0; i < width*height*3; i += 3 )
{
int r = orig[i+0];
int g = (orig[i+1] + 1) >> 1;
int b = orig[i+2];
int tmp = (2 + r + b) >> 2;
/* Co */
orig[i+0] = clamp_byte( 128 + ((r - b + 1) >> 1) );
/* Y */
orig[i+1] = clamp_byte( g + tmp );
/* Cg */
orig[i+2] = clamp_byte( 128 + g - tmp );
}
} else
{
for( i = 0; i < width*height*4; i += 4 )
{
int r = orig[i+0];
int g = (orig[i+1] + 1) >> 1;
int b = orig[i+2];
unsigned char a = orig[i+3];
int tmp = (2 + r + b) >> 2;
/* Co */
orig[i+0] = clamp_byte( 128 + ((r - b + 1) >> 1) );
/* Cg */
orig[i+1] = clamp_byte( 128 + g - tmp );
/* Alpha */
orig[i+2] = a;
/* Y */
orig[i+3] = clamp_byte( g + tmp );
}
}
/* done */
return 0;
}
/*
This function takes the YCoCg components of the image
and converts them into RGB. See above.
*/
int
convert_YCoCg_to_RGB
(
unsigned char* orig,
int width, int height, int channels
)
{
int i;
/* error check */
if( (width < 1) || (height < 1) ||
(channels < 3) || (channels > 4) ||
(orig == NULL) )
{
/* nothing to do */
return -1;
}
/* do the conversion */
if( channels == 3 )
{
for( i = 0; i < width*height*3; i += 3 )
{
int co = orig[i+0] - 128;
int y = orig[i+1];
int cg = orig[i+2] - 128;
/* R */
orig[i+0] = clamp_byte( y + co - cg );
/* G */
orig[i+1] = clamp_byte( y + cg );
/* B */
orig[i+2] = clamp_byte( y - co - cg );
}
} else
{
for( i = 0; i < width*height*4; i += 4 )
{
int co = orig[i+0] - 128;
int cg = orig[i+1] - 128;
unsigned char a = orig[i+2];
int y = orig[i+3];
/* R */
orig[i+0] = clamp_byte( y + co - cg );
/* G */
orig[i+1] = clamp_byte( y + cg );
/* B */
orig[i+2] = clamp_byte( y - co - cg );
/* A */
orig[i+3] = a;
}
}
/* done */
return 0;
}
float
find_max_RGBE
(
unsigned char *image,
int width, int height
)
{
float max_val = 0.0f;
unsigned char *img = image;
int i, j;
for( i = width * height; i > 0; --i )
{
/* float scale = powf( 2.0f, img[3] - 128.0f ) / 255.0f; */
float scale = ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 );
for( j = 0; j < 3; ++j )
{
if( img[j] * scale > max_val )
{
max_val = img[j] * scale;
}
}
/* next pixel */
img += 4;
}
return max_val;
}
int
RGBE_to_RGBdivA
(
unsigned char *image,
int width, int height,
int rescale_to_max
)
{
/* local variables */
int i, iv;
unsigned char *img = image;
float scale = 1.0f;
/* error check */
if( (!image) || (width < 1) || (height < 1) )
{
return 0;
}
/* convert (note: no negative numbers, but 0.0 is possible) */
if( rescale_to_max )
{
scale = 255.0f / find_max_RGBE( image, width, height );
}
for( i = width * height; i > 0; --i )
{
/* decode this pixel, and find the max */
float r,g,b,e, m;
/* e = scale * powf( 2.0f, img[3] - 128.0f ) / 255.0f; */
e = scale * ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 );
r = e * img[0];
g = e * img[1];
b = e * img[2];
m = (r > g) ? r : g;
m = (b > m) ? b : m;
/* and encode it into RGBdivA */
iv = (m != 0.0f) ? (int)(255.0f / m) : 1.0f;
iv = (iv < 1) ? 1 : iv;
img[3] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * r + 0.5f);
img[0] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * g + 0.5f);
img[1] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * b + 0.5f);
img[2] = (iv > 255) ? 255 : iv;
/* and on to the next pixel */
img += 4;
}
return 1;
}
int
RGBE_to_RGBdivA2
(
unsigned char *image,
int width, int height,
int rescale_to_max
)
{
/* local variables */
int i, iv;
unsigned char *img = image;
float scale = 1.0f;
/* error check */
if( (!image) || (width < 1) || (height < 1) )
{
return 0;
}
/* convert (note: no negative numbers, but 0.0 is possible) */
if( rescale_to_max )
{
scale = 255.0f * 255.0f / find_max_RGBE( image, width, height );
}
for( i = width * height; i > 0; --i )
{
/* decode this pixel, and find the max */
float r,g,b,e, m;
/* e = scale * powf( 2.0f, img[3] - 128.0f ) / 255.0f; */
e = scale * ldexp( 1.0f / 255.0f, (int)(img[3]) - 128 );
r = e * img[0];
g = e * img[1];
b = e * img[2];
m = (r > g) ? r : g;
m = (b > m) ? b : m;
/* and encode it into RGBdivA */
iv = (m != 0.0f) ? (int)sqrtf( 255.0f * 255.0f / m ) : 1.0f;
iv = (iv < 1) ? 1 : iv;
img[3] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * img[3] * r / 255.0f + 0.5f);
img[0] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * img[3] * g / 255.0f + 0.5f);
img[1] = (iv > 255) ? 255 : iv;
iv = (int)(img[3] * img[3] * b / 255.0f + 0.5f);
img[2] = (iv > 255) ? 255 : iv;
/* and on to the next pixel */
img += 4;
}
return 1;
}

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/*
Jonathan Dummer
Image helper functions
MIT license
*/
#ifndef HEADER_IMAGE_HELPER
#define HEADER_IMAGE_HELPER
#ifdef __cplusplus
extern "C" {
#endif
/**
This function upscales an image.
Not to be used to create MIPmaps,
but to make it square,
or to make it a power-of-two sized.
**/
int
up_scale_image
(
const unsigned char* const orig,
int width, int height, int channels,
unsigned char* resampled,
int resampled_width, int resampled_height
);
/**
This function downscales an image.
Used for creating MIPmaps,
the incoming image should be a
power-of-two sized.
**/
int
mipmap_image
(
const unsigned char* const orig,
int width, int height, int channels,
unsigned char* resampled,
int block_size_x, int block_size_y
);
/**
This function takes the RGB components of the image
and scales each channel from [0,255] to [16,235].
This makes the colors "Safe" for display on NTSC
displays. Note that this is _NOT_ a good idea for
loading images like normal- or height-maps!
**/
int
scale_image_RGB_to_NTSC_safe
(
unsigned char* orig,
int width, int height, int channels
);
/**
This function takes the RGB components of the image
and converts them into YCoCg. 3 components will be
re-ordered to CoYCg (for optimum DXT1 compression),
while 4 components will be ordered CoCgAY (for DXT5
compression).
**/
int
convert_RGB_to_YCoCg
(
unsigned char* orig,
int width, int height, int channels
);
/**
This function takes the YCoCg components of the image
and converts them into RGB. See above.
**/
int
convert_YCoCg_to_RGB
(
unsigned char* orig,
int width, int height, int channels
);
/**
Converts an HDR image from an array
of unsigned chars (RGBE) to RGBdivA
\return 0 if failed, otherwise returns 1
**/
int
RGBE_to_RGBdivA
(
unsigned char *image,
int width, int height,
int rescale_to_max
);
/**
Converts an HDR image from an array
of unsigned chars (RGBE) to RGBdivA2
\return 0 if failed, otherwise returns 1
**/
int
RGBE_to_RGBdivA2
(
unsigned char *image,
int width, int height,
int rescale_to_max
);
#ifdef __cplusplus
}
#endif
#endif /* HEADER_IMAGE_HELPER */

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/* stbi-1.16 - public domain JPEG/PNG reader - http://nothings.org/stb_image.c
when you control the images you're loading
QUICK NOTES:
Primarily of interest to game developers and other people who can
avoid problematic images and only need the trivial interface
JPEG baseline (no JPEG progressive, no oddball channel decimations)
PNG non-interlaced
BMP non-1bpp, non-RLE
TGA (not sure what subset, if a subset)
PSD (composited view only, no extra channels)
HDR (radiance rgbE format)
writes BMP,TGA (define STBI_NO_WRITE to remove code)
decoded from memory or through stdio FILE (define STBI_NO_STDIO to remove code)
supports installable dequantizing-IDCT, YCbCr-to-RGB conversion (define STBI_SIMD)
TODO:
stbi_info_*
history:
1.16 major bugfix - convert_format converted one too many pixels
1.15 initialize some fields for thread safety
1.14 fix threadsafe conversion bug; header-file-only version (#define STBI_HEADER_FILE_ONLY before including)
1.13 threadsafe
1.12 const qualifiers in the API
1.11 Support installable IDCT, colorspace conversion routines
1.10 Fixes for 64-bit (don't use "unsigned long")
optimized upsampling by Fabian "ryg" Giesen
1.09 Fix format-conversion for PSD code (bad global variables!)
1.08 Thatcher Ulrich's PSD code integrated by Nicolas Schulz
1.07 attempt to fix C++ warning/errors again
1.06 attempt to fix C++ warning/errors again
1.05 fix TGA loading to return correct *comp and use good luminance calc
1.04 default float alpha is 1, not 255; use 'void *' for stbi_image_free
1.03 bugfixes to STBI_NO_STDIO, STBI_NO_HDR
1.02 support for (subset of) HDR files, float interface for preferred access to them
1.01 fix bug: possible bug in handling right-side up bmps... not sure
fix bug: the stbi_bmp_load() and stbi_tga_load() functions didn't work at all
1.00 interface to zlib that skips zlib header
0.99 correct handling of alpha in palette
0.98 TGA loader by lonesock; dynamically add loaders (untested)
0.97 jpeg errors on too large a file; also catch another malloc failure
0.96 fix detection of invalid v value - particleman@mollyrocket forum
0.95 during header scan, seek to markers in case of padding
0.94 STBI_NO_STDIO to disable stdio usage; rename all #defines the same
0.93 handle jpegtran output; verbose errors
0.92 read 4,8,16,24,32-bit BMP files of several formats
0.91 output 24-bit Windows 3.0 BMP files
0.90 fix a few more warnings; bump version number to approach 1.0
0.61 bugfixes due to Marc LeBlanc, Christopher Lloyd
0.60 fix compiling as c++
0.59 fix warnings: merge Dave Moore's -Wall fixes
0.58 fix bug: zlib uncompressed mode len/nlen was wrong endian
0.57 fix bug: jpg last huffman symbol before marker was >9 bits but less
than 16 available
0.56 fix bug: zlib uncompressed mode len vs. nlen
0.55 fix bug: restart_interval not initialized to 0
0.54 allow NULL for 'int *comp'
0.53 fix bug in png 3->4; speedup png decoding
0.52 png handles req_comp=3,4 directly; minor cleanup; jpeg comments
0.51 obey req_comp requests, 1-component jpegs return as 1-component,
on 'test' only check type, not whether we support this variant
*/
#ifndef HEADER_STB_IMAGE_AUGMENTED
#define HEADER_STB_IMAGE_AUGMENTED
//// begin header file ////////////////////////////////////////////////////
//
// Limitations:
// - no progressive/interlaced support (jpeg, png)
// - 8-bit samples only (jpeg, png)
// - not threadsafe
// - channel subsampling of at most 2 in each dimension (jpeg)
// - no delayed line count (jpeg) -- IJG doesn't support either
//
// Basic usage (see HDR discussion below):
// int x,y,n;
// unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
// // ... process data if not NULL ...
// // ... x = width, y = height, n = # 8-bit components per pixel ...
// // ... replace '0' with '1'..'4' to force that many components per pixel
// stbi_image_free(data)
//
// Standard parameters:
// int *x -- outputs image width in pixels
// int *y -- outputs image height in pixels
// int *comp -- outputs # of image components in image file
// int req_comp -- if non-zero, # of image components requested in result
//
// The return value from an image loader is an 'unsigned char *' which points
// to the pixel data. The pixel data consists of *y scanlines of *x pixels,
// with each pixel consisting of N interleaved 8-bit components; the first
// pixel pointed to is top-left-most in the image. There is no padding between
// image scanlines or between pixels, regardless of format. The number of
// components N is 'req_comp' if req_comp is non-zero, or *comp otherwise.
// If req_comp is non-zero, *comp has the number of components that _would_
// have been output otherwise. E.g. if you set req_comp to 4, you will always
// get RGBA output, but you can check *comp to easily see if it's opaque.
//
// An output image with N components has the following components interleaved
// in this order in each pixel:
//
// N=#comp components
// 1 grey
// 2 grey, alpha
// 3 red, green, blue
// 4 red, green, blue, alpha
//
// If image loading fails for any reason, the return value will be NULL,
// and *x, *y, *comp will be unchanged. The function stbi_failure_reason()
// can be queried for an extremely brief, end-user unfriendly explanation
// of why the load failed. Define STBI_NO_FAILURE_STRINGS to avoid
// compiling these strings at all, and STBI_FAILURE_USERMSG to get slightly
// more user-friendly ones.
//
// Paletted PNG and BMP images are automatically depalettized.
//
//
// ===========================================================================
//
// HDR image support (disable by defining STBI_NO_HDR)
//
// stb_image now supports loading HDR images in general, and currently
// the Radiance .HDR file format, although the support is provided
// generically. You can still load any file through the existing interface;
// if you attempt to load an HDR file, it will be automatically remapped to
// LDR, assuming gamma 2.2 and an arbitrary scale factor defaulting to 1;
// both of these constants can be reconfigured through this interface:
//
// stbi_hdr_to_ldr_gamma(2.2f);
// stbi_hdr_to_ldr_scale(1.0f);
//
// (note, do not use _inverse_ constants; stbi_image will invert them
// appropriately).
//
// Additionally, there is a new, parallel interface for loading files as
// (linear) floats to preserve the full dynamic range:
//
// float *data = stbi_loadf(filename, &x, &y, &n, 0);
//
// If you load LDR images through this interface, those images will
// be promoted to floating point values, run through the inverse of
// constants corresponding to the above:
//
// stbi_ldr_to_hdr_scale(1.0f);
// stbi_ldr_to_hdr_gamma(2.2f);
//
// Finally, given a filename (or an open file or memory block--see header
// file for details) containing image data, you can query for the "most
// appropriate" interface to use (that is, whether the image is HDR or
// not), using:
//
// stbi_is_hdr(char *filename);
#ifndef STBI_NO_STDIO
#include <stdio.h>
#endif
#define STBI_VERSION 1
enum
{
STBI_default = 0, // only used for req_comp
STBI_grey = 1,
STBI_grey_alpha = 2,
STBI_rgb = 3,
STBI_rgb_alpha = 4,
};
typedef unsigned char stbi_uc;
#ifdef __cplusplus
extern "C" {
#endif
// WRITING API
#if !defined(STBI_NO_WRITE) && !defined(STBI_NO_STDIO)
// write a BMP/TGA file given tightly packed 'comp' channels (no padding, nor bmp-stride-padding)
// (you must include the appropriate extension in the filename).
// returns TRUE on success, FALSE if couldn't open file, error writing file
extern int stbi_write_bmp (char const *filename, int x, int y, int comp, void *data);
extern int stbi_write_tga (char const *filename, int x, int y, int comp, void *data);
#endif
// PRIMARY API - works on images of any type
// load image by filename, open file, or memory buffer
#ifndef STBI_NO_STDIO
extern stbi_uc *stbi_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
extern int stbi_info_from_file (FILE *f, int *x, int *y, int *comp);
#endif
extern stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
// for stbi_load_from_file, file pointer is left pointing immediately after image
#ifndef STBI_NO_HDR
#ifndef STBI_NO_STDIO
extern float *stbi_loadf (char const *filename, int *x, int *y, int *comp, int req_comp);
extern float *stbi_loadf_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
extern float *stbi_loadf_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
extern void stbi_hdr_to_ldr_gamma(float gamma);
extern void stbi_hdr_to_ldr_scale(float scale);
extern void stbi_ldr_to_hdr_gamma(float gamma);
extern void stbi_ldr_to_hdr_scale(float scale);
#endif // STBI_NO_HDR
// get a VERY brief reason for failure
// NOT THREADSAFE
extern char *stbi_failure_reason (void);
// free the loaded image -- this is just free()
extern void stbi_image_free (void *retval_from_stbi_load);
// get image dimensions & components without fully decoding
extern int stbi_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
extern int stbi_is_hdr_from_memory(stbi_uc const *buffer, int len);
#ifndef STBI_NO_STDIO
extern int stbi_info (char const *filename, int *x, int *y, int *comp);
extern int stbi_is_hdr (char const *filename);
extern int stbi_is_hdr_from_file(FILE *f);
#endif
// ZLIB client - used by PNG, available for other purposes
extern char *stbi_zlib_decode_malloc_guesssize(const char *buffer, int len, int initial_size, int *outlen);
extern char *stbi_zlib_decode_malloc(const char *buffer, int len, int *outlen);
extern int stbi_zlib_decode_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
extern char *stbi_zlib_decode_noheader_malloc(const char *buffer, int len, int *outlen);
extern int stbi_zlib_decode_noheader_buffer(char *obuffer, int olen, const char *ibuffer, int ilen);
// TYPE-SPECIFIC ACCESS
// is it a jpeg?
extern int stbi_jpeg_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_jpeg_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
extern int stbi_jpeg_info_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp);
#ifndef STBI_NO_STDIO
extern stbi_uc *stbi_jpeg_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern int stbi_jpeg_test_file (FILE *f);
extern stbi_uc *stbi_jpeg_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
extern int stbi_jpeg_info (char const *filename, int *x, int *y, int *comp);
extern int stbi_jpeg_info_from_file (FILE *f, int *x, int *y, int *comp);
#endif
// is it a png?
extern int stbi_png_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_png_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
extern int stbi_png_info_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp);
#ifndef STBI_NO_STDIO
extern stbi_uc *stbi_png_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern int stbi_png_info (char const *filename, int *x, int *y, int *comp);
extern int stbi_png_test_file (FILE *f);
extern stbi_uc *stbi_png_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
extern int stbi_png_info_from_file (FILE *f, int *x, int *y, int *comp);
#endif
// is it a bmp?
extern int stbi_bmp_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_bmp_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_bmp_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
extern int stbi_bmp_test_file (FILE *f);
extern stbi_uc *stbi_bmp_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
// is it a tga?
extern int stbi_tga_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_tga_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_tga_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
extern int stbi_tga_test_file (FILE *f);
extern stbi_uc *stbi_tga_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
// is it a psd?
extern int stbi_psd_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_psd_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_psd_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
extern int stbi_psd_test_file (FILE *f);
extern stbi_uc *stbi_psd_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
// is it an hdr?
extern int stbi_hdr_test_memory (stbi_uc const *buffer, int len);
extern float * stbi_hdr_load (char const *filename, int *x, int *y, int *comp, int req_comp);
extern float * stbi_hdr_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_hdr_load_rgbe (char const *filename, int *x, int *y, int *comp, int req_comp);
extern float * stbi_hdr_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
extern int stbi_hdr_test_file (FILE *f);
extern float * stbi_hdr_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_hdr_load_rgbe_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
// define new loaders
typedef struct
{
int (*test_memory)(stbi_uc const *buffer, int len);
stbi_uc * (*load_from_memory)(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
int (*test_file)(FILE *f);
stbi_uc * (*load_from_file)(FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
} stbi_loader;
// register a loader by filling out the above structure (you must defined ALL functions)
// returns 1 if added or already added, 0 if not added (too many loaders)
// NOT THREADSAFE
extern int stbi_register_loader(stbi_loader *loader);
// define faster low-level operations (typically SIMD support)
#if STBI_SIMD
typedef void (*stbi_idct_8x8)(uint8 *out, int out_stride, short data[64], unsigned short *dequantize);
// compute an integer IDCT on "input"
// input[x] = data[x] * dequantize[x]
// write results to 'out': 64 samples, each run of 8 spaced by 'out_stride'
// CLAMP results to 0..255
typedef void (*stbi_YCbCr_to_RGB_run)(uint8 *output, uint8 const *y, uint8 const *cb, uint8 const *cr, int count, int step);
// compute a conversion from YCbCr to RGB
// 'count' pixels
// write pixels to 'output'; each pixel is 'step' bytes (either 3 or 4; if 4, write '255' as 4th), order R,G,B
// y: Y input channel
// cb: Cb input channel; scale/biased to be 0..255
// cr: Cr input channel; scale/biased to be 0..255
extern void stbi_install_idct(stbi_idct_8x8 func);
extern void stbi_install_YCbCr_to_RGB(stbi_YCbCr_to_RGB_run func);
#endif // STBI_SIMD
#ifdef __cplusplus
}
#endif
//
//
//// end header file /////////////////////////////////////////////////////
#endif // STBI_INCLUDE_STB_IMAGE_H

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/*
adding DDS loading support to stbi
*/
#ifndef HEADER_STB_IMAGE_DDS_AUGMENTATION
#define HEADER_STB_IMAGE_DDS_AUGMENTATION
// is it a DDS file?
extern int stbi_dds_test_memory (stbi_uc const *buffer, int len);
extern stbi_uc *stbi_dds_load (char *filename, int *x, int *y, int *comp, int req_comp);
extern stbi_uc *stbi_dds_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp);
#ifndef STBI_NO_STDIO
extern int stbi_dds_test_file (FILE *f);
extern stbi_uc *stbi_dds_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp);
#endif
//
//
//// end header file /////////////////////////////////////////////////////
#endif // HEADER_STB_IMAGE_DDS_AUGMENTATION

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/// DDS file support, does decoding, _not_ direct uploading
/// (use SOIL for that ;-)
/// A bunch of DirectDraw Surface structures and flags
typedef struct {
unsigned int dwMagic;
unsigned int dwSize;
unsigned int dwFlags;
unsigned int dwHeight;
unsigned int dwWidth;
unsigned int dwPitchOrLinearSize;
unsigned int dwDepth;
unsigned int dwMipMapCount;
unsigned int dwReserved1[ 11 ];
// DDPIXELFORMAT
struct {
unsigned int dwSize;
unsigned int dwFlags;
unsigned int dwFourCC;
unsigned int dwRGBBitCount;
unsigned int dwRBitMask;
unsigned int dwGBitMask;
unsigned int dwBBitMask;
unsigned int dwAlphaBitMask;
} sPixelFormat;
// DDCAPS2
struct {
unsigned int dwCaps1;
unsigned int dwCaps2;
unsigned int dwDDSX;
unsigned int dwReserved;
} sCaps;
unsigned int dwReserved2;
} DDS_header ;
// the following constants were copied directly off the MSDN website
// The dwFlags member of the original DDSURFACEDESC2 structure
// can be set to one or more of the following values.
#define DDSD_CAPS 0x00000001
#define DDSD_HEIGHT 0x00000002
#define DDSD_WIDTH 0x00000004
#define DDSD_PITCH 0x00000008
#define DDSD_PIXELFORMAT 0x00001000
#define DDSD_MIPMAPCOUNT 0x00020000
#define DDSD_LINEARSIZE 0x00080000
#define DDSD_DEPTH 0x00800000
// DirectDraw Pixel Format
#define DDPF_ALPHAPIXELS 0x00000001
#define DDPF_FOURCC 0x00000004
#define DDPF_RGB 0x00000040
// The dwCaps1 member of the DDSCAPS2 structure can be
// set to one or more of the following values.
#define DDSCAPS_COMPLEX 0x00000008
#define DDSCAPS_TEXTURE 0x00001000
#define DDSCAPS_MIPMAP 0x00400000
// The dwCaps2 member of the DDSCAPS2 structure can be
// set to one or more of the following values.
#define DDSCAPS2_CUBEMAP 0x00000200
#define DDSCAPS2_CUBEMAP_POSITIVEX 0x00000400
#define DDSCAPS2_CUBEMAP_NEGATIVEX 0x00000800
#define DDSCAPS2_CUBEMAP_POSITIVEY 0x00001000
#define DDSCAPS2_CUBEMAP_NEGATIVEY 0x00002000
#define DDSCAPS2_CUBEMAP_POSITIVEZ 0x00004000
#define DDSCAPS2_CUBEMAP_NEGATIVEZ 0x00008000
#define DDSCAPS2_VOLUME 0x00200000
static int dds_test(stbi *s)
{
// check the magic number
if (get8(s) != 'D') return 0;
if (get8(s) != 'D') return 0;
if (get8(s) != 'S') return 0;
if (get8(s) != ' ') return 0;
// check header size
if (get32le(s) != 124) return 0;
return 1;
}
#ifndef STBI_NO_STDIO
int stbi_dds_test_file (FILE *f)
{
stbi s;
int r,n = ftell(f);
start_file(&s,f);
r = dds_test(&s);
fseek(f,n,SEEK_SET);
return r;
}
#endif
int stbi_dds_test_memory (stbi_uc const *buffer, int len)
{
stbi s;
start_mem(&s,buffer, len);
return dds_test(&s);
}
// helper functions
int stbi_convert_bit_range( int c, int from_bits, int to_bits )
{
int b = (1 << (from_bits - 1)) + c * ((1 << to_bits) - 1);
return (b + (b >> from_bits)) >> from_bits;
}
void stbi_rgb_888_from_565( unsigned int c, int *r, int *g, int *b )
{
*r = stbi_convert_bit_range( (c >> 11) & 31, 5, 8 );
*g = stbi_convert_bit_range( (c >> 05) & 63, 6, 8 );
*b = stbi_convert_bit_range( (c >> 00) & 31, 5, 8 );
}
void stbi_decode_DXT1_block(
unsigned char uncompressed[16*4],
unsigned char compressed[8] )
{
int next_bit = 4*8;
int i, r, g, b;
int c0, c1;
unsigned char decode_colors[4*4];
// find the 2 primary colors
c0 = compressed[0] + (compressed[1] << 8);
c1 = compressed[2] + (compressed[3] << 8);
stbi_rgb_888_from_565( c0, &r, &g, &b );
decode_colors[0] = r;
decode_colors[1] = g;
decode_colors[2] = b;
decode_colors[3] = 255;
stbi_rgb_888_from_565( c1, &r, &g, &b );
decode_colors[4] = r;
decode_colors[5] = g;
decode_colors[6] = b;
decode_colors[7] = 255;
if( c0 > c1 )
{
// no alpha, 2 interpolated colors
decode_colors[8] = (2*decode_colors[0] + decode_colors[4]) / 3;
decode_colors[9] = (2*decode_colors[1] + decode_colors[5]) / 3;
decode_colors[10] = (2*decode_colors[2] + decode_colors[6]) / 3;
decode_colors[11] = 255;
decode_colors[12] = (decode_colors[0] + 2*decode_colors[4]) / 3;
decode_colors[13] = (decode_colors[1] + 2*decode_colors[5]) / 3;
decode_colors[14] = (decode_colors[2] + 2*decode_colors[6]) / 3;
decode_colors[15] = 255;
} else
{
// 1 interpolated color, alpha
decode_colors[8] = (decode_colors[0] + decode_colors[4]) / 2;
decode_colors[9] = (decode_colors[1] + decode_colors[5]) / 2;
decode_colors[10] = (decode_colors[2] + decode_colors[6]) / 2;
decode_colors[11] = 255;
decode_colors[12] = 0;
decode_colors[13] = 0;
decode_colors[14] = 0;
decode_colors[15] = 0;
}
// decode the block
for( i = 0; i < 16*4; i += 4 )
{
int idx = ((compressed[next_bit>>3] >> (next_bit & 7)) & 3) * 4;
next_bit += 2;
uncompressed[i+0] = decode_colors[idx+0];
uncompressed[i+1] = decode_colors[idx+1];
uncompressed[i+2] = decode_colors[idx+2];
uncompressed[i+3] = decode_colors[idx+3];
}
// done
}
void stbi_decode_DXT23_alpha_block(
unsigned char uncompressed[16*4],
unsigned char compressed[8] )
{
int i, next_bit = 0;
// each alpha value gets 4 bits
for( i = 3; i < 16*4; i += 4 )
{
uncompressed[i] = stbi_convert_bit_range(
(compressed[next_bit>>3] >> (next_bit&7)) & 15,
4, 8 );
next_bit += 4;
}
}
void stbi_decode_DXT45_alpha_block(
unsigned char uncompressed[16*4],
unsigned char compressed[8] )
{
int i, next_bit = 8*2;
unsigned char decode_alpha[8];
// each alpha value gets 3 bits, and the 1st 2 bytes are the range
decode_alpha[0] = compressed[0];
decode_alpha[1] = compressed[1];
if( decode_alpha[0] > decode_alpha[1] )
{
// 6 step intermediate
decode_alpha[2] = (6*decode_alpha[0] + 1*decode_alpha[1]) / 7;
decode_alpha[3] = (5*decode_alpha[0] + 2*decode_alpha[1]) / 7;
decode_alpha[4] = (4*decode_alpha[0] + 3*decode_alpha[1]) / 7;
decode_alpha[5] = (3*decode_alpha[0] + 4*decode_alpha[1]) / 7;
decode_alpha[6] = (2*decode_alpha[0] + 5*decode_alpha[1]) / 7;
decode_alpha[7] = (1*decode_alpha[0] + 6*decode_alpha[1]) / 7;
} else
{
// 4 step intermediate, pluss full and none
decode_alpha[2] = (4*decode_alpha[0] + 1*decode_alpha[1]) / 5;
decode_alpha[3] = (3*decode_alpha[0] + 2*decode_alpha[1]) / 5;
decode_alpha[4] = (2*decode_alpha[0] + 3*decode_alpha[1]) / 5;
decode_alpha[5] = (1*decode_alpha[0] + 4*decode_alpha[1]) / 5;
decode_alpha[6] = 0;
decode_alpha[7] = 255;
}
for( i = 3; i < 16*4; i += 4 )
{
int idx = 0, bit;
bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1;
idx += bit << 0;
++next_bit;
bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1;
idx += bit << 1;
++next_bit;
bit = (compressed[next_bit>>3] >> (next_bit&7)) & 1;
idx += bit << 2;
++next_bit;
uncompressed[i] = decode_alpha[idx & 7];
}
// done
}
void stbi_decode_DXT_color_block(
unsigned char uncompressed[16*4],
unsigned char compressed[8] )
{
int next_bit = 4*8;
int i, r, g, b;
int c0, c1;
unsigned char decode_colors[4*3];
// find the 2 primary colors
c0 = compressed[0] + (compressed[1] << 8);
c1 = compressed[2] + (compressed[3] << 8);
stbi_rgb_888_from_565( c0, &r, &g, &b );
decode_colors[0] = r;
decode_colors[1] = g;
decode_colors[2] = b;
stbi_rgb_888_from_565( c1, &r, &g, &b );
decode_colors[3] = r;
decode_colors[4] = g;
decode_colors[5] = b;
// Like DXT1, but no choicees:
// no alpha, 2 interpolated colors
decode_colors[6] = (2*decode_colors[0] + decode_colors[3]) / 3;
decode_colors[7] = (2*decode_colors[1] + decode_colors[4]) / 3;
decode_colors[8] = (2*decode_colors[2] + decode_colors[5]) / 3;
decode_colors[9] = (decode_colors[0] + 2*decode_colors[3]) / 3;
decode_colors[10] = (decode_colors[1] + 2*decode_colors[4]) / 3;
decode_colors[11] = (decode_colors[2] + 2*decode_colors[5]) / 3;
// decode the block
for( i = 0; i < 16*4; i += 4 )
{
int idx = ((compressed[next_bit>>3] >> (next_bit & 7)) & 3) * 3;
next_bit += 2;
uncompressed[i+0] = decode_colors[idx+0];
uncompressed[i+1] = decode_colors[idx+1];
uncompressed[i+2] = decode_colors[idx+2];
}
// done
}
static stbi_uc *dds_load(stbi *s, int *x, int *y, int *comp, int req_comp)
{
// all variables go up front
stbi_uc *dds_data = NULL;
stbi_uc block[16*4];
stbi_uc compressed[8];
int flags, DXT_family;
int has_alpha, has_mipmap;
int is_compressed, cubemap_faces;
int block_pitch, num_blocks;
DDS_header header;
int i, sz, cf;
// load the header
if( sizeof( DDS_header ) != 128 )
{
return NULL;
}
getn( s, (stbi_uc*)(&header), 128 );
// and do some checking
if( header.dwMagic != (('D' << 0) | ('D' << 8) | ('S' << 16) | (' ' << 24)) ) return NULL;
if( header.dwSize != 124 ) return NULL;
flags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
if( (header.dwFlags & flags) != flags ) return NULL;
/* According to the MSDN spec, the dwFlags should contain
DDSD_LINEARSIZE if it's compressed, or DDSD_PITCH if
uncompressed. Some DDS writers do not conform to the
spec, so I need to make my reader more tolerant */
if( header.sPixelFormat.dwSize != 32 ) return NULL;
flags = DDPF_FOURCC | DDPF_RGB;
if( (header.sPixelFormat.dwFlags & flags) == 0 ) return NULL;
if( (header.sCaps.dwCaps1 & DDSCAPS_TEXTURE) == 0 ) return NULL;
// get the image data
s->img_x = header.dwWidth;
s->img_y = header.dwHeight;
s->img_n = 4;
is_compressed = (header.sPixelFormat.dwFlags & DDPF_FOURCC) / DDPF_FOURCC;
has_alpha = (header.sPixelFormat.dwFlags & DDPF_ALPHAPIXELS) / DDPF_ALPHAPIXELS;
has_mipmap = (header.sCaps.dwCaps1 & DDSCAPS_MIPMAP) && (header.dwMipMapCount > 1);
cubemap_faces = (header.sCaps.dwCaps2 & DDSCAPS2_CUBEMAP) / DDSCAPS2_CUBEMAP;
/* I need cubemaps to have square faces */
cubemap_faces &= (s->img_x == s->img_y);
cubemap_faces *= 5;
cubemap_faces += 1;
block_pitch = (s->img_x+3) >> 2;
num_blocks = block_pitch * ((s->img_y+3) >> 2);
/* let the user know what's going on */
*x = s->img_x;
*y = s->img_y;
*comp = s->img_n;
/* is this uncompressed? */
if( is_compressed )
{
/* compressed */
// note: header.sPixelFormat.dwFourCC is something like (('D'<<0)|('X'<<8)|('T'<<16)|('1'<<24))
DXT_family = 1 + (header.sPixelFormat.dwFourCC >> 24) - '1';
if( (DXT_family < 1) || (DXT_family > 5) ) return NULL;
/* check the expected size...oops, nevermind...
those non-compliant writers leave
dwPitchOrLinearSize == 0 */
// passed all the tests, get the RAM for decoding
sz = (s->img_x)*(s->img_y)*4*cubemap_faces;
dds_data = (unsigned char*)malloc( sz );
/* do this once for each face */
for( cf = 0; cf < cubemap_faces; ++ cf )
{
// now read and decode all the blocks
for( i = 0; i < num_blocks; ++i )
{
// where are we?
int bx, by, bw=4, bh=4;
int ref_x = 4 * (i % block_pitch);
int ref_y = 4 * (i / block_pitch);
// get the next block's worth of compressed data, and decompress it
if( DXT_family == 1 )
{
// DXT1
getn( s, compressed, 8 );
stbi_decode_DXT1_block( block, compressed );
} else if( DXT_family < 4 )
{
// DXT2/3
getn( s, compressed, 8 );
stbi_decode_DXT23_alpha_block ( block, compressed );
getn( s, compressed, 8 );
stbi_decode_DXT_color_block ( block, compressed );
} else
{
// DXT4/5
getn( s, compressed, 8 );
stbi_decode_DXT45_alpha_block ( block, compressed );
getn( s, compressed, 8 );
stbi_decode_DXT_color_block ( block, compressed );
}
// is this a partial block?
if( ref_x + 4 > s->img_x )
{
bw = s->img_x - ref_x;
}
if( ref_y + 4 > s->img_y )
{
bh = s->img_y - ref_y;
}
// now drop our decompressed data into the buffer
for( by = 0; by < bh; ++by )
{
int idx = 4*((ref_y+by+cf*s->img_x)*s->img_x + ref_x);
for( bx = 0; bx < bw*4; ++bx )
{
dds_data[idx+bx] = block[by*16+bx];
}
}
}
/* done reading and decoding the main image...
skip MIPmaps if present */
if( has_mipmap )
{
int block_size = 16;
if( DXT_family == 1 )
{
block_size = 8;
}
for( i = 1; i < header.dwMipMapCount; ++i )
{
int mx = s->img_x >> (i + 2);
int my = s->img_y >> (i + 2);
if( mx < 1 )
{
mx = 1;
}
if( my < 1 )
{
my = 1;
}
skip( s, mx*my*block_size );
}
}
}/* per cubemap face */
} else
{
/* uncompressed */
DXT_family = 0;
s->img_n = 3;
if( has_alpha )
{
s->img_n = 4;
}
*comp = s->img_n;
sz = s->img_x*s->img_y*s->img_n*cubemap_faces;
dds_data = (unsigned char*)malloc( sz );
/* do this once for each face */
for( cf = 0; cf < cubemap_faces; ++ cf )
{
/* read the main image for this face */
getn( s, &dds_data[cf*s->img_x*s->img_y*s->img_n], s->img_x*s->img_y*s->img_n );
/* done reading and decoding the main image...
skip MIPmaps if present */
if( has_mipmap )
{
for( i = 1; i < header.dwMipMapCount; ++i )
{
int mx = s->img_x >> i;
int my = s->img_y >> i;
if( mx < 1 )
{
mx = 1;
}
if( my < 1 )
{
my = 1;
}
skip( s, mx*my*s->img_n );
}
}
}
/* data was BGR, I need it RGB */
for( i = 0; i < sz; i += s->img_n )
{
unsigned char temp = dds_data[i];
dds_data[i] = dds_data[i+2];
dds_data[i+2] = temp;
}
}
/* finished decompressing into RGBA,
adjust the y size if we have a cubemap
note: sz is already up to date */
s->img_y *= cubemap_faces;
*y = s->img_y;
// did the user want something else, or
// see if all the alpha values are 255 (i.e. no transparency)
has_alpha = 0;
if( s->img_n == 4)
{
for( i = 3; (i < sz) && (has_alpha == 0); i += 4 )
{
has_alpha |= (dds_data[i] < 255);
}
}
if( (req_comp <= 4) && (req_comp >= 1) )
{
// user has some requirements, meet them
if( req_comp != s->img_n )
{
dds_data = convert_format( dds_data, s->img_n, req_comp, s->img_x, s->img_y );
*comp = s->img_n;
}
} else
{
// user had no requirements, only drop to RGB is no alpha
if( (has_alpha == 0) && (s->img_n == 4) )
{
dds_data = convert_format( dds_data, 4, 3, s->img_x, s->img_y );
*comp = 3;
}
}
// OK, done
return dds_data;
}
#ifndef STBI_NO_STDIO
stbi_uc *stbi_dds_load_from_file (FILE *f, int *x, int *y, int *comp, int req_comp)
{
stbi s;
start_file(&s,f);
return dds_load(&s,x,y,comp,req_comp);
}
stbi_uc *stbi_dds_load (char *filename, int *x, int *y, int *comp, int req_comp)
{
stbi_uc *data;
FILE *f = fopen(filename, "rb");
if (!f) return NULL;
data = stbi_dds_load_from_file(f,x,y,comp,req_comp);
fclose(f);
return data;
}
#endif
stbi_uc *stbi_dds_load_from_memory (stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp)
{
stbi s;
start_mem(&s,buffer, len);
return dds_load(&s,x,y,comp,req_comp);
}

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#include "Shader_Loader.h"
#include<iostream>
#include<fstream>
#include<vector>
using namespace Core;
Shader_Loader::Shader_Loader(void){}
Shader_Loader::~Shader_Loader(void){}
std::string Shader_Loader::ReadShader(char *filename)
{
std::string shaderCode;
std::ifstream file(filename, std::ios::in);
if (!file.good())
{
std::cout << "Can't read file " << filename << std::endl;
std::terminate();
}
file.seekg(0, std::ios::end);
shaderCode.resize((unsigned int)file.tellg());
file.seekg(0, std::ios::beg);
file.read(&shaderCode[0], shaderCode.size());
file.close();
return shaderCode;
}
GLuint Shader_Loader::CreateShader(GLenum shaderType, std::string
source, char* shaderName)
{
int compile_result = 0;
GLuint shader = glCreateShader(shaderType);
const char *shader_code_ptr = source.c_str();
const int shader_code_size = source.size();
glShaderSource(shader, 1, &shader_code_ptr, &shader_code_size);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_result);
//sprawdz bledy
if (compile_result == GL_FALSE)
{
int info_log_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> shader_log(info_log_length);
glGetShaderInfoLog(shader, info_log_length, NULL, &shader_log[0]);
std::cout << "ERROR compiling shader: " << shaderName << std::endl << &shader_log[0] << std::endl;
return 0;
}
return shader;
}
GLuint Shader_Loader::CreateProgram(char* vertexShaderFilename,
char* fragmentShaderFilename)
{
//wczytaj shadery
std::string vertex_shader_code = ReadShader(vertexShaderFilename);
std::string fragment_shader_code = ReadShader(fragmentShaderFilename);
GLuint vertex_shader = CreateShader(GL_VERTEX_SHADER, vertex_shader_code, "vertex shader");
GLuint fragment_shader = CreateShader(GL_FRAGMENT_SHADER, fragment_shader_code, "fragment shader");
int link_result = 0;
//stworz shader
GLuint program = glCreateProgram();
glAttachShader(program, vertex_shader);
glAttachShader(program, fragment_shader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &link_result);
//sprawdz bledy w linkerze
if (link_result == GL_FALSE)
{
int info_log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_log_length);
std::vector<char> program_log(info_log_length);
glGetProgramInfoLog(program, info_log_length, NULL, &program_log[0]);
std::cout << "Shader Loader : LINK ERROR" << std::endl << &program_log[0] << std::endl;
return 0;
}
glDetachShader(program, vertex_shader);
glDetachShader(program, fragment_shader);
glDeleteShader(vertex_shader);
glDeleteShader(fragment_shader);
return program;
}
void Shader_Loader::DeleteProgram( GLuint program )
{
glDeleteProgram(program);
}

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#pragma once
#include "glew.h"
#include "freeglut.h"
#include <iostream>
namespace Core
{
class Shader_Loader
{
private:
std::string ReadShader(char *filename);
GLuint CreateShader(GLenum shaderType,
std::string source,
char* shaderName);
public:
Shader_Loader(void);
~Shader_Loader(void);
GLuint CreateProgram(char* VertexShaderFilename,
char* FragmentShaderFilename);
void DeleteProgram(GLuint program);
};
}

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#include "Texture.h"
#include <fstream>
#include <iostream>
#include <iterator>
#include <vector>
#include "SOIL/SOIL.h"
typedef unsigned char byte;
GLuint Core::LoadTexture( const char * filepath )
{
GLuint id;
glGenTextures(1, &id);
glBindTexture(GL_TEXTURE_2D, id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
int w, h;
unsigned char* image = SOIL_load_image(filepath, &w, &h, 0, SOIL_LOAD_RGBA);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
glGenerateMipmap(GL_TEXTURE_2D);
SOIL_free_image_data(image);
return id;
}
void Core::SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit)
{
glUniform1i(glGetUniformLocation(programID, shaderVariableName), textureUnit);
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, textureID);
}

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#pragma once
#include "glew.h"
#include "freeglut.h"
namespace Core
{
GLuint LoadTexture(const char * filepath);
// textureID - identyfikator tekstury otrzymany z funkcji LoadTexture
// shaderVariableName - nazwa zmiennej typu 'sampler2D' w shaderze, z ktora ma zostac powiazana tekstura
// programID - identyfikator aktualnego programu karty graficznej
// textureUnit - indeks jednostki teksturujacej - liczba od 0 do 7. Jezeli uzywa sie wielu tekstur w jednym shaderze, to kazda z nich nalezy powiazac z inna jednostka.
void SetActiveTexture(GLuint textureID, const char * shaderVariableName, GLuint programID, int textureUnit);
}

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#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include "Shader_Loader.h"
#include "Render_Utils.h"
//#include "Texture.h"
#include "Box.cpp"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
const unsigned int SHADOW_WIDTH = 1024, SHADOW_HEIGHT = 1024;
int WIDTH = 500, HEIGHT = 500;
namespace models {
Core::RenderContext bedContext;
Core::RenderContext chairContext;
Core::RenderContext deskContext;
Core::RenderContext doorContext;
Core::RenderContext drawerContext;
Core::RenderContext marbleBustContext;
Core::RenderContext materaceContext;
Core::RenderContext pencilsContext;
Core::RenderContext planeContext;
Core::RenderContext roomContext;
Core::RenderContext spaceshipContext;
Core::RenderContext sphereContext;
Core::RenderContext windowContext;
Core::RenderContext testContext;
}
GLuint depthMapFBO;
GLuint depthMap;
GLuint program;
GLuint programSun;
GLuint programTest;
GLuint programTex;
Core::Shader_Loader shaderLoader;
Core::RenderContext shipContext;
Core::RenderContext sphereContext;
glm::vec3 sunPos = glm::vec3(-4.740971f, 2.149999f, 0.369280f);
glm::vec3 sunDir = glm::vec3(-0.93633f, 0.351106, 0.003226f);
glm::vec3 sunColor = glm::vec3(0.9f, 0.9f, 0.7f)*5;
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::vec3 spaceshipPos = glm::vec3(0.065808f, 1.250000f, -2.189549f);
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
GLuint VAO,VBO;
float aspectRatio = 1.f;
float exposition = 1.f;
glm::vec3 pointlightPos = glm::vec3(0, 2, 0);
glm::vec3 pointlightColor = glm::vec3(0.9, 0.6, 0.6);
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9)*3;
float spotlightPhi = 3.14 / 4;
float lastTime = -1.f;
float deltaTime = 0.f;
void updateDeltaTime(float time) {
if (lastTime < 0) {
lastTime = time;
return;
}
deltaTime = time - lastTime;
if (deltaTime > 0.1) deltaTime = 0.1;
lastTime = time;
}
glm::mat4 createCameraMatrix()
{
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir,glm::vec3(0.f,1.f,0.f)));
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide,cameraDir));
glm::mat4 cameraRotrationMatrix = glm::mat4({
cameraSide.x,cameraSide.y,cameraSide.z,0,
cameraUp.x,cameraUp.y,cameraUp.z ,0,
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
0.,0.,0.,1.,
});
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
return cameraMatrix;
}
glm::mat4 createPerspectiveMatrix()
{
glm::mat4 perspectiveMatrix;
float n = 0.05;
float f = 20.;
float a1 = glm::min(aspectRatio, 1.f);
float a2 = glm::min(1 / aspectRatio, 1.f);
perspectiveMatrix = glm::mat4({
1,0.,0.,0.,
0.,aspectRatio,0.,0.,
0.,0.,(f+n) / (n - f),2*f * n / (n - f),
0.,0.,-1.,0.,
});
perspectiveMatrix=glm::transpose(perspectiveMatrix);
return perspectiveMatrix;
}
void drawObjectPBR(Core::RenderContext& context, glm::mat4 modelMatrix, glm::vec3 color, float roughness, float metallic) {
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(program, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniformMatrix4fv(glGetUniformLocation(program, "modelMatrix"), 1, GL_FALSE, (float*)&modelMatrix);
glUniform1f(glGetUniformLocation(program, "exposition"), exposition);
glUniform1f(glGetUniformLocation(program, "roughness"), roughness);
glUniform1f(glGetUniformLocation(program, "metallic"), metallic);
glUniform3f(glGetUniformLocation(program, "color"), color.x, color.y, color.z);
glUniform3f(glGetUniformLocation(program, "cameraPos"), cameraPos.x, cameraPos.y, cameraPos.z);
glUniform3f(glGetUniformLocation(program, "sunDir"), sunDir.x, sunDir.y, sunDir.z);
glUniform3f(glGetUniformLocation(program, "sunColor"), sunColor.x, sunColor.y, sunColor.z);
glUniform3f(glGetUniformLocation(program, "lightPos"), pointlightPos.x, pointlightPos.y, pointlightPos.z);
glUniform3f(glGetUniformLocation(program, "lightColor"), pointlightColor.x, pointlightColor.y, pointlightColor.z);
glUniform3f(glGetUniformLocation(program, "spotlightConeDir"), spotlightConeDir.x, spotlightConeDir.y, spotlightConeDir.z);
glUniform3f(glGetUniformLocation(program, "spotlightPos"), spotlightPos.x, spotlightPos.y, spotlightPos.z);
glUniform3f(glGetUniformLocation(program, "spotlightColor"), spotlightColor.x, spotlightColor.y, spotlightColor.z);
glUniform1f(glGetUniformLocation(program, "spotlightPhi"), spotlightPhi);
Core::DrawContext(context);
}
void renderShadowapSun() {
float time = glfwGetTime();
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
//uzupelnij o renderowanie glebokosci do tekstury
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, WIDTH, HEIGHT);
}
void renderScene(GLFWwindow* window)
{
glClearColor(0.4f, 0.4f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glfwGetTime();
updateDeltaTime(time);
renderShadowapSun();
//space lamp
glUseProgram(programSun);
glm::mat4 viewProjectionMatrix = createPerspectiveMatrix() * createCameraMatrix();
glm::mat4 transformation = viewProjectionMatrix * glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1));
glUniformMatrix4fv(glGetUniformLocation(programSun, "transformation"), 1, GL_FALSE, (float*)&transformation);
glUniform3f(glGetUniformLocation(programSun, "color"), sunColor.x / 2, sunColor.y / 2, sunColor.z / 2);
glUniform1f(glGetUniformLocation(programSun, "exposition"), exposition);
Core::DrawContext(sphereContext);
glUseProgram(program);
drawObjectPBR(sphereContext, glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::scale(glm::vec3(0.3f)), glm::vec3(0.2, 0.7, 0.3), 0.3, 0.0);
drawObjectPBR(sphereContext,
glm::translate(pointlightPos) * glm::scale(glm::vec3(0.1)) * glm::eulerAngleY(time / 3) * glm::translate(glm::vec3(4.f, 0, 0)) * glm::eulerAngleY(time) * glm::translate(glm::vec3(1.f, 0, 0)) * glm::scale(glm::vec3(0.1f)),
glm::vec3(0.5, 0.5, 0.5), 0.7, 0.0);
drawObjectPBR(models::bedContext, glm::mat4(), glm::vec3(0.03f, 0.03f, 0.03f), 0.2f, 0.0f);
drawObjectPBR(models::chairContext, glm::mat4(), glm::vec3(0.195239f, 0.37728f, 0.8f), 0.4f, 0.0f);
drawObjectPBR(models::deskContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
drawObjectPBR(models::doorContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::drawerContext, glm::mat4(), glm::vec3(0.428691f, 0.08022f, 0.036889f), 0.2f, 0.0f);
drawObjectPBR(models::marbleBustContext, glm::mat4(), glm::vec3(1.f, 1.f, 1.f), 0.5f, 1.0f);
drawObjectPBR(models::materaceContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectPBR(models::pencilsContext, glm::mat4(), glm::vec3(0.10039f, 0.018356f, 0.001935f), 0.1f, 0.0f);
drawObjectPBR(models::planeContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
drawObjectPBR(models::roomContext, glm::mat4(), glm::vec3(0.9f, 0.9f, 0.9f), 0.8f, 0.0f);
drawObjectPBR(models::windowContext, glm::mat4(), glm::vec3(0.402978f, 0.120509f, 0.057729f), 0.2f, 0.0f);
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
0.,0.,0.,1.,
});
//drawObjectColor(shipContext,
// glm::translate(cameraPos + 1.5 * cameraDir + cameraUp * -0.5f) * inveseCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()),
// glm::vec3(0.3, 0.3, 0.5)
// );
drawObjectPBR(shipContext,
glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.03f)),
glm::vec3(0.3, 0.3, 0.5),
0.2,1.0
);
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
spotlightConeDir = spaceshipDir;
//test depth buffer
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//glUseProgram(programTest);
//glActiveTexture(GL_TEXTURE0);
//glBindTexture(GL_TEXTURE_2D, depthMap);
//Core::DrawContext(models::testContext);
glUseProgram(0);
glfwSwapBuffers(window);
}
void framebuffer_size_callback(GLFWwindow* window, int width, int height)
{
aspectRatio = width / float(height);
glViewport(0, 0, width, height);
WIDTH = width;
HEIGHT = height;
}
void loadModelToContext(std::string path, Core::RenderContext& context)
{
Assimp::Importer import;
const aiScene* scene = import.ReadFile(path, aiProcess_Triangulate | aiProcess_CalcTangentSpace);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
std::cout << "ERROR::ASSIMP::" << import.GetErrorString() << std::endl;
return;
}
context.initFromAssimpMesh(scene->mMeshes[0]);
}
void init(GLFWwindow* window)
{
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
glEnable(GL_DEPTH_TEST);
program = shaderLoader.CreateProgram("shaders/shader_9_1.vert", "shaders/shader_9_1.frag");
programTest = shaderLoader.CreateProgram("shaders/test.vert", "shaders/test.frag");
programSun = shaderLoader.CreateProgram("shaders/shader_8_sun.vert", "shaders/shader_8_sun.frag");
loadModelToContext("./models/sphere.obj", sphereContext);
loadModelToContext("./models/spaceship.obj", shipContext);
loadModelToContext("./models/bed.obj", models::bedContext);
loadModelToContext("./models/chair.obj", models::chairContext);
loadModelToContext("./models/desk.obj", models::deskContext);
loadModelToContext("./models/door.obj", models::doorContext);
loadModelToContext("./models/drawer.obj", models::drawerContext);
loadModelToContext("./models/marbleBust.obj", models::marbleBustContext);
loadModelToContext("./models/materace.obj", models::materaceContext);
loadModelToContext("./models/pencils.obj", models::pencilsContext);
loadModelToContext("./models/plane.obj", models::planeContext);
loadModelToContext("./models/room.obj", models::roomContext);
loadModelToContext("./models/spaceship.obj", models::spaceshipContext);
loadModelToContext("./models/sphere.obj", models::sphereContext);
loadModelToContext("./models/window.obj", models::windowContext);
loadModelToContext("./models/test.obj", models::testContext);
}
void shutdown(GLFWwindow* window)
{
shaderLoader.DeleteProgram(program);
}
//obsluga wejscia
void processInput(GLFWwindow* window)
{
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f,1.f,0.f)));
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
float angleSpeed = 0.05f * deltaTime * 60;
float moveSpeed = 0.05f * deltaTime * 60;
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
spaceshipPos += spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
spaceshipPos -= spaceshipDir * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraDir = spaceshipDir;
if (glfwGetKey(window, GLFW_KEY_1) == GLFW_PRESS)
exposition -= 0.05;
if (glfwGetKey(window, GLFW_KEY_2) == GLFW_PRESS)
exposition += 0.05;
if (glfwGetKey(window, GLFW_KEY_3) == GLFW_PRESS) {
printf("spaceshipPos = glm::vec3(%ff, %ff, %ff);\n", spaceshipPos.x, spaceshipPos.y, spaceshipPos.z);
printf("spaceshipDir = glm::vec3(%ff, %ff, %ff);\n", spaceshipDir.x, spaceshipDir.y, spaceshipDir.z);
}
//cameraDir = glm::normalize(-cameraPos);
}
// funkcja jest glowna petla
void renderLoop(GLFWwindow* window) {
while (!glfwWindowShouldClose(window))
{
processInput(window);
renderScene(window);
glfwPollEvents();
}
}
//}

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#include "glew.h"
#include <GLFW/glfw3.h>
#include "glm.hpp"
#include "ext.hpp"
#include <iostream>
#include <cmath>
#include "ex_9_1.hpp"
int main(int argc, char** argv)
{
// inicjalizacja glfw
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
// tworzenie okna za pomoca glfw
GLFWwindow* window = glfwCreateWindow(500, 500, "FirstWindow", NULL, NULL);
if (window == NULL)
{
std::cout << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
// ladowanie OpenGL za pomoca glew
glewInit();
glViewport(0, 0, 500, 500);
init(window);
// uruchomienie glownej petli
renderLoop(window);
shutdown(window);
glfwTerminate();
return 0;
}

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/* Copyright (c) 2012, Gerhard Reitmayr
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
#ifndef OBJLOAD_H_
#define OBJLOAD_H_
#include <algorithm>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
#include <map>
#include <set>
#include <vector>
namespace obj {
struct Model {
std::vector<float> vertex; //< 3 * N entries
std::vector<float> texCoord; //< 2 * N entries
std::vector<float> normal; //< 3 * N entries
std::map<std::string, std::vector<unsigned short> > faces; //< assume triangels and uniform indexing
};
struct ObjModel {
struct FaceVertex {
FaceVertex() : v(-1), t(-1), n(-1) {}
int v, t, n;
bool operator<( const FaceVertex & other ) const;
bool operator==( const FaceVertex & other ) const;
};
typedef std::pair<std::vector<FaceVertex>, std::vector<unsigned> > FaceList;
std::vector<float> vertex; //< 3 * N entries
std::vector<float> texCoord; //< 2 * N entries
std::vector<float> normal; //< 3 * N entries
std::map<std::string, FaceList > faces;
};
inline ObjModel parseObjModel( std::istream & in);
inline void tesselateObjModel( ObjModel & obj);
inline ObjModel tesselateObjModel( const ObjModel & obj );
inline Model convertToModel( const ObjModel & obj );
inline Model loadModel( std::istream & in );
inline Model loadModelFromString( const std::string & in );
inline Model loadModelFromFile( const std::string & in );
inline std::ostream & operator<<( std::ostream & out, const Model & m );
inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f);
// ---------------------------- Implementation starts here -----------------------
inline bool ObjModel::FaceVertex::operator<( const ObjModel::FaceVertex & other ) const {
return (v < other.v) || (v == other.v && t < other.t ) || (v == other.v && t == other.t && n < other.n);
}
inline bool ObjModel::FaceVertex::operator==( const ObjModel::FaceVertex & other ) const {
return (v == other.v && t == other.t && n == other.n);
}
template <typename T>
inline std::istream & operator>>(std::istream & in, std::vector<T> & vec ){
T temp;
if(in >> temp)
vec.push_back(temp);
return in;
}
template <typename T>
inline std::istream & operator>>(std::istream & in, std::set<T> & vec ){
T temp;
if(in >> temp)
vec.insert(temp);
return in;
}
inline std::istream & operator>>( std::istream & in, ObjModel::FaceVertex & f){
if(in >> f.v){
if(in.peek() == '/'){
in.get();
in >> f.t;
in.clear();
if(in.peek() == '/'){
in.get();
in >> f.n;
in.clear();
}
}
in.clear();
--f.v;
--f.t;
--f.n;
}
// std::cout << f << std::endl;
return in;
}
ObjModel parseObjModel( std::istream & in ){
char line[1024];
std::string op;
std::istringstream line_in;
std::set<std::string> groups;
groups.insert("default");
ObjModel data;
while(in.good()){
in.getline(line, 1023);
line_in.clear();
line_in.str(line);
if(!(line_in >> op))
continue;
if(op == "v")
line_in >> data.vertex >> data.vertex >> data.vertex;
else if(op == "vt")
line_in >> data.texCoord >> data.texCoord >> data.texCoord;
else if(op == "vn")
line_in >> data.normal >> data.normal >> data.normal;
else if(op == "g"){
groups.clear();
while(line_in >> groups) ;
groups.insert("default");
}
else if(op == "f") {
std::vector<ObjModel::FaceVertex> list;
while(line_in >> list) ;
for(std::set<std::string>::const_iterator g = groups.begin(); g != groups.end(); ++g){
ObjModel::FaceList & fl = data.faces[*g];
fl.second.push_back(fl.first.size());
fl.first.insert(fl.first.end(), list.begin(), list.end());
}
}
}
for(std::map<std::string, ObjModel::FaceList>::iterator g = data.faces.begin(); g != data.faces.end(); ++g){
ObjModel::FaceList & fl = g->second;
fl.second.push_back(fl.first.size());
}
return data;
}
inline void tesselateObjModel( std::vector<ObjModel::FaceVertex> & input, std::vector<unsigned> & input_start){
std::vector<ObjModel::FaceVertex> output;
std::vector<unsigned> output_start;
output.reserve(input.size());
output_start.reserve(input_start.size());
for(std::vector<unsigned>::const_iterator s = input_start.begin(); s != input_start.end() - 1; ++s){
const unsigned size = *(s+1) - *s;
if(size > 3){
const ObjModel::FaceVertex & start_vertex = input[*s];
for( int i = 1; i < (int)size-1; ++i){
output_start.push_back(output.size());
output.push_back(start_vertex);
output.push_back(input[*s+i]);
output.push_back(input[*s+i+1]);
}
} else {
output_start.push_back(output.size());
output.insert(output.end(), input.begin() + *s, input.begin() + *(s+1));
}
}
output_start.push_back(output.size());
input.swap(output);
input_start.swap(output_start);
}
void tesselateObjModel( ObjModel & obj){
for(std::map<std::string, ObjModel::FaceList>::iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){
ObjModel::FaceList & fl = g->second;
tesselateObjModel(fl.first, fl.second);
}
}
Model convertToModel( const ObjModel & obj ) {
// insert all face vertices into a vector and make unique
std::vector<ObjModel::FaceVertex> unique(obj.faces.find("default")->second.first);
std::sort(unique.begin(), unique.end());
unique.erase( std::unique(unique.begin(), unique.end()), unique.end());
// build a new model with repeated vertices/texcoords/normals to have single indexing
Model model;
for(std::vector<ObjModel::FaceVertex>::const_iterator f = unique.begin(); f != unique.end(); ++f){
model.vertex.insert(model.vertex.end(), obj.vertex.begin() + 3*f->v, obj.vertex.begin() + 3*f->v + 3);
if(!obj.texCoord.empty()){
const int index = (f->t > -1) ? f->t : f->v;
model.texCoord.insert(model.texCoord.end(), obj.texCoord.begin() + 2*index, obj.texCoord.begin() + 2*index + 2);
}
if(!obj.normal.empty()){
const int index = (f->n > -1) ? f->n : f->v;
model.normal.insert(model.normal.end(), obj.normal.begin() + 3*index, obj.normal.begin() + 3*index + 3);
}
}
// look up unique index and transform face descriptions
for(std::map<std::string, ObjModel::FaceList>::const_iterator g = obj.faces.begin(); g != obj.faces.end(); ++g){
const std::string & name = g->first;
const ObjModel::FaceList & fl = g->second;
std::vector<unsigned short> & v = model.faces[g->first];
v.reserve(fl.first.size());
for(std::vector<ObjModel::FaceVertex>::const_iterator f = fl.first.begin(); f != fl.first.end(); ++f){
const unsigned short index = std::distance(unique.begin(), std::lower_bound(unique.begin(), unique.end(), *f));
v.push_back(index);
}
}
return model;
}
ObjModel tesselateObjModel( const ObjModel & obj ){
ObjModel result = obj;
tesselateObjModel(result);
return result;
}
Model loadModel( std::istream & in ){
ObjModel model = parseObjModel(in);
tesselateObjModel(model);
return convertToModel(model);
}
Model loadModelFromString( const std::string & str ){
std::istringstream in(str);
return loadModel(in);
}
Model loadModelFromFile( const std::string & str) {
std::ifstream in(str.c_str());
return loadModel(in);
}
inline std::ostream & operator<<( std::ostream & out, const ObjModel::FaceVertex & f){
out << f.v << "\t" << f.t << "\t" << f.n;
return out;
}
std::ostream & operator<<( std::ostream & out, const Model & m ){
if(!m.vertex.empty()){
out << "vertex\n";
for(int i = 0; i < (int)m.vertex.size(); ++i)
out << m.vertex[i] << (((i % 3) == 2)?"\n":"\t");
}
if(!m.texCoord.empty()){
out << "texCoord\n";
for(int i = 0; i < (int)m.texCoord.size(); ++i)
out << m.texCoord[i] << (((i % 2) == 1)?"\n":"\t");
}
if(!m.normal.empty()){
out << "normal\n";
for(int i = 0; i < (int)m.normal.size(); ++i)
out << m.normal[i] << (((i % 3) == 2)?"\n":"\t");
}
if(!m.faces.empty()){
out << "faces\t";
for(std::map<std::string, std::vector<unsigned short> >::const_iterator g = m.faces.begin(); g != m.faces.end(); ++g){
out << g->first << " ";
}
out << "\n";
// for(int i = 0; i < m.face.size(); ++i)
// out << m.face[i] << (((i % 3) == 2)?"\n":"\t");
}
return out;
}
} // namespace obj
#endif // OBJLOAD_H_

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html { font-size: 100%; overflow-y: scroll; -webkit-text-size-adjust: 100%; -ms-text-size-adjust: 100%; }
body{
color:#444;
font-family:Georgia, Palatino, 'Palatino Linotype', Times, 'Times New Roman', serif;
font-size:12px;
line-height:1.5em;
padding:1em;
margin:auto;
max-width:42em;
background:#fefefe;
}
a{ color: #0645ad; text-decoration:none;}
a:visited{ color: #0b0080; }
a:hover{ color: #06e; }
a:active{ color:#faa700; }
a:focus{ outline: thin dotted; }
a:hover, a:active{ outline: 0; }
::-moz-selection{background:rgba(255,255,0,0.3);color:#000}
::selection{background:rgba(255,255,0,0.3);color:#000}
a::-moz-selection{background:rgba(255,255,0,0.3);color:#0645ad}
a::selection{background:rgba(255,255,0,0.3);color:#0645ad}
p{
margin:1em 0;
}
img{
max-width:100%;
}
h1,h2,h3,h4,h5,h6{
font-weight:normal;
color:#111;
line-height:1em;
}
h4,h5,h6{ font-weight: bold; }
h1{ font-size:2.5em; }
h2{ font-size:2em; }
h3{ font-size:1.5em; }
h4{ font-size:1.2em; }
h5{ font-size:1em; }
h6{ font-size:0.9em; }
blockquote{
color:#666666;
margin:0;
padding-left: 3em;
border-left: 0.5em #EEE solid;
}
hr { display: block; height: 2px; border: 0; border-top: 1px solid #aaa;border-bottom: 1px solid #eee; margin: 1em 0; padding: 0; }
pre, code, kbd, samp { color: #000; font-family: monospace, monospace; _font-family: 'courier new', monospace; font-size: 0.98em; }
pre { white-space: pre; white-space: pre-wrap; word-wrap: break-word; }
b, strong { font-weight: bold; }
dfn { font-style: italic; }
ins { background: #ff9; color: #000; text-decoration: none; }
mark { background: #ff0; color: #000; font-style: italic; font-weight: bold; }
sub, sup { font-size: 75%; line-height: 0; position: relative; vertical-align: baseline; }
sup { top: -0.5em; }
sub { bottom: -0.25em; }
ul, ol { margin: 1em 0; padding: 0 0 0 2em; }
li p:last-child { margin:0 }
dd { margin: 0 0 0 2em; }
img { border: 0; -ms-interpolation-mode: bicubic; vertical-align: middle; }
table {
border-collapse: collapse;
border-spacing: 0;
width: 100%;
}
th { border-bottom: 1px solid black; }
td { vertical-align: top; }
@media only screen and (min-width: 480px) {
body{font-size:14px;}
}
@media only screen and (min-width: 768px) {
body{font-size:16px;}
}
@media print {
* { background: transparent !important; color: black !important; filter:none !important; -ms-filter: none !important; }
body{font-size:12pt; max-width:100%;}
a, a:visited { text-decoration: underline; }
hr { height: 1px; border:0; border-bottom:1px solid black; }
a[href]:after { content: " (" attr(href) ")"; }
abbr[title]:after { content: " (" attr(title) ")"; }
.ir a:after, a[href^="javascript:"]:after, a[href^="#"]:after { content: ""; }
pre, blockquote { border: 1px solid #999; padding-right: 1em; page-break-inside: avoid; }
tr, img { page-break-inside: avoid; }
img { max-width: 100% !important; }
@page :left { margin: 15mm 20mm 15mm 10mm; }
@page :right { margin: 15mm 10mm 15mm 20mm; }
p, h2, h3 { orphans: 3; widows: 3; }
h2, h3 { page-break-after: avoid; }
}

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# See <http://EditorConfig.org> for details
[*.{h,hpp,inl}]
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_size = 4
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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Definition of the base class for all importer worker classes. */
#ifndef INCLUDED_AI_BASEIMPORTER_H
#define INCLUDED_AI_BASEIMPORTER_H
#include "Exceptional.h"
#include <vector>
#include <set>
#include <map>
#include <assimp/types.h>
#include <assimp/ProgressHandler.hpp>
#include <assimp/ai_assert.h>
struct aiScene;
struct aiImporterDesc;
namespace Assimp {
class Importer;
class IOSystem;
class BaseProcess;
class SharedPostProcessInfo;
class IOStream;
// utility to do char4 to uint32 in a portable manner
#define AI_MAKE_MAGIC(string) ((uint32_t)((string[0] << 24) + \
(string[1] << 16) + (string[2] << 8) + string[3]))
// ---------------------------------------------------------------------------
/** FOR IMPORTER PLUGINS ONLY: The BaseImporter defines a common interface
* for all importer worker classes.
*
* The interface defines two functions: CanRead() is used to check if the
* importer can handle the format of the given file. If an implementation of
* this function returns true, the importer then calls ReadFile() which
* imports the given file. ReadFile is not overridable, it just calls
* InternReadFile() and catches any ImportErrorException that might occur.
*/
class ASSIMP_API BaseImporter {
friend class Importer;
private:
/* Pushes state into importer for the importer scale */
virtual void UpdateImporterScale( Importer* pImp );
public:
/** Constructor to be privately used by #Importer */
BaseImporter() AI_NO_EXCEPT;
/** Destructor, private as well */
virtual ~BaseImporter();
// -------------------------------------------------------------------
/** Returns whether the class can handle the format of the given file.
*
* The implementation should be as quick as possible. A check for
* the file extension is enough. If no suitable loader is found with
* this strategy, CanRead() is called again, the 'checkSig' parameter
* set to true this time. Now the implementation is expected to
* perform a full check of the file structure, possibly searching the
* first bytes of the file for magic identifiers or keywords.
*
* @param pFile Path and file name of the file to be examined.
* @param pIOHandler The IO handler to use for accessing any file.
* @param checkSig Set to true if this method is called a second time.
* This time, the implementation may take more time to examine the
* contents of the file to be loaded for magic bytes, keywords, etc
* to be able to load files with unknown/not existent file extensions.
* @return true if the class can read this file, false if not.
*/
virtual bool CanRead(
const std::string& pFile,
IOSystem* pIOHandler,
bool checkSig
) const = 0;
// -------------------------------------------------------------------
/** Imports the given file and returns the imported data.
* If the import succeeds, ownership of the data is transferred to
* the caller. If the import fails, NULL is returned. The function
* takes care that any partially constructed data is destroyed
* beforehand.
*
* @param pImp #Importer object hosting this loader.
* @param pFile Path of the file to be imported.
* @param pIOHandler IO-Handler used to open this and possible other files.
* @return The imported data or NULL if failed. If it failed a
* human-readable error description can be retrieved by calling
* GetErrorText()
*
* @note This function is not intended to be overridden. Implement
* InternReadFile() to do the import. If an exception is thrown somewhere
* in InternReadFile(), this function will catch it and transform it into
* a suitable response to the caller.
*/
aiScene* ReadFile(
Importer* pImp,
const std::string& pFile,
IOSystem* pIOHandler
);
// -------------------------------------------------------------------
/** Returns the error description of the last error that occurred.
* @return A description of the last error that occurred. An empty
* string if there was no error.
*/
const std::string& GetErrorText() const {
return m_ErrorText;
}
// -------------------------------------------------------------------
/** Called prior to ReadFile().
* The function is a request to the importer to update its configuration
* basing on the Importer's configuration property list.
* @param pImp Importer instance
*/
virtual void SetupProperties(
const Importer* pImp
);
// -------------------------------------------------------------------
/** Called by #Importer::GetImporterInfo to get a description of
* some loader features. Importers must provide this information. */
virtual const aiImporterDesc* GetInfo() const = 0;
/**
* Will be called only by scale process when scaling is requested.
*/
virtual void SetFileScale(double scale)
{
fileScale = scale;
}
virtual double GetFileScale() const
{
return fileScale;
}
enum ImporterUnits {
M,
MM,
CM,
INCHES,
FEET
};
/**
* Assimp Importer
* unit conversions available
* if you need another measurment unit add it below.
* it's currently defined in assimp that we prefer meters.
* */
std::map<ImporterUnits, double> importerUnits = {
{ImporterUnits::M, 1},
{ImporterUnits::CM, 0.01},
{ImporterUnits::MM, 0.001},
{ImporterUnits::INCHES, 0.0254},
{ImporterUnits::FEET, 0.3048}
};
virtual void SetApplicationUnits( const ImporterUnits& unit )
{
importerScale = importerUnits[unit];
applicationUnits = unit;
}
virtual const ImporterUnits& GetApplicationUnits()
{
return applicationUnits;
}
// -------------------------------------------------------------------
/** Called by #Importer::GetExtensionList for each loaded importer.
* Take the extension list contained in the structure returned by
* #GetInfo and insert all file extensions into the given set.
* @param extension set to collect file extensions in*/
void GetExtensionList(std::set<std::string>& extensions);
protected:
ImporterUnits applicationUnits = ImporterUnits::M;
double importerScale = 1.0;
double fileScale = 1.0;
// -------------------------------------------------------------------
/** Imports the given file into the given scene structure. The
* function is expected to throw an ImportErrorException if there is
* an error. If it terminates normally, the data in aiScene is
* expected to be correct. Override this function to implement the
* actual importing.
* <br>
* The output scene must meet the following requirements:<br>
* <ul>
* <li>At least a root node must be there, even if its only purpose
* is to reference one mesh.</li>
* <li>aiMesh::mPrimitiveTypes may be 0. The types of primitives
* in the mesh are determined automatically in this case.</li>
* <li>the vertex data is stored in a pseudo-indexed "verbose" format.
* In fact this means that every vertex that is referenced by
* a face is unique. Or the other way round: a vertex index may
* not occur twice in a single aiMesh.</li>
* <li>aiAnimation::mDuration may be -1. Assimp determines the length
* of the animation automatically in this case as the length of
* the longest animation channel.</li>
* <li>aiMesh::mBitangents may be NULL if tangents and normals are
* given. In this case bitangents are computed as the cross product
* between normal and tangent.</li>
* <li>There needn't be a material. If none is there a default material
* is generated. However, it is recommended practice for loaders
* to generate a default material for yourself that matches the
* default material setting for the file format better than Assimp's
* generic default material. Note that default materials *should*
* be named AI_DEFAULT_MATERIAL_NAME if they're just color-shaded
* or AI_DEFAULT_TEXTURED_MATERIAL_NAME if they define a (dummy)
* texture. </li>
* </ul>
* If the AI_SCENE_FLAGS_INCOMPLETE-Flag is <b>not</b> set:<ul>
* <li> at least one mesh must be there</li>
* <li> there may be no meshes with 0 vertices or faces</li>
* </ul>
* This won't be checked (except by the validation step): Assimp will
* crash if one of the conditions is not met!
*
* @param pFile Path of the file to be imported.
* @param pScene The scene object to hold the imported data.
* NULL is not a valid parameter.
* @param pIOHandler The IO handler to use for any file access.
* NULL is not a valid parameter. */
virtual void InternReadFile(
const std::string& pFile,
aiScene* pScene,
IOSystem* pIOHandler
) = 0;
public: // static utilities
// -------------------------------------------------------------------
/** A utility for CanRead().
*
* The function searches the header of a file for a specific token
* and returns true if this token is found. This works for text
* files only. There is a rudimentary handling of UNICODE files.
* The comparison is case independent.
*
* @param pIOSystem IO System to work with
* @param file File name of the file
* @param tokens List of tokens to search for
* @param numTokens Size of the token array
* @param searchBytes Number of bytes to be searched for the tokens.
*/
static bool SearchFileHeaderForToken(
IOSystem* pIOSystem,
const std::string& file,
const char** tokens,
unsigned int numTokens,
unsigned int searchBytes = 200,
bool tokensSol = false,
bool noAlphaBeforeTokens = false);
// -------------------------------------------------------------------
/** @brief Check whether a file has a specific file extension
* @param pFile Input file
* @param ext0 Extension to check for. Lowercase characters only, no dot!
* @param ext1 Optional second extension
* @param ext2 Optional third extension
* @note Case-insensitive
*/
static bool SimpleExtensionCheck (
const std::string& pFile,
const char* ext0,
const char* ext1 = NULL,
const char* ext2 = NULL);
// -------------------------------------------------------------------
/** @brief Extract file extension from a string
* @param pFile Input file
* @return Extension without trailing dot, all lowercase
*/
static std::string GetExtension (
const std::string& pFile);
// -------------------------------------------------------------------
/** @brief Check whether a file starts with one or more magic tokens
* @param pFile Input file
* @param pIOHandler IO system to be used
* @param magic n magic tokens
* @params num Size of magic
* @param offset Offset from file start where tokens are located
* @param Size of one token, in bytes. Maximally 16 bytes.
* @return true if one of the given tokens was found
*
* @note For convenience, the check is also performed for the
* byte-swapped variant of all tokens (big endian). Only for
* tokens of size 2,4.
*/
static bool CheckMagicToken(
IOSystem* pIOHandler,
const std::string& pFile,
const void* magic,
unsigned int num,
unsigned int offset = 0,
unsigned int size = 4);
// -------------------------------------------------------------------
/** An utility for all text file loaders. It converts a file to our
* UTF8 character set. Errors are reported, but ignored.
*
* @param data File buffer to be converted to UTF8 data. The buffer
* is resized as appropriate. */
static void ConvertToUTF8(
std::vector<char>& data);
// -------------------------------------------------------------------
/** An utility for all text file loaders. It converts a file from our
* UTF8 character set back to ISO-8859-1. Errors are reported, but ignored.
*
* @param data File buffer to be converted from UTF8 to ISO-8859-1. The buffer
* is resized as appropriate. */
static void ConvertUTF8toISO8859_1(
std::string& data);
// -------------------------------------------------------------------
/// @brief Enum to define, if empty files are ok or not.
enum TextFileMode {
ALLOW_EMPTY,
FORBID_EMPTY
};
// -------------------------------------------------------------------
/** Utility for text file loaders which copies the contents of the
* file into a memory buffer and converts it to our UTF8
* representation.
* @param stream Stream to read from.
* @param data Output buffer to be resized and filled with the
* converted text file data. The buffer is terminated with
* a binary 0.
* @param mode Whether it is OK to load empty text files. */
static void TextFileToBuffer(
IOStream* stream,
std::vector<char>& data,
TextFileMode mode = FORBID_EMPTY);
// -------------------------------------------------------------------
/** Utility function to move a std::vector into a aiScene array
* @param vec The vector to be moved
* @param out The output pointer to the allocated array.
* @param numOut The output count of elements copied. */
template<typename T>
AI_FORCE_INLINE
static void CopyVector(
std::vector<T>& vec,
T*& out,
unsigned int& outLength)
{
outLength = unsigned(vec.size());
if (outLength) {
out = new T[outLength];
std::swap_ranges(vec.begin(), vec.end(), out);
}
}
protected:
/// Error description in case there was one.
std::string m_ErrorText;
/// Currently set progress handler.
ProgressHandler* m_progress;
};
} // end of namespace Assimp
#endif // AI_BASEIMPORTER_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Bitmap.h
* @brief Defines bitmap format helper for textures
*
* Used for file formats which embed their textures into the model file.
*/
#ifndef AI_BITMAP_H_INC
#define AI_BITMAP_H_INC
#include "defs.h"
#include <stdint.h>
#include <cstddef>
struct aiTexture;
namespace Assimp {
class IOStream;
class ASSIMP_API Bitmap {
protected:
struct Header {
uint16_t type;
uint32_t size;
uint16_t reserved1;
uint16_t reserved2;
uint32_t offset;
// We define the struct size because sizeof(Header) might return a wrong result because of structure padding.
// Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
static const std::size_t header_size =
sizeof(uint16_t) + // type
sizeof(uint32_t) + // size
sizeof(uint16_t) + // reserved1
sizeof(uint16_t) + // reserved2
sizeof(uint32_t); // offset
};
struct DIB {
uint32_t size;
int32_t width;
int32_t height;
uint16_t planes;
uint16_t bits_per_pixel;
uint32_t compression;
uint32_t image_size;
int32_t x_resolution;
int32_t y_resolution;
uint32_t nb_colors;
uint32_t nb_important_colors;
// We define the struct size because sizeof(DIB) might return a wrong result because of structure padding.
// Moreover, we must use this ugly and error prone syntax because Visual Studio neither support constexpr or sizeof(name_of_field).
static const std::size_t dib_size =
sizeof(uint32_t) + // size
sizeof(int32_t) + // width
sizeof(int32_t) + // height
sizeof(uint16_t) + // planes
sizeof(uint16_t) + // bits_per_pixel
sizeof(uint32_t) + // compression
sizeof(uint32_t) + // image_size
sizeof(int32_t) + // x_resolution
sizeof(int32_t) + // y_resolution
sizeof(uint32_t) + // nb_colors
sizeof(uint32_t); // nb_important_colors
};
static const std::size_t mBytesPerPixel = 4;
public:
static void Save(aiTexture* texture, IOStream* file);
protected:
static void WriteHeader(Header& header, IOStream* file);
static void WriteDIB(DIB& dib, IOStream* file);
static void WriteData(aiTexture* texture, IOStream* file);
};
}
#endif // AI_BITMAP_H_INC

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Provides cheat implementations for IOSystem and IOStream to
* redirect exporter output to a blob chain.*/
#ifndef AI_BLOBIOSYSTEM_H_INCLUDED
#define AI_BLOBIOSYSTEM_H_INCLUDED
#include <assimp/IOStream.hpp>
#include <assimp/cexport.h>
#include <assimp/IOSystem.hpp>
#include <assimp/DefaultLogger.hpp>
#include <stdint.h>
#include <set>
#include <vector>
namespace Assimp {
class BlobIOSystem;
// --------------------------------------------------------------------------------------------
/** Redirect IOStream to a blob */
// --------------------------------------------------------------------------------------------
class BlobIOStream : public IOStream
{
public:
BlobIOStream(BlobIOSystem* creator, const std::string& file, size_t initial = 4096)
: buffer()
, cur_size()
, file_size()
, cursor()
, initial(initial)
, file(file)
, creator(creator)
{
}
virtual ~BlobIOStream();
public:
// -------------------------------------------------------------------
aiExportDataBlob* GetBlob()
{
aiExportDataBlob* blob = new aiExportDataBlob();
blob->size = file_size;
blob->data = buffer;
buffer = NULL;
return blob;
}
public:
// -------------------------------------------------------------------
virtual size_t Read( void *,
size_t,
size_t )
{
return 0;
}
// -------------------------------------------------------------------
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount)
{
pSize *= pCount;
if (cursor + pSize > cur_size) {
Grow(cursor + pSize);
}
memcpy(buffer+cursor, pvBuffer, pSize);
cursor += pSize;
file_size = std::max(file_size,cursor);
return pCount;
}
// -------------------------------------------------------------------
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin)
{
switch(pOrigin)
{
case aiOrigin_CUR:
cursor += pOffset;
break;
case aiOrigin_END:
cursor = file_size - pOffset;
break;
case aiOrigin_SET:
cursor = pOffset;
break;
default:
return AI_FAILURE;
}
if (cursor > file_size) {
Grow(cursor);
}
file_size = std::max(cursor,file_size);
return AI_SUCCESS;
}
// -------------------------------------------------------------------
virtual size_t Tell() const
{
return cursor;
}
// -------------------------------------------------------------------
virtual size_t FileSize() const
{
return file_size;
}
// -------------------------------------------------------------------
virtual void Flush()
{
// ignore
}
private:
// -------------------------------------------------------------------
void Grow(size_t need = 0)
{
// 1.5 and phi are very heap-friendly growth factors (the first
// allows for frequent re-use of heap blocks, the second
// forms a fibonacci sequence with similar characteristics -
// since this heavily depends on the heap implementation
// and other factors as well, i'll just go with 1.5 since
// it is quicker to compute).
size_t new_size = std::max(initial, std::max( need, cur_size+(cur_size>>1) ));
const uint8_t* const old = buffer;
buffer = new uint8_t[new_size];
if (old) {
memcpy(buffer,old,cur_size);
delete[] old;
}
cur_size = new_size;
}
private:
uint8_t* buffer;
size_t cur_size,file_size, cursor, initial;
const std::string file;
BlobIOSystem* const creator;
};
#define AI_BLOBIO_MAGIC "$blobfile"
// --------------------------------------------------------------------------------------------
/** Redirect IOSystem to a blob */
// --------------------------------------------------------------------------------------------
class BlobIOSystem : public IOSystem
{
friend class BlobIOStream;
typedef std::pair<std::string, aiExportDataBlob*> BlobEntry;
public:
BlobIOSystem()
{
}
virtual ~BlobIOSystem()
{
for(BlobEntry& blobby : blobs) {
delete blobby.second;
}
}
public:
// -------------------------------------------------------------------
const char* GetMagicFileName() const
{
return AI_BLOBIO_MAGIC;
}
// -------------------------------------------------------------------
aiExportDataBlob* GetBlobChain()
{
// one must be the master
aiExportDataBlob* master = NULL, *cur;
for(const BlobEntry& blobby : blobs) {
if (blobby.first == AI_BLOBIO_MAGIC) {
master = blobby.second;
break;
}
}
if (!master) {
ASSIMP_LOG_ERROR("BlobIOSystem: no data written or master file was not closed properly.");
return NULL;
}
master->name.Set("");
cur = master;
for(const BlobEntry& blobby : blobs) {
if (blobby.second == master) {
continue;
}
cur->next = blobby.second;
cur = cur->next;
// extract the file extension from the file written
const std::string::size_type s = blobby.first.find_first_of('.');
cur->name.Set(s == std::string::npos ? blobby.first : blobby.first.substr(s+1));
}
// give up blob ownership
blobs.clear();
return master;
}
public:
// -------------------------------------------------------------------
virtual bool Exists( const char* pFile) const {
return created.find(std::string(pFile)) != created.end();
}
// -------------------------------------------------------------------
virtual char getOsSeparator() const {
return '/';
}
// -------------------------------------------------------------------
virtual IOStream* Open(const char* pFile,
const char* pMode)
{
if (pMode[0] != 'w') {
return NULL;
}
created.insert(std::string(pFile));
return new BlobIOStream(this,std::string(pFile));
}
// -------------------------------------------------------------------
virtual void Close( IOStream* pFile)
{
delete pFile;
}
private:
// -------------------------------------------------------------------
void OnDestruct(const std::string& filename, BlobIOStream* child)
{
// we don't know in which the files are closed, so we
// can't reliably say that the first must be the master
// file ...
blobs.push_back( BlobEntry(filename,child->GetBlob()) );
}
private:
std::set<std::string> created;
std::vector< BlobEntry > blobs;
};
// --------------------------------------------------------------------------------------------
BlobIOStream :: ~BlobIOStream()
{
creator->OnDestruct(file,this);
delete[] buffer;
}
} // end Assimp
#endif

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@ -0,0 +1,287 @@
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Helper class tp perform various byte oder swappings
(e.g. little to big endian) */
#ifndef AI_BYTESWAPPER_H_INC
#define AI_BYTESWAPPER_H_INC
#include <assimp/ai_assert.h>
#include <assimp/types.h>
#include <stdint.h>
#if _MSC_VER >= 1400
#include <stdlib.h>
#endif
namespace Assimp {
// --------------------------------------------------------------------------------------
/** Defines some useful byte order swap routines.
*
* This is required to read big-endian model formats on little-endian machines,
* and vice versa. Direct use of this class is DEPRECATED. Use #StreamReader instead. */
// --------------------------------------------------------------------------------------
class ByteSwap {
ByteSwap() AI_NO_EXCEPT {}
public:
// ----------------------------------------------------------------------
/** Swap two bytes of data
* @param[inout] _szOut A void* to save the reintcasts for the caller. */
static inline void Swap2(void* _szOut)
{
ai_assert(_szOut);
#if _MSC_VER >= 1400
uint16_t* const szOut = reinterpret_cast<uint16_t*>(_szOut);
*szOut = _byteswap_ushort(*szOut);
#else
uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
std::swap(szOut[0],szOut[1]);
#endif
}
// ----------------------------------------------------------------------
/** Swap four bytes of data
* @param[inout] _szOut A void* to save the reintcasts for the caller. */
static inline void Swap4(void* _szOut)
{
ai_assert(_szOut);
#if _MSC_VER >= 1400
uint32_t* const szOut = reinterpret_cast<uint32_t*>(_szOut);
*szOut = _byteswap_ulong(*szOut);
#else
uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
std::swap(szOut[0],szOut[3]);
std::swap(szOut[1],szOut[2]);
#endif
}
// ----------------------------------------------------------------------
/** Swap eight bytes of data
* @param[inout] _szOut A void* to save the reintcasts for the caller. */
static inline void Swap8(void* _szOut)
{
ai_assert(_szOut);
#if _MSC_VER >= 1400
uint64_t* const szOut = reinterpret_cast<uint64_t*>(_szOut);
*szOut = _byteswap_uint64(*szOut);
#else
uint8_t* const szOut = reinterpret_cast<uint8_t*>(_szOut);
std::swap(szOut[0],szOut[7]);
std::swap(szOut[1],szOut[6]);
std::swap(szOut[2],szOut[5]);
std::swap(szOut[3],szOut[4]);
#endif
}
// ----------------------------------------------------------------------
/** ByteSwap a float. Not a joke.
* @param[inout] fOut ehm. .. */
static inline void Swap(float* fOut) {
Swap4(fOut);
}
// ----------------------------------------------------------------------
/** ByteSwap a double. Not a joke.
* @param[inout] fOut ehm. .. */
static inline void Swap(double* fOut) {
Swap8(fOut);
}
// ----------------------------------------------------------------------
/** ByteSwap an int16t. Not a joke.
* @param[inout] fOut ehm. .. */
static inline void Swap(int16_t* fOut) {
Swap2(fOut);
}
static inline void Swap(uint16_t* fOut) {
Swap2(fOut);
}
// ----------------------------------------------------------------------
/** ByteSwap an int32t. Not a joke.
* @param[inout] fOut ehm. .. */
static inline void Swap(int32_t* fOut){
Swap4(fOut);
}
static inline void Swap(uint32_t* fOut){
Swap4(fOut);
}
// ----------------------------------------------------------------------
/** ByteSwap an int64t. Not a joke.
* @param[inout] fOut ehm. .. */
static inline void Swap(int64_t* fOut) {
Swap8(fOut);
}
static inline void Swap(uint64_t* fOut) {
Swap8(fOut);
}
// ----------------------------------------------------------------------
//! Templatized ByteSwap
//! \returns param tOut as swapped
template<typename Type>
static inline Type Swapped(Type tOut)
{
return _swapper<Type,sizeof(Type)>()(tOut);
}
private:
template <typename T, size_t size> struct _swapper;
};
template <typename T> struct ByteSwap::_swapper<T,2> {
T operator() (T tOut) {
Swap2(&tOut);
return tOut;
}
};
template <typename T> struct ByteSwap::_swapper<T,4> {
T operator() (T tOut) {
Swap4(&tOut);
return tOut;
}
};
template <typename T> struct ByteSwap::_swapper<T,8> {
T operator() (T tOut) {
Swap8(&tOut);
return tOut;
}
};
// --------------------------------------------------------------------------------------
// ByteSwap macros for BigEndian/LittleEndian support
// --------------------------------------------------------------------------------------
#if (defined AI_BUILD_BIG_ENDIAN)
# define AI_LE(t) (t)
# define AI_BE(t) ByteSwap::Swapped(t)
# define AI_LSWAP2(p)
# define AI_LSWAP4(p)
# define AI_LSWAP8(p)
# define AI_LSWAP2P(p)
# define AI_LSWAP4P(p)
# define AI_LSWAP8P(p)
# define LE_NCONST const
# define AI_SWAP2(p) ByteSwap::Swap2(&(p))
# define AI_SWAP4(p) ByteSwap::Swap4(&(p))
# define AI_SWAP8(p) ByteSwap::Swap8(&(p))
# define AI_SWAP2P(p) ByteSwap::Swap2((p))
# define AI_SWAP4P(p) ByteSwap::Swap4((p))
# define AI_SWAP8P(p) ByteSwap::Swap8((p))
# define BE_NCONST
#else
# define AI_BE(t) (t)
# define AI_LE(t) ByteSwap::Swapped(t)
# define AI_SWAP2(p)
# define AI_SWAP4(p)
# define AI_SWAP8(p)
# define AI_SWAP2P(p)
# define AI_SWAP4P(p)
# define AI_SWAP8P(p)
# define BE_NCONST const
# define AI_LSWAP2(p) ByteSwap::Swap2(&(p))
# define AI_LSWAP4(p) ByteSwap::Swap4(&(p))
# define AI_LSWAP8(p) ByteSwap::Swap8(&(p))
# define AI_LSWAP2P(p) ByteSwap::Swap2((p))
# define AI_LSWAP4P(p) ByteSwap::Swap4((p))
# define AI_LSWAP8P(p) ByteSwap::Swap8((p))
# define LE_NCONST
#endif
namespace Intern {
// --------------------------------------------------------------------------------------------
template <typename T, bool doit>
struct ByteSwapper {
void operator() (T* inout) {
ByteSwap::Swap(inout);
}
};
template <typename T>
struct ByteSwapper<T,false> {
void operator() (T*) {
}
};
// --------------------------------------------------------------------------------------------
template <bool SwapEndianess, typename T, bool RuntimeSwitch>
struct Getter {
void operator() (T* inout, bool le) {
#ifdef AI_BUILD_BIG_ENDIAN
le = le;
#else
le = !le;
#endif
if (le) {
ByteSwapper<T,(sizeof(T)>1?true:false)> () (inout);
}
else ByteSwapper<T,false> () (inout);
}
};
template <bool SwapEndianess, typename T>
struct Getter<SwapEndianess,T,false> {
void operator() (T* inout, bool /*le*/) {
// static branch
ByteSwapper<T,(SwapEndianess && sizeof(T)>1)> () (inout);
}
};
} // end Intern
} // end Assimp
#endif //!! AI_BYTESWAPPER_H_INC

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@ -0,0 +1,22 @@
// ===============================================================================
// May be included multiple times - resets structure packing to the defaults
// for all supported compilers. Reverts the changes made by #include <pushpack1.h>
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// ===============================================================================
#ifndef AI_PUSHPACK_IS_DEFINED
# error pushpack1.h must be included after poppack1.h
#endif
// reset packing to the original value
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack( pop )
#endif
#undef PACK_STRUCT
#undef AI_PUSHPACK_IS_DEFINED

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@ -0,0 +1,912 @@
/* A portable stdint.h
****************************************************************************
* BSD License:
****************************************************************************
*
* Copyright (c) 2005-2016 Paul Hsieh
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
****************************************************************************
*
* Version 0.1.15.4
*
* The ANSI C standard committee, for the C99 standard, specified the
* inclusion of a new standard include file called stdint.h. This is
* a very useful and long desired include file which contains several
* very precise definitions for integer scalar types that is
* critically important for making portable several classes of
* applications including cryptography, hashing, variable length
* integer libraries and so on. But for most developers its likely
* useful just for programming sanity.
*
* The problem is that some compiler vendors chose to ignore the C99
* standard and some older compilers have no opportunity to be updated.
* Because of this situation, simply including stdint.h in your code
* makes it unportable.
*
* So that's what this file is all about. Its an attempt to build a
* single universal include file that works on as many platforms as
* possible to deliver what stdint.h is supposed to. Even compilers
* that already come with stdint.h can use this file instead without
* any loss of functionality. A few things that should be noted about
* this file:
*
* 1) It is not guaranteed to be portable and/or present an identical
* interface on all platforms. The extreme variability of the
* ANSI C standard makes this an impossibility right from the
* very get go. Its really only meant to be useful for the vast
* majority of platforms that possess the capability of
* implementing usefully and precisely defined, standard sized
* integer scalars. Systems which are not intrinsically 2s
* complement may produce invalid constants.
*
* 2) There is an unavoidable use of non-reserved symbols.
*
* 3) Other standard include files are invoked.
*
* 4) This file may come in conflict with future platforms that do
* include stdint.h. The hope is that one or the other can be
* used with no real difference.
*
* 5) In the current version, if your platform can't represent
* int32_t, int16_t and int8_t, it just dumps out with a compiler
* error.
*
* 6) 64 bit integers may or may not be defined. Test for their
* presence with the test: #ifdef INT64_MAX or #ifdef UINT64_MAX.
* Note that this is different from the C99 specification which
* requires the existence of 64 bit support in the compiler. If
* this is not defined for your platform, yet it is capable of
* dealing with 64 bits then it is because this file has not yet
* been extended to cover all of your system's capabilities.
*
* 7) (u)intptr_t may or may not be defined. Test for its presence
* with the test: #ifdef PTRDIFF_MAX. If this is not defined
* for your platform, then it is because this file has not yet
* been extended to cover all of your system's capabilities, not
* because its optional.
*
* 8) The following might not been defined even if your platform is
* capable of defining it:
*
* WCHAR_MIN
* WCHAR_MAX
* (u)int64_t
* PTRDIFF_MIN
* PTRDIFF_MAX
* (u)intptr_t
*
* 9) The following have not been defined:
*
* WINT_MIN
* WINT_MAX
*
* 10) The criteria for defining (u)int_least(*)_t isn't clear,
* except for systems which don't have a type that precisely
* defined 8, 16, or 32 bit types (which this include file does
* not support anyways). Default definitions have been given.
*
* 11) The criteria for defining (u)int_fast(*)_t isn't something I
* would trust to any particular compiler vendor or the ANSI C
* committee. It is well known that "compatible systems" are
* commonly created that have very different performance
* characteristics from the systems they are compatible with,
* especially those whose vendors make both the compiler and the
* system. Default definitions have been given, but its strongly
* recommended that users never use these definitions for any
* reason (they do *NOT* deliver any serious guarantee of
* improved performance -- not in this file, nor any vendor's
* stdint.h).
*
* 12) The following macros:
*
* PRINTF_INTMAX_MODIFIER
* PRINTF_INT64_MODIFIER
* PRINTF_INT32_MODIFIER
* PRINTF_INT16_MODIFIER
* PRINTF_LEAST64_MODIFIER
* PRINTF_LEAST32_MODIFIER
* PRINTF_LEAST16_MODIFIER
* PRINTF_INTPTR_MODIFIER
*
* are strings which have been defined as the modifiers required
* for the "d", "u" and "x" printf formats to correctly output
* (u)intmax_t, (u)int64_t, (u)int32_t, (u)int16_t, (u)least64_t,
* (u)least32_t, (u)least16_t and (u)intptr_t types respectively.
* PRINTF_INTPTR_MODIFIER is not defined for some systems which
* provide their own stdint.h. PRINTF_INT64_MODIFIER is not
* defined if INT64_MAX is not defined. These are an extension
* beyond what C99 specifies must be in stdint.h.
*
* In addition, the following macros are defined:
*
* PRINTF_INTMAX_HEX_WIDTH
* PRINTF_INT64_HEX_WIDTH
* PRINTF_INT32_HEX_WIDTH
* PRINTF_INT16_HEX_WIDTH
* PRINTF_INT8_HEX_WIDTH
* PRINTF_INTMAX_DEC_WIDTH
* PRINTF_INT64_DEC_WIDTH
* PRINTF_INT32_DEC_WIDTH
* PRINTF_INT16_DEC_WIDTH
* PRINTF_UINT8_DEC_WIDTH
* PRINTF_UINTMAX_DEC_WIDTH
* PRINTF_UINT64_DEC_WIDTH
* PRINTF_UINT32_DEC_WIDTH
* PRINTF_UINT16_DEC_WIDTH
* PRINTF_UINT8_DEC_WIDTH
*
* Which specifies the maximum number of characters required to
* print the number of that type in either hexadecimal or decimal.
* These are an extension beyond what C99 specifies must be in
* stdint.h.
*
* Compilers tested (all with 0 warnings at their highest respective
* settings): Borland Turbo C 2.0, WATCOM C/C++ 11.0 (16 bits and 32
* bits), Microsoft Visual C++ 6.0 (32 bit), Microsoft Visual Studio
* .net (VC7), Intel C++ 4.0, GNU gcc v3.3.3
*
* This file should be considered a work in progress. Suggestions for
* improvements, especially those which increase coverage are strongly
* encouraged.
*
* Acknowledgements
*
* The following people have made significant contributions to the
* development and testing of this file:
*
* Chris Howie
* John Steele Scott
* Dave Thorup
* John Dill
* Florian Wobbe
* Christopher Sean Morrison
* Mikkel Fahnoe Jorgensen
*
*/
#include <stddef.h>
#include <limits.h>
#include <signal.h>
/*
* For gcc with _STDINT_H, fill in the PRINTF_INT*_MODIFIER macros, and
* do nothing else. On the Mac OS X version of gcc this is _STDINT_H_.
*/
#if ((defined(__SUNPRO_C) && __SUNPRO_C >= 0x570) || (defined(_MSC_VER) && _MSC_VER >= 1600) || (defined(__STDC__) && __STDC__ && defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || (defined (__WATCOMC__) && (defined (_STDINT_H_INCLUDED) || __WATCOMC__ >= 1250)) || (defined(__GNUC__) && (__GNUC__ > 3 || defined(_STDINT_H) || defined(_STDINT_H_) || defined (__UINT_FAST64_TYPE__)) )) && !defined (_PSTDINT_H_INCLUDED)
#include <stdint.h>
#define _PSTDINT_H_INCLUDED
# if defined(__GNUC__) && (defined(__x86_64__) || defined(__ppc64__)) && !(defined(__APPLE__) && defined(__MACH__))
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "l"
# endif
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
# else
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# ifndef PRINTF_INT32_MODIFIER
# if (UINT_MAX == UINT32_MAX)
# define PRINTF_INT32_MODIFIER ""
# else
# define PRINTF_INT32_MODIFIER "l"
# endif
# endif
# endif
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
# endif
# ifndef PRINTF_UINT64_HEX_WIDTH
# define PRINTF_UINT64_HEX_WIDTH "16"
# endif
# ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
# endif
# ifndef PRINTF_UINT32_HEX_WIDTH
# define PRINTF_UINT32_HEX_WIDTH "8"
# endif
# ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
# endif
# ifndef PRINTF_UINT16_HEX_WIDTH
# define PRINTF_UINT16_HEX_WIDTH "4"
# endif
# ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
# endif
# ifndef PRINTF_UINT8_HEX_WIDTH
# define PRINTF_UINT8_HEX_WIDTH "2"
# endif
# ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "19"
# endif
# ifndef PRINTF_UINT64_DEC_WIDTH
# define PRINTF_UINT64_DEC_WIDTH "20"
# endif
# ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
# endif
# ifndef PRINTF_UINT32_DEC_WIDTH
# define PRINTF_UINT32_DEC_WIDTH "10"
# endif
# ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
# endif
# ifndef PRINTF_UINT16_DEC_WIDTH
# define PRINTF_UINT16_DEC_WIDTH "5"
# endif
# ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
# endif
# ifndef PRINTF_UINT8_DEC_WIDTH
# define PRINTF_UINT8_DEC_WIDTH "3"
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_UINT64_HEX_WIDTH
# endif
# ifndef PRINTF_UINTMAX_HEX_WIDTH
# define PRINTF_UINTMAX_HEX_WIDTH PRINTF_UINT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_UINT64_DEC_WIDTH
# endif
# ifndef PRINTF_UINTMAX_DEC_WIDTH
# define PRINTF_UINTMAX_DEC_WIDTH PRINTF_UINT64_DEC_WIDTH
# endif
/*
* Something really weird is going on with Open Watcom. Just pull some of
* these duplicated definitions from Open Watcom's stdint.h file for now.
*/
# if defined (__WATCOMC__) && __WATCOMC__ >= 1250
# if !defined (INT64_C)
# define INT64_C(x) (x + (INT64_MAX - INT64_MAX))
# endif
# if !defined (UINT64_C)
# define UINT64_C(x) (x + (UINT64_MAX - UINT64_MAX))
# endif
# if !defined (INT32_C)
# define INT32_C(x) (x + (INT32_MAX - INT32_MAX))
# endif
# if !defined (UINT32_C)
# define UINT32_C(x) (x + (UINT32_MAX - UINT32_MAX))
# endif
# if !defined (INT16_C)
# define INT16_C(x) (x)
# endif
# if !defined (UINT16_C)
# define UINT16_C(x) (x)
# endif
# if !defined (INT8_C)
# define INT8_C(x) (x)
# endif
# if !defined (UINT8_C)
# define UINT8_C(x) (x)
# endif
# if !defined (UINT64_MAX)
# define UINT64_MAX 18446744073709551615ULL
# endif
# if !defined (INT64_MAX)
# define INT64_MAX 9223372036854775807LL
# endif
# if !defined (UINT32_MAX)
# define UINT32_MAX 4294967295UL
# endif
# if !defined (INT32_MAX)
# define INT32_MAX 2147483647L
# endif
# if !defined (INTMAX_MAX)
# define INTMAX_MAX INT64_MAX
# endif
# if !defined (INTMAX_MIN)
# define INTMAX_MIN INT64_MIN
# endif
# endif
#endif
/*
* I have no idea what is the truly correct thing to do on older Solaris.
* From some online discussions, this seems to be what is being
* recommended. For people who actually are developing on older Solaris,
* what I would like to know is, does this define all of the relevant
* macros of a complete stdint.h? Remember, in pstdint.h 64 bit is
* considered optional.
*/
#if (defined(__SUNPRO_C) && __SUNPRO_C >= 0x420) && !defined(_PSTDINT_H_INCLUDED)
#include <sys/inttypes.h>
#define _PSTDINT_H_INCLUDED
#endif
#ifndef _PSTDINT_H_INCLUDED
#define _PSTDINT_H_INCLUDED
#ifndef SIZE_MAX
# define SIZE_MAX (~(size_t)0)
#endif
/*
* Deduce the type assignments from limits.h under the assumption that
* integer sizes in bits are powers of 2, and follow the ANSI
* definitions.
*/
#ifndef UINT8_MAX
# define UINT8_MAX 0xff
#endif
#if !defined(uint8_t) && !defined(_UINT8_T) && !defined(vxWorks)
# if (UCHAR_MAX == UINT8_MAX) || defined (S_SPLINT_S)
typedef unsigned char uint8_t;
# define UINT8_C(v) ((uint8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef INT8_MAX
# define INT8_MAX 0x7f
#endif
#ifndef INT8_MIN
# define INT8_MIN INT8_C(0x80)
#endif
#if !defined(int8_t) && !defined(_INT8_T) && !defined(vxWorks)
# if (SCHAR_MAX == INT8_MAX) || defined (S_SPLINT_S)
typedef signed char int8_t;
# define INT8_C(v) ((int8_t) v)
# else
# error "Platform not supported"
# endif
#endif
#ifndef UINT16_MAX
# define UINT16_MAX 0xffff
#endif
#if !defined(uint16_t) && !defined(_UINT16_T) && !defined(vxWorks)
#if (UINT_MAX == UINT16_MAX) || defined (S_SPLINT_S)
typedef unsigned int uint16_t;
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
# define UINT16_C(v) ((uint16_t) (v))
#elif (USHRT_MAX == UINT16_MAX)
typedef unsigned short uint16_t;
# define UINT16_C(v) ((uint16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT16_MAX
# define INT16_MAX 0x7fff
#endif
#ifndef INT16_MIN
# define INT16_MIN INT16_C(0x8000)
#endif
#if !defined(int16_t) && !defined(_INT16_T) && !defined(vxWorks)
#if (INT_MAX == INT16_MAX) || defined (S_SPLINT_S)
typedef signed int int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER ""
# endif
#elif (SHRT_MAX == INT16_MAX)
typedef signed short int16_t;
# define INT16_C(v) ((int16_t) (v))
# ifndef PRINTF_INT16_MODIFIER
# define PRINTF_INT16_MODIFIER "h"
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef UINT32_MAX
# define UINT32_MAX (0xffffffffUL)
#endif
#if !defined(uint32_t) && !defined(_UINT32_T) && !defined(vxWorks)
#if (ULONG_MAX == UINT32_MAX) || defined (S_SPLINT_S)
typedef unsigned long uint32_t;
# define UINT32_C(v) v ## UL
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (UINT_MAX == UINT32_MAX)
typedef unsigned int uint32_t;
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
# define UINT32_C(v) v ## U
#elif (USHRT_MAX == UINT32_MAX)
typedef unsigned short uint32_t;
# define UINT32_C(v) ((unsigned short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
#ifndef INT32_MAX
# define INT32_MAX (0x7fffffffL)
#endif
#ifndef INT32_MIN
# define INT32_MIN INT32_C(0x80000000)
#endif
#if !defined(int32_t) && !defined(_INT32_T) && !defined(vxWorks)
#if (LONG_MAX == INT32_MAX) || defined (S_SPLINT_S)
typedef signed long int32_t;
# define INT32_C(v) v ## L
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER "l"
# endif
#elif (INT_MAX == INT32_MAX)
typedef signed int int32_t;
# define INT32_C(v) v
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#elif (SHRT_MAX == INT32_MAX)
typedef signed short int32_t;
# define INT32_C(v) ((short) (v))
# ifndef PRINTF_INT32_MODIFIER
# define PRINTF_INT32_MODIFIER ""
# endif
#else
#error "Platform not supported"
#endif
#endif
/*
* The macro stdint_int64_defined is temporarily used to record
* whether or not 64 integer support is available. It must be
* defined for any 64 integer extensions for new platforms that are
* added.
*/
#undef stdint_int64_defined
#if (defined(__STDC__) && defined(__STDC_VERSION__)) || defined (S_SPLINT_S)
# if (__STDC__ && __STDC_VERSION__ >= 199901L) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# endif
#endif
#if !defined (stdint_int64_defined)
# if defined(__GNUC__) && !defined(vxWorks)
# define stdint_int64_defined
__extension__ typedef long long int64_t;
__extension__ typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif defined(__MWERKS__) || defined (__SUNPRO_C) || defined (__SUNPRO_CC) || defined (__APPLE_CC__) || defined (_LONG_LONG) || defined (_CRAYC) || defined (S_SPLINT_S)
# define stdint_int64_defined
typedef long long int64_t;
typedef unsigned long long uint64_t;
# define UINT64_C(v) v ## ULL
# define INT64_C(v) v ## LL
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "ll"
# endif
# elif (defined(__WATCOMC__) && defined(__WATCOM_INT64__)) || (defined(_MSC_VER) && _INTEGRAL_MAX_BITS >= 64) || (defined (__BORLANDC__) && __BORLANDC__ > 0x460) || defined (__alpha) || defined (__DECC)
# define stdint_int64_defined
typedef __int64 int64_t;
typedef unsigned __int64 uint64_t;
# define UINT64_C(v) v ## UI64
# define INT64_C(v) v ## I64
# ifndef PRINTF_INT64_MODIFIER
# define PRINTF_INT64_MODIFIER "I64"
# endif
# endif
#endif
#if !defined (LONG_LONG_MAX) && defined (INT64_C)
# define LONG_LONG_MAX INT64_C (9223372036854775807)
#endif
#ifndef ULONG_LONG_MAX
# define ULONG_LONG_MAX UINT64_C (18446744073709551615)
#endif
#if !defined (INT64_MAX) && defined (INT64_C)
# define INT64_MAX INT64_C (9223372036854775807)
#endif
#if !defined (INT64_MIN) && defined (INT64_C)
# define INT64_MIN INT64_C (-9223372036854775808)
#endif
#if !defined (UINT64_MAX) && defined (INT64_C)
# define UINT64_MAX UINT64_C (18446744073709551615)
#endif
/*
* Width of hexadecimal for number field.
*/
#ifndef PRINTF_INT64_HEX_WIDTH
# define PRINTF_INT64_HEX_WIDTH "16"
#endif
#ifndef PRINTF_INT32_HEX_WIDTH
# define PRINTF_INT32_HEX_WIDTH "8"
#endif
#ifndef PRINTF_INT16_HEX_WIDTH
# define PRINTF_INT16_HEX_WIDTH "4"
#endif
#ifndef PRINTF_INT8_HEX_WIDTH
# define PRINTF_INT8_HEX_WIDTH "2"
#endif
#ifndef PRINTF_INT64_DEC_WIDTH
# define PRINTF_INT64_DEC_WIDTH "19"
#endif
#ifndef PRINTF_INT32_DEC_WIDTH
# define PRINTF_INT32_DEC_WIDTH "10"
#endif
#ifndef PRINTF_INT16_DEC_WIDTH
# define PRINTF_INT16_DEC_WIDTH "5"
#endif
#ifndef PRINTF_INT8_DEC_WIDTH
# define PRINTF_INT8_DEC_WIDTH "3"
#endif
#ifndef PRINTF_UINT64_DEC_WIDTH
# define PRINTF_UINT64_DEC_WIDTH "20"
#endif
#ifndef PRINTF_UINT32_DEC_WIDTH
# define PRINTF_UINT32_DEC_WIDTH "10"
#endif
#ifndef PRINTF_UINT16_DEC_WIDTH
# define PRINTF_UINT16_DEC_WIDTH "5"
#endif
#ifndef PRINTF_UINT8_DEC_WIDTH
# define PRINTF_UINT8_DEC_WIDTH "3"
#endif
/*
* Ok, lets not worry about 128 bit integers for now. Moore's law says
* we don't need to worry about that until about 2040 at which point
* we'll have bigger things to worry about.
*/
#ifdef stdint_int64_defined
typedef int64_t intmax_t;
typedef uint64_t uintmax_t;
# define INTMAX_MAX INT64_MAX
# define INTMAX_MIN INT64_MIN
# define UINTMAX_MAX UINT64_MAX
# define UINTMAX_C(v) UINT64_C(v)
# define INTMAX_C(v) INT64_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT64_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT64_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT64_DEC_WIDTH
# endif
#else
typedef int32_t intmax_t;
typedef uint32_t uintmax_t;
# define INTMAX_MAX INT32_MAX
# define UINTMAX_MAX UINT32_MAX
# define UINTMAX_C(v) UINT32_C(v)
# define INTMAX_C(v) INT32_C(v)
# ifndef PRINTF_INTMAX_MODIFIER
# define PRINTF_INTMAX_MODIFIER PRINTF_INT32_MODIFIER
# endif
# ifndef PRINTF_INTMAX_HEX_WIDTH
# define PRINTF_INTMAX_HEX_WIDTH PRINTF_INT32_HEX_WIDTH
# endif
# ifndef PRINTF_INTMAX_DEC_WIDTH
# define PRINTF_INTMAX_DEC_WIDTH PRINTF_INT32_DEC_WIDTH
# endif
#endif
/*
* Because this file currently only supports platforms which have
* precise powers of 2 as bit sizes for the default integers, the
* least definitions are all trivial. Its possible that a future
* version of this file could have different definitions.
*/
#ifndef stdint_least_defined
typedef int8_t int_least8_t;
typedef uint8_t uint_least8_t;
typedef int16_t int_least16_t;
typedef uint16_t uint_least16_t;
typedef int32_t int_least32_t;
typedef uint32_t uint_least32_t;
# define PRINTF_LEAST32_MODIFIER PRINTF_INT32_MODIFIER
# define PRINTF_LEAST16_MODIFIER PRINTF_INT16_MODIFIER
# define UINT_LEAST8_MAX UINT8_MAX
# define INT_LEAST8_MAX INT8_MAX
# define UINT_LEAST16_MAX UINT16_MAX
# define INT_LEAST16_MAX INT16_MAX
# define UINT_LEAST32_MAX UINT32_MAX
# define INT_LEAST32_MAX INT32_MAX
# define INT_LEAST8_MIN INT8_MIN
# define INT_LEAST16_MIN INT16_MIN
# define INT_LEAST32_MIN INT32_MIN
# ifdef stdint_int64_defined
typedef int64_t int_least64_t;
typedef uint64_t uint_least64_t;
# define PRINTF_LEAST64_MODIFIER PRINTF_INT64_MODIFIER
# define UINT_LEAST64_MAX UINT64_MAX
# define INT_LEAST64_MAX INT64_MAX
# define INT_LEAST64_MIN INT64_MIN
# endif
#endif
#undef stdint_least_defined
/*
* The ANSI C committee pretending to know or specify anything about
* performance is the epitome of misguided arrogance. The mandate of
* this file is to *ONLY* ever support that absolute minimum
* definition of the fast integer types, for compatibility purposes.
* No extensions, and no attempt to suggest what may or may not be a
* faster integer type will ever be made in this file. Developers are
* warned to stay away from these types when using this or any other
* stdint.h.
*/
typedef int_least8_t int_fast8_t;
typedef uint_least8_t uint_fast8_t;
typedef int_least16_t int_fast16_t;
typedef uint_least16_t uint_fast16_t;
typedef int_least32_t int_fast32_t;
typedef uint_least32_t uint_fast32_t;
#define UINT_FAST8_MAX UINT_LEAST8_MAX
#define INT_FAST8_MAX INT_LEAST8_MAX
#define UINT_FAST16_MAX UINT_LEAST16_MAX
#define INT_FAST16_MAX INT_LEAST16_MAX
#define UINT_FAST32_MAX UINT_LEAST32_MAX
#define INT_FAST32_MAX INT_LEAST32_MAX
#define INT_FAST8_MIN INT_LEAST8_MIN
#define INT_FAST16_MIN INT_LEAST16_MIN
#define INT_FAST32_MIN INT_LEAST32_MIN
#ifdef stdint_int64_defined
typedef int_least64_t int_fast64_t;
typedef uint_least64_t uint_fast64_t;
# define UINT_FAST64_MAX UINT_LEAST64_MAX
# define INT_FAST64_MAX INT_LEAST64_MAX
# define INT_FAST64_MIN INT_LEAST64_MIN
#endif
#undef stdint_int64_defined
/*
* Whatever piecemeal, per compiler thing we can do about the wchar_t
* type limits.
*/
#if defined(__WATCOMC__) || defined(_MSC_VER) || defined (__GNUC__) && !defined(vxWorks)
# include <wchar.h>
# ifndef WCHAR_MIN
# define WCHAR_MIN 0
# endif
# ifndef WCHAR_MAX
# define WCHAR_MAX ((wchar_t)-1)
# endif
#endif
/*
* Whatever piecemeal, per compiler/platform thing we can do about the
* (u)intptr_t types and limits.
*/
#if (defined (_MSC_VER) && defined (_UINTPTR_T_DEFINED)) || defined (_UINTPTR_T)
# define STDINT_H_UINTPTR_T_DEFINED
#endif
#ifndef STDINT_H_UINTPTR_T_DEFINED
# if defined (__alpha__) || defined (__ia64__) || defined (__x86_64__) || defined (_WIN64) || defined (__ppc64__)
# define stdint_intptr_bits 64
# elif defined (__WATCOMC__) || defined (__TURBOC__)
# if defined(__TINY__) || defined(__SMALL__) || defined(__MEDIUM__)
# define stdint_intptr_bits 16
# else
# define stdint_intptr_bits 32
# endif
# elif defined (__i386__) || defined (_WIN32) || defined (WIN32) || defined (__ppc64__)
# define stdint_intptr_bits 32
# elif defined (__INTEL_COMPILER)
/* TODO -- what did Intel do about x86-64? */
# else
/* #error "This platform might not be supported yet" */
# endif
# ifdef stdint_intptr_bits
# define stdint_intptr_glue3_i(a,b,c) a##b##c
# define stdint_intptr_glue3(a,b,c) stdint_intptr_glue3_i(a,b,c)
# ifndef PRINTF_INTPTR_MODIFIER
# define PRINTF_INTPTR_MODIFIER stdint_intptr_glue3(PRINTF_INT,stdint_intptr_bits,_MODIFIER)
# endif
# ifndef PTRDIFF_MAX
# define PTRDIFF_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef PTRDIFF_MIN
# define PTRDIFF_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef UINTPTR_MAX
# define UINTPTR_MAX stdint_intptr_glue3(UINT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MAX
# define INTPTR_MAX stdint_intptr_glue3(INT,stdint_intptr_bits,_MAX)
# endif
# ifndef INTPTR_MIN
# define INTPTR_MIN stdint_intptr_glue3(INT,stdint_intptr_bits,_MIN)
# endif
# ifndef INTPTR_C
# define INTPTR_C(x) stdint_intptr_glue3(INT,stdint_intptr_bits,_C)(x)
# endif
# ifndef UINTPTR_C
# define UINTPTR_C(x) stdint_intptr_glue3(UINT,stdint_intptr_bits,_C)(x)
# endif
typedef stdint_intptr_glue3(uint,stdint_intptr_bits,_t) uintptr_t;
typedef stdint_intptr_glue3( int,stdint_intptr_bits,_t) intptr_t;
# else
/* TODO -- This following is likely wrong for some platforms, and does
nothing for the definition of uintptr_t. */
typedef ptrdiff_t intptr_t;
# endif
# define STDINT_H_UINTPTR_T_DEFINED
#endif
/*
* Assumes sig_atomic_t is signed and we have a 2s complement machine.
*/
#ifndef SIG_ATOMIC_MAX
# define SIG_ATOMIC_MAX ((((sig_atomic_t) 1) << (sizeof (sig_atomic_t)*CHAR_BIT-1)) - 1)
#endif
#endif
#if defined (__TEST_PSTDINT_FOR_CORRECTNESS)
/*
* Please compile with the maximum warning settings to make sure macros are
* not defined more than once.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#define glue3_aux(x,y,z) x ## y ## z
#define glue3(x,y,z) glue3_aux(x,y,z)
#define DECLU(bits) glue3(uint,bits,_t) glue3(u,bits,) = glue3(UINT,bits,_C) (0);
#define DECLI(bits) glue3(int,bits,_t) glue3(i,bits,) = glue3(INT,bits,_C) (0);
#define DECL(us,bits) glue3(DECL,us,) (bits)
#define TESTUMAX(bits) glue3(u,bits,) = ~glue3(u,bits,); if (glue3(UINT,bits,_MAX) != glue3(u,bits,)) printf ("Something wrong with UINT%d_MAX\n", bits)
#define REPORTERROR(msg) { err_n++; if (err_first <= 0) err_first = __LINE__; printf msg; }
int main () {
int err_n = 0;
int err_first = 0;
DECL(I,8)
DECL(U,8)
DECL(I,16)
DECL(U,16)
DECL(I,32)
DECL(U,32)
#ifdef INT64_MAX
DECL(I,64)
DECL(U,64)
#endif
intmax_t imax = INTMAX_C(0);
uintmax_t umax = UINTMAX_C(0);
char str0[256], str1[256];
sprintf (str0, "%" PRINTF_INT32_MODIFIER "d", INT32_C(2147483647));
if (0 != strcmp (str0, "2147483647")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str0));
if (atoi(PRINTF_INT32_DEC_WIDTH) != (int) strlen(str0)) REPORTERROR (("Something wrong with PRINTF_INT32_DEC_WIDTH : %s\n", PRINTF_INT32_DEC_WIDTH));
sprintf (str0, "%" PRINTF_INT32_MODIFIER "u", UINT32_C(4294967295));
if (0 != strcmp (str0, "4294967295")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str0));
if (atoi(PRINTF_UINT32_DEC_WIDTH) != (int) strlen(str0)) REPORTERROR (("Something wrong with PRINTF_UINT32_DEC_WIDTH : %s\n", PRINTF_UINT32_DEC_WIDTH));
#ifdef INT64_MAX
sprintf (str1, "%" PRINTF_INT64_MODIFIER "d", INT64_C(9223372036854775807));
if (0 != strcmp (str1, "9223372036854775807")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str1));
if (atoi(PRINTF_INT64_DEC_WIDTH) != (int) strlen(str1)) REPORTERROR (("Something wrong with PRINTF_INT64_DEC_WIDTH : %s, %d\n", PRINTF_INT64_DEC_WIDTH, (int) strlen(str1)));
sprintf (str1, "%" PRINTF_INT64_MODIFIER "u", UINT64_C(18446744073709550591));
if (0 != strcmp (str1, "18446744073709550591")) REPORTERROR (("Something wrong with PRINTF_INT32_MODIFIER : %s\n", str1));
if (atoi(PRINTF_UINT64_DEC_WIDTH) != (int) strlen(str1)) REPORTERROR (("Something wrong with PRINTF_UINT64_DEC_WIDTH : %s, %d\n", PRINTF_UINT64_DEC_WIDTH, (int) strlen(str1)));
#endif
sprintf (str0, "%d %x\n", 0, ~0);
sprintf (str1, "%d %x\n", i8, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i8 : %s\n", str1));
sprintf (str1, "%u %x\n", u8, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u8 : %s\n", str1));
sprintf (str1, "%d %x\n", i16, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i16 : %s\n", str1));
sprintf (str1, "%u %x\n", u16, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u16 : %s\n", str1));
sprintf (str1, "%" PRINTF_INT32_MODIFIER "d %x\n", i32, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i32 : %s\n", str1));
sprintf (str1, "%" PRINTF_INT32_MODIFIER "u %x\n", u32, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with u32 : %s\n", str1));
#ifdef INT64_MAX
sprintf (str1, "%" PRINTF_INT64_MODIFIER "d %x\n", i64, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with i64 : %s\n", str1));
#endif
sprintf (str1, "%" PRINTF_INTMAX_MODIFIER "d %x\n", imax, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with imax : %s\n", str1));
sprintf (str1, "%" PRINTF_INTMAX_MODIFIER "u %x\n", umax, ~0);
if (0 != strcmp (str0, str1)) REPORTERROR (("Something wrong with umax : %s\n", str1));
TESTUMAX(8);
TESTUMAX(16);
TESTUMAX(32);
#ifdef INT64_MAX
TESTUMAX(64);
#endif
#define STR(v) #v
#define Q(v) printf ("sizeof " STR(v) " = %u\n", (unsigned) sizeof (v));
if (err_n) {
printf ("pstdint.h is not correct. Please use sizes below to correct it:\n");
}
Q(int)
Q(unsigned)
Q(long int)
Q(short int)
Q(int8_t)
Q(int16_t)
Q(int32_t)
#ifdef INT64_MAX
Q(int64_t)
#endif
return EXIT_SUCCESS;
}
#endif

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@ -0,0 +1,43 @@
// ===============================================================================
// May be included multiple times - sets structure packing to 1
// for all supported compilers. #include <poppack1.h> reverts the changes.
//
// Currently this works on the following compilers:
// MSVC 7,8,9
// GCC
// BORLAND (complains about 'pack state changed but not reverted', but works)
// Clang
//
//
// USAGE:
//
// struct StructToBePacked {
// } PACK_STRUCT;
//
// ===============================================================================
#ifdef AI_PUSHPACK_IS_DEFINED
# error poppack1.h must be included after pushpack1.h
#endif
#if defined(_MSC_VER) || defined(__BORLANDC__) || defined (__BCPLUSPLUS__)
# pragma pack(push,1)
# define PACK_STRUCT
#elif defined( __GNUC__ ) || defined(__clang__)
# if !defined(HOST_MINGW)
# define PACK_STRUCT __attribute__((__packed__))
# else
# define PACK_STRUCT __attribute__((gcc_struct, __packed__))
# endif
#else
# error Compiler not supported
#endif
#if defined(_MSC_VER)
// C4103: Packing was changed after the inclusion of the header, probably missing #pragma pop
# pragma warning (disable : 4103)
#endif
#define AI_PUSHPACK_IS_DEFINED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file CreateAnimMesh.h
* Create AnimMesh from Mesh
*/
#ifndef INCLUDED_AI_CREATE_ANIM_MESH_H
#define INCLUDED_AI_CREATE_ANIM_MESH_H
#include <assimp/mesh.h>
namespace Assimp {
/** Create aiAnimMesh from aiMesh. */
ASSIMP_API aiAnimMesh *aiCreateAnimMesh(const aiMesh *mesh);
} // end of namespace Assimp
#endif // INCLUDED_AI_CREATE_ANIM_MESH_H

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Default file I/O using fXXX()-family of functions */
#ifndef AI_DEFAULTIOSTREAM_H_INC
#define AI_DEFAULTIOSTREAM_H_INC
#include <stdio.h>
#include <assimp/IOStream.hpp>
#include <assimp/importerdesc.h>
#include <assimp/Defines.h>
namespace Assimp {
// ----------------------------------------------------------------------------------
//! @class DefaultIOStream
//! @brief Default IO implementation, use standard IO operations
//! @note An instance of this class can exist without a valid file handle
//! attached to it. All calls fail, but the instance can nevertheless be
//! used with no restrictions.
class ASSIMP_API DefaultIOStream : public IOStream
{
friend class DefaultIOSystem;
#if __ANDROID__
# if __ANDROID_API__ > 9
# if defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)
friend class AndroidJNIIOSystem;
# endif // defined(AI_CONFIG_ANDROID_JNI_ASSIMP_MANAGER_SUPPORT)
# endif // __ANDROID_API__ > 9
#endif // __ANDROID__
protected:
DefaultIOStream() AI_NO_EXCEPT;
DefaultIOStream(FILE* pFile, const std::string &strFilename);
public:
/** Destructor public to allow simple deletion to close the file. */
~DefaultIOStream ();
// -------------------------------------------------------------------
/// Read from stream
size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount);
// -------------------------------------------------------------------
/// Write to stream
size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount);
// -------------------------------------------------------------------
/// Seek specific position
aiReturn Seek(size_t pOffset,
aiOrigin pOrigin);
// -------------------------------------------------------------------
/// Get current seek position
size_t Tell() const;
// -------------------------------------------------------------------
/// Get size of file
size_t FileSize() const;
// -------------------------------------------------------------------
/// Flush file contents
void Flush();
private:
// File data-structure, using clib
FILE* mFile;
// Filename
std::string mFilename;
// Cached file size
mutable size_t mCachedSize;
};
// ----------------------------------------------------------------------------------
inline
DefaultIOStream::DefaultIOStream() AI_NO_EXCEPT
: mFile(nullptr)
, mFilename("")
, mCachedSize(SIZE_MAX) {
// empty
}
// ----------------------------------------------------------------------------------
inline
DefaultIOStream::DefaultIOStream (FILE* pFile, const std::string &strFilename)
: mFile(pFile)
, mFilename(strFilename)
, mCachedSize(SIZE_MAX) {
// empty
}
// ----------------------------------------------------------------------------------
} // ns assimp
#endif //!!AI_DEFAULTIOSTREAM_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file Default implementation of IOSystem using the standard C file functions */
#ifndef AI_DEFAULTIOSYSTEM_H_INC
#define AI_DEFAULTIOSYSTEM_H_INC
#include <assimp/IOSystem.hpp>
namespace Assimp {
// ---------------------------------------------------------------------------
/** Default implementation of IOSystem using the standard C file functions */
class ASSIMP_API DefaultIOSystem : public IOSystem {
public:
// -------------------------------------------------------------------
/** Tests for the existence of a file at the given path. */
bool Exists( const char* pFile) const;
// -------------------------------------------------------------------
/** Returns the directory separator. */
char getOsSeparator() const;
// -------------------------------------------------------------------
/** Open a new file with a given path. */
IOStream* Open( const char* pFile, const char* pMode = "rb");
// -------------------------------------------------------------------
/** Closes the given file and releases all resources associated with it. */
void Close( IOStream* pFile);
// -------------------------------------------------------------------
/** Compare two paths */
bool ComparePaths (const char* one, const char* second) const;
/** @brief get the file name of a full filepath
* example: /tmp/archive.tar.gz -> archive.tar.gz
*/
static std::string fileName( const std::string &path );
/** @brief get the complete base name of a full filepath
* example: /tmp/archive.tar.gz -> archive.tar
*/
static std::string completeBaseName( const std::string &path);
/** @brief get the path of a full filepath
* example: /tmp/archive.tar.gz -> /tmp/
*/
static std::string absolutePath( const std::string &path);
};
} //!ns Assimp
#endif //AI_DEFAULTIOSYSTEM_H_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
/** @file DefaultLogger.hpp
*/
#ifndef INCLUDED_AI_DEFAULTLOGGER
#define INCLUDED_AI_DEFAULTLOGGER
#include "Logger.hpp"
#include "LogStream.hpp"
#include "NullLogger.hpp"
#include <vector>
namespace Assimp {
// ------------------------------------------------------------------------------------
class IOStream;
struct LogStreamInfo;
/** default name of logfile */
#define ASSIMP_DEFAULT_LOG_NAME "AssimpLog.txt"
// ------------------------------------------------------------------------------------
/** @brief CPP-API: Primary logging facility of Assimp.
*
* The library stores its primary #Logger as a static member of this class.
* #get() returns this primary logger. By default the underlying implementation is
* just a #NullLogger which rejects all log messages. By calling #create(), logging
* is turned on. To capture the log output multiple log streams (#LogStream) can be
* attach to the logger. Some default streams for common streaming locations (such as
* a file, std::cout, OutputDebugString()) are also provided.
*
* If you wish to customize the logging at an even deeper level supply your own
* implementation of #Logger to #set().
* @note The whole logging stuff causes a small extra overhead for all imports. */
class ASSIMP_API DefaultLogger :
public Logger {
public:
// ----------------------------------------------------------------------
/** @brief Creates a logging instance.
* @param name Name for log file. Only valid in combination
* with the aiDefaultLogStream_FILE flag.
* @param severity Log severity, VERBOSE turns on debug messages
* @param defStreams Default log streams to be attached. Any bitwise
* combination of the aiDefaultLogStream enumerated values.
* If #aiDefaultLogStream_FILE is specified but an empty string is
* passed for 'name', no log file is created at all.
* @param io IOSystem to be used to open external files (such as the
* log file). Pass NULL to rely on the default implementation.
* This replaces the default #NullLogger with a #DefaultLogger instance. */
static Logger *create(const char* name = ASSIMP_DEFAULT_LOG_NAME,
LogSeverity severity = NORMAL,
unsigned int defStreams = aiDefaultLogStream_DEBUGGER | aiDefaultLogStream_FILE,
IOSystem* io = NULL);
// ----------------------------------------------------------------------
/** @brief Setup a custom #Logger implementation.
*
* Use this if the provided #DefaultLogger class doesn't fit into
* your needs. If the provided message formatting is OK for you,
* it's much easier to use #create() and to attach your own custom
* output streams to it.
* @param logger Pass NULL to setup a default NullLogger*/
static void set (Logger *logger);
// ----------------------------------------------------------------------
/** @brief Getter for singleton instance
* @return Only instance. This is never null, but it could be a
* NullLogger. Use isNullLogger to check this.*/
static Logger *get();
// ----------------------------------------------------------------------
/** @brief Return whether a #NullLogger is currently active
* @return true if the current logger is a #NullLogger.
* Use create() or set() to setup a logger that does actually do
* something else than just rejecting all log messages. */
static bool isNullLogger();
// ----------------------------------------------------------------------
/** @brief Kills the current singleton logger and replaces it with a
* #NullLogger instance. */
static void kill();
// ----------------------------------------------------------------------
/** @copydoc Logger::attachStream */
bool attachStream(LogStream *pStream,
unsigned int severity);
// ----------------------------------------------------------------------
/** @copydoc Logger::detatchStream */
bool detatchStream(LogStream *pStream,
unsigned int severity);
private:
// ----------------------------------------------------------------------
/** @briefPrivate construction for internal use by create().
* @param severity Logging granularity */
explicit DefaultLogger(LogSeverity severity);
// ----------------------------------------------------------------------
/** @briefDestructor */
~DefaultLogger();
/** @brief Logs debug infos, only been written when severity level VERBOSE is set */
void OnDebug(const char* message);
/** @brief Logs an info message */
void OnInfo(const char* message);
/** @brief Logs a warning message */
void OnWarn(const char* message);
/** @brief Logs an error message */
void OnError(const char* message);
// ----------------------------------------------------------------------
/** @brief Writes a message to all streams */
void WriteToStreams(const char* message, ErrorSeverity ErrorSev );
// ----------------------------------------------------------------------
/** @brief Returns the thread id.
* @note This is an OS specific feature, if not supported, a
* zero will be returned.
*/
unsigned int GetThreadID();
private:
// Aliases for stream container
typedef std::vector<LogStreamInfo*> StreamArray;
typedef std::vector<LogStreamInfo*>::iterator StreamIt;
typedef std::vector<LogStreamInfo*>::const_iterator ConstStreamIt;
//! only logging instance
static Logger *m_pLogger;
static NullLogger s_pNullLogger;
//! Attached streams
StreamArray m_StreamArray;
bool noRepeatMsg;
char lastMsg[MAX_LOG_MESSAGE_LENGTH*2];
size_t lastLen;
};
// ------------------------------------------------------------------------------------
} // Namespace Assimp
#endif // !! INCLUDED_AI_DEFAULTLOGGER

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2012, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
// We need those constants, workaround for any platforms where nobody defined them yet
#if (!defined SIZE_MAX)
# define SIZE_MAX (~((size_t)0))
#endif
#if (!defined UINT_MAX)
# define UINT_MAX (~((unsigned int)0))
#endif

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2008, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef INCLUDED_EXCEPTIONAL_H
#define INCLUDED_EXCEPTIONAL_H
#include <stdexcept>
#include <assimp/DefaultIOStream.h>
using std::runtime_error;
#ifdef _MSC_VER
# pragma warning(disable : 4275)
#endif
// ---------------------------------------------------------------------------
/** FOR IMPORTER PLUGINS ONLY: Simple exception class to be thrown if an
* unrecoverable error occurs while importing. Loading APIs return
* NULL instead of a valid aiScene then. */
class DeadlyImportError
: public runtime_error
{
public:
/** Constructor with arguments */
explicit DeadlyImportError( const std::string& errorText)
: runtime_error(errorText)
{
}
private:
};
typedef DeadlyImportError DeadlyExportError;
#ifdef _MSC_VER
# pragma warning(default : 4275)
#endif
// ---------------------------------------------------------------------------
template <typename T>
struct ExceptionSwallower {
T operator ()() const {
return T();
}
};
// ---------------------------------------------------------------------------
template <typename T>
struct ExceptionSwallower<T*> {
T* operator ()() const {
return NULL;
}
};
// ---------------------------------------------------------------------------
template <>
struct ExceptionSwallower<aiReturn> {
aiReturn operator ()() const {
try {
throw;
}
catch (std::bad_alloc&) {
return aiReturn_OUTOFMEMORY;
}
catch (...) {
return aiReturn_FAILURE;
}
}
};
// ---------------------------------------------------------------------------
template <>
struct ExceptionSwallower<void> {
void operator ()() const {
return;
}
};
#define ASSIMP_BEGIN_EXCEPTION_REGION()\
{\
try {
#define ASSIMP_END_EXCEPTION_REGION(type)\
} catch(...) {\
return ExceptionSwallower<type>()();\
}\
}
#endif // INCLUDED_EXCEPTIONAL_H

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file Exporter.hpp
* @brief Defines the CPP-API for the Assimp export interface
*/
#pragma once
#ifndef AI_EXPORT_HPP_INC
#define AI_EXPORT_HPP_INC
#ifndef ASSIMP_BUILD_NO_EXPORT
#include "cexport.h"
#include <map>
namespace Assimp {
class ExporterPimpl;
class IOSystem;
class ProgressHandler;
// ----------------------------------------------------------------------------------
/** CPP-API: The Exporter class forms an C++ interface to the export functionality
* of the Open Asset Import Library. Note that the export interface is available
* only if Assimp has been built with ASSIMP_BUILD_NO_EXPORT not defined.
*
* The interface is modeled after the importer interface and mostly
* symmetric. The same rules for threading etc. apply.
*
* In a nutshell, there are two export interfaces: #Export, which writes the
* output file(s) either to the regular file system or to a user-supplied
* #IOSystem, and #ExportToBlob which returns a linked list of memory
* buffers (blob), each referring to one output file (in most cases
* there will be only one output file of course, but this extra complexity is
* needed since Assimp aims at supporting a wide range of file formats).
*
* #ExportToBlob is especially useful if you intend to work
* with the data in-memory.
*/
class ASSIMP_API ExportProperties;
class ASSIMP_API Exporter {
public:
/** Function pointer type of a Export worker function */
typedef void (*fpExportFunc)(const char*, IOSystem*, const aiScene*, const ExportProperties*);
/** Internal description of an Assimp export format option */
struct ExportFormatEntry {
/// Public description structure to be returned by aiGetExportFormatDescription()
aiExportFormatDesc mDescription;
// Worker function to do the actual exporting
fpExportFunc mExportFunction;
// Post-processing steps to be executed PRIOR to invoking mExportFunction
unsigned int mEnforcePP;
// Constructor to fill all entries
ExportFormatEntry( const char* pId, const char* pDesc, const char* pExtension, fpExportFunc pFunction, unsigned int pEnforcePP = 0u)
{
mDescription.id = pId;
mDescription.description = pDesc;
mDescription.fileExtension = pExtension;
mExportFunction = pFunction;
mEnforcePP = pEnforcePP;
}
ExportFormatEntry() :
mExportFunction()
, mEnforcePP()
{
mDescription.id = NULL;
mDescription.description = NULL;
mDescription.fileExtension = NULL;
}
};
/**
* @brief The class constructor.
*/
Exporter();
/**
* @brief The class destructor.
*/
~Exporter();
// -------------------------------------------------------------------
/** Supplies a custom IO handler to the exporter to use to open and
* access files.
*
* If you need #Export to use custom IO logic to access the files,
* you need to supply a custom implementation of IOSystem and
* IOFile to the exporter.
*
* #Exporter takes ownership of the object and will destroy it
* afterwards. The previously assigned handler will be deleted.
* Pass NULL to take again ownership of your IOSystem and reset Assimp
* to use its default implementation, which uses plain file IO.
*
* @param pIOHandler The IO handler to be used in all file accesses
* of the Importer. */
void SetIOHandler( IOSystem* pIOHandler);
// -------------------------------------------------------------------
/** Retrieves the IO handler that is currently set.
* You can use #IsDefaultIOHandler() to check whether the returned
* interface is the default IO handler provided by ASSIMP. The default
* handler is active as long the application doesn't supply its own
* custom IO handler via #SetIOHandler().
* @return A valid IOSystem interface, never NULL. */
IOSystem* GetIOHandler() const;
// -------------------------------------------------------------------
/** Checks whether a default IO handler is active
* A default handler is active as long the application doesn't
* supply its own custom IO handler via #SetIOHandler().
* @return true by default */
bool IsDefaultIOHandler() const;
// -------------------------------------------------------------------
/** Supplies a custom progress handler to the exporter. This
* interface exposes an #Update() callback, which is called
* more or less periodically (please don't sue us if it
* isn't as periodically as you'd like it to have ...).
* This can be used to implement progress bars and loading
* timeouts.
* @param pHandler Progress callback interface. Pass nullptr to
* disable progress reporting.
* @note Progress handlers can be used to abort the loading
* at almost any time.*/
void SetProgressHandler(ProgressHandler* pHandler);
// -------------------------------------------------------------------
/** Exports the given scene to a chosen file format. Returns the exported
* data as a binary blob which you can write into a file or something.
* When you're done with the data, simply let the #Exporter instance go
* out of scope to have it released automatically.
* @param pScene The scene to export. Stays in possession of the caller,
* is not changed by the function.
* @param pFormatId ID string to specify to which format you want to
* export to. Use
* #GetExportFormatCount / #GetExportFormatDescription to learn which
* export formats are available.
* @param pPreprocessing See the documentation for #Export
* @return the exported data or NULL in case of error.
* @note If the Exporter instance did already hold a blob from
* a previous call to #ExportToBlob, it will be disposed.
* Any IO handlers set via #SetIOHandler are ignored here.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene. */
const aiExportDataBlob* ExportToBlob(const aiScene* pScene, const char* pFormatId,
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);
const aiExportDataBlob* ExportToBlob( const aiScene* pScene, const std::string& pFormatId,
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);
// -------------------------------------------------------------------
/** Convenience function to export directly to a file. Use
* #SetIOSystem to supply a custom IOSystem to gain fine-grained control
* about the output data flow of the export process.
* @param pBlob A data blob obtained from a previous call to #aiExportScene. Must not be NULL.
* @param pPath Full target file name. Target must be accessible.
* @param pPreprocessing Accepts any choice of the #aiPostProcessSteps enumerated
* flags, but in reality only a subset of them makes sense here. Specifying
* 'preprocessing' flags is useful if the input scene does not conform to
* Assimp's default conventions as specified in the @link data Data Structures Page @endlink.
* In short, this means the geometry data should use a right-handed coordinate systems, face
* winding should be counter-clockwise and the UV coordinate origin is assumed to be in
* the upper left. The #aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder flags are used in the import side to allow users
* to have those defaults automatically adapted to their conventions. Specifying those flags
* for exporting has the opposite effect, respectively. Some other of the
* #aiPostProcessSteps enumerated values may be useful as well, but you'll need
* to try out what their effect on the exported file is. Many formats impose
* their own restrictions on the structure of the geometry stored therein,
* so some preprocessing may have little or no effect at all, or may be
* redundant as exporters would apply them anyhow. A good example
* is triangulation - whilst you can enforce it by specifying
* the #aiProcess_Triangulate flag, most export formats support only
* triangulate data so they would run the step even if it wasn't requested.
*
* If assimp detects that the input scene was directly taken from the importer side of
* the library (i.e. not copied using aiCopyScene and potentially modified afterwards),
* any post-processing steps already applied to the scene will not be applied again, unless
* they show non-idempotent behavior (#aiProcess_MakeLeftHanded, #aiProcess_FlipUVs and
* #aiProcess_FlipWindingOrder).
* @return AI_SUCCESS if everything was fine.
* @note Use aiCopyScene() to get a modifiable copy of a previously
* imported scene.*/
aiReturn Export( const aiScene* pScene, const char* pFormatId, const char* pPath,
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);
aiReturn Export( const aiScene* pScene, const std::string& pFormatId, const std::string& pPath,
unsigned int pPreprocessing = 0u, const ExportProperties* pProperties = nullptr);
// -------------------------------------------------------------------
/** Returns an error description of an error that occurred in #Export
* or #ExportToBlob
*
* Returns an empty string if no error occurred.
* @return A description of the last error, an empty string if no
* error occurred. The string is never NULL.
*
* @note The returned function remains valid until one of the
* following methods is called: #Export, #ExportToBlob, #FreeBlob */
const char* GetErrorString() const;
// -------------------------------------------------------------------
/** Return the blob obtained from the last call to #ExportToBlob */
const aiExportDataBlob* GetBlob() const;
// -------------------------------------------------------------------
/** Orphan the blob from the last call to #ExportToBlob. This means
* the caller takes ownership and is thus responsible for calling
* the C API function #aiReleaseExportBlob to release it. */
const aiExportDataBlob* GetOrphanedBlob() const;
// -------------------------------------------------------------------
/** Frees the current blob.
*
* The function does nothing if no blob has previously been
* previously produced via #ExportToBlob. #FreeBlob is called
* automatically by the destructor. The only reason to call
* it manually would be to reclaim as much storage as possible
* without giving up the #Exporter instance yet. */
void FreeBlob( );
// -------------------------------------------------------------------
/** Returns the number of export file formats available in the current
* Assimp build. Use #Exporter::GetExportFormatDescription to
* retrieve infos of a specific export format.
*
* This includes built-in exporters as well as exporters registered
* using #RegisterExporter.
**/
size_t GetExportFormatCount() const;
// -------------------------------------------------------------------
/** Returns a description of the nth export file format. Use #
* #Exporter::GetExportFormatCount to learn how many export
* formats are supported.
*
* The returned pointer is of static storage duration if the
* pIndex pertains to a built-in exporter (i.e. one not registered
* via #RegistrerExporter). It is restricted to the life-time of the
* #Exporter instance otherwise.
*
* @param pIndex Index of the export format to retrieve information
* for. Valid range is 0 to #Exporter::GetExportFormatCount
* @return A description of that specific export format.
* NULL if pIndex is out of range. */
const aiExportFormatDesc* GetExportFormatDescription( size_t pIndex ) const;
// -------------------------------------------------------------------
/** Register a custom exporter. Custom export formats are limited to
* to the current #Exporter instance and do not affect the
* library globally. The indexes under which the format's
* export format description can be queried are assigned
* monotonously.
* @param desc Exporter description.
* @return aiReturn_SUCCESS if the export format was successfully
* registered. A common cause that would prevent an exporter
* from being registered is that its format id is already
* occupied by another format. */
aiReturn RegisterExporter(const ExportFormatEntry& desc);
// -------------------------------------------------------------------
/** Remove an export format previously registered with #RegisterExporter
* from the #Exporter instance (this can also be used to drop
* built-in exporters because those are implicitly registered
* using #RegisterExporter).
* @param id Format id to be unregistered, this refers to the
* 'id' field of #aiExportFormatDesc.
* @note Calling this method on a format description not yet registered
* has no effect.*/
void UnregisterExporter(const char* id);
protected:
// Just because we don't want you to know how we're hacking around.
ExporterPimpl* pimpl;
};
class ASSIMP_API ExportProperties {
public:
// Data type to store the key hash
typedef unsigned int KeyType;
// typedefs for our four configuration maps.
// We don't need more, so there is no need for a generic solution
typedef std::map<KeyType, int> IntPropertyMap;
typedef std::map<KeyType, ai_real> FloatPropertyMap;
typedef std::map<KeyType, std::string> StringPropertyMap;
typedef std::map<KeyType, aiMatrix4x4> MatrixPropertyMap;
public:
/** Standard constructor
* @see ExportProperties()
*/
ExportProperties();
// -------------------------------------------------------------------
/** Copy constructor.
*
* This copies the configuration properties of another ExportProperties.
* @see ExportProperties(const ExportProperties& other)
*/
ExportProperties(const ExportProperties& other);
// -------------------------------------------------------------------
/** Set an integer configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX and are simple strings).
* @param iValue New value of the property
* @return true if the property was set before. The new value replaces
* the previous value in this case.
* @note Property of different types (float, int, string ..) are kept
* on different stacks, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
bool SetPropertyInteger(const char* szName, int iValue);
// -------------------------------------------------------------------
/** Set a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see SetPropertyInteger()
*/
bool SetPropertyBool(const char* szName, bool value) {
return SetPropertyInteger(szName,value);
}
// -------------------------------------------------------------------
/** Set a floating-point configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyFloat(const char* szName, ai_real fValue);
// -------------------------------------------------------------------
/** Set a string configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyString(const char* szName, const std::string& sValue);
// -------------------------------------------------------------------
/** Set a matrix configuration property.
* @see SetPropertyInteger()
*/
bool SetPropertyMatrix(const char* szName, const aiMatrix4x4& sValue);
// -------------------------------------------------------------------
/** Get a configuration property.
* @param szName Name of the property. All supported properties
* are defined in the aiConfig.g header (all constants share the
* prefix AI_CONFIG_XXX).
* @param iErrorReturn Value that is returned if the property
* is not found.
* @return Current value of the property
* @note Property of different types (float, int, string ..) are kept
* on different lists, so calling SetPropertyInteger() for a
* floating-point property has no effect - the loader will call
* GetPropertyFloat() to read the property, but it won't be there.
*/
int GetPropertyInteger(const char* szName,
int iErrorReturn = 0xffffffff) const;
// -------------------------------------------------------------------
/** Get a boolean configuration property. Boolean properties
* are stored on the integer stack internally so it's possible
* to set them via #SetPropertyBool and query them with
* #GetPropertyBool and vice versa.
* @see GetPropertyInteger()
*/
bool GetPropertyBool(const char* szName, bool bErrorReturn = false) const {
return GetPropertyInteger(szName,bErrorReturn)!=0;
}
// -------------------------------------------------------------------
/** Get a floating-point configuration property
* @see GetPropertyInteger()
*/
ai_real GetPropertyFloat(const char* szName,
ai_real fErrorReturn = 10e10f) const;
// -------------------------------------------------------------------
/** Get a string configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const std::string GetPropertyString(const char* szName,
const std::string& sErrorReturn = "") const;
// -------------------------------------------------------------------
/** Get a matrix configuration property
*
* The return value remains valid until the property is modified.
* @see GetPropertyInteger()
*/
const aiMatrix4x4 GetPropertyMatrix(const char* szName,
const aiMatrix4x4& sErrorReturn = aiMatrix4x4()) const;
// -------------------------------------------------------------------
/** Determine a integer configuration property has been set.
* @see HasPropertyInteger()
*/
bool HasPropertyInteger(const char* szName) const;
/** Determine a boolean configuration property has been set.
* @see HasPropertyBool()
*/
bool HasPropertyBool(const char* szName) const;
/** Determine a boolean configuration property has been set.
* @see HasPropertyFloat()
*/
bool HasPropertyFloat(const char* szName) const;
/** Determine a String configuration property has been set.
* @see HasPropertyString()
*/
bool HasPropertyString(const char* szName) const;
/** Determine a Matrix configuration property has been set.
* @see HasPropertyMatrix()
*/
bool HasPropertyMatrix(const char* szName) const;
protected:
/** List of integer properties */
IntPropertyMap mIntProperties;
/** List of floating-point properties */
FloatPropertyMap mFloatProperties;
/** List of string properties */
StringPropertyMap mStringProperties;
/** List of Matrix properties */
MatrixPropertyMap mMatrixProperties;
};
// ----------------------------------------------------------------------------------
inline
const aiExportDataBlob* Exporter::ExportToBlob( const aiScene* pScene, const std::string& pFormatId,
unsigned int pPreprocessing, const ExportProperties* pProperties)
{
return ExportToBlob(pScene,pFormatId.c_str(),pPreprocessing, pProperties);
}
// ----------------------------------------------------------------------------------
inline
aiReturn Exporter :: Export( const aiScene* pScene, const std::string& pFormatId,
const std::string& pPath, unsigned int pPreprocessing,
const ExportProperties* pProperties)
{
return Export(pScene,pFormatId.c_str(),pPath.c_str(),pPreprocessing, pProperties);
}
} // namespace Assimp
#endif // ASSIMP_BUILD_NO_EXPORT
#endif // AI_EXPORT_HPP_INC

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_GENERIC_PROPERTY_H_INCLUDED
#define AI_GENERIC_PROPERTY_H_INCLUDED
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include "Hash.h"
#include <map>
// ------------------------------------------------------------------------------------------------
template <class T>
inline
bool SetGenericProperty(std::map< unsigned int, T >& list,
const char* szName, const T& value) {
ai_assert(nullptr != szName);
const uint32_t hash = SuperFastHash(szName);
typename std::map<unsigned int, T>::iterator it = list.find(hash);
if (it == list.end()) {
list.insert(std::pair<unsigned int, T>( hash, value ));
return false;
}
(*it).second = value;
return true;
}
// ------------------------------------------------------------------------------------------------
template <class T>
inline
const T& GetGenericProperty(const std::map< unsigned int, T >& list,
const char* szName, const T& errorReturn) {
ai_assert(nullptr != szName);
const uint32_t hash = SuperFastHash(szName);
typename std::map<unsigned int, T>::const_iterator it = list.find(hash);
if (it == list.end()) {
return errorReturn;
}
return (*it).second;
}
// ------------------------------------------------------------------------------------------------
// Special version for pointer types - they will be deleted when replaced with another value
// passing NULL removes the whole property
template <class T>
inline
void SetGenericPropertyPtr(std::map< unsigned int, T* >& list,
const char* szName, T* value, bool* bWasExisting = nullptr ) {
ai_assert(nullptr != szName);
const uint32_t hash = SuperFastHash(szName);
typename std::map<unsigned int, T*>::iterator it = list.find(hash);
if (it == list.end()) {
if (bWasExisting) {
*bWasExisting = false;
}
list.insert(std::pair<unsigned int,T*>( hash, value ));
return;
}
if ((*it).second != value) {
delete (*it).second;
(*it).second = value;
}
if (!value) {
list.erase(it);
}
if (bWasExisting) {
*bWasExisting = true;
}
}
// ------------------------------------------------------------------------------------------------
template <class T>
inline
bool HasGenericProperty(const std::map< unsigned int, T >& list,
const char* szName) {
ai_assert(nullptr != szName);
const uint32_t hash = SuperFastHash(szName);
typename std::map<unsigned int, T>::const_iterator it = list.find(hash);
if (it == list.end()) {
return false;
}
return true;
}
#endif // !! AI_GENERIC_PROPERTY_H_INCLUDED

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/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#ifndef AI_HASH_H_INCLUDED
#define AI_HASH_H_INCLUDED
#include <stdint.h>
#include <string.h>
// ------------------------------------------------------------------------------------------------
// Hashing function taken from
// http://www.azillionmonkeys.com/qed/hash.html
// (incremental version)
//
// This code is Copyright 2004-2008 by Paul Hsieh. It is used here in the belief that
// Assimp's license is considered compatible with Pauls's derivative license as specified
// on his web page.
//
// (stdint.h should have been been included here)
// ------------------------------------------------------------------------------------------------
#undef get16bits
#if (defined(__GNUC__) && defined(__i386__)) || defined(__WATCOMC__) \
|| defined(_MSC_VER) || defined (__BORLANDC__) || defined (__TURBOC__)
#define get16bits(d) (*((const uint16_t *) (d)))
#endif
#if !defined (get16bits)
#define get16bits(d) ((((uint32_t)(((const uint8_t *)(d))[1])) << 8)\
+(uint32_t)(((const uint8_t *)(d))[0]) )
#endif
// ------------------------------------------------------------------------------------------------
inline uint32_t SuperFastHash (const char * data, uint32_t len = 0, uint32_t hash = 0) {
uint32_t tmp;
int rem;
if (!data) return 0;
if (!len)len = (uint32_t)::strlen(data);
rem = len & 3;
len >>= 2;
/* Main loop */
for (;len > 0; len--) {
hash += get16bits (data);
tmp = (get16bits (data+2) << 11) ^ hash;
hash = (hash << 16) ^ tmp;
data += 2*sizeof (uint16_t);
hash += hash >> 11;
}
/* Handle end cases */
switch (rem) {
case 3: hash += get16bits (data);
hash ^= hash << 16;
hash ^= data[sizeof (uint16_t)] << 18;
hash += hash >> 11;
break;
case 2: hash += get16bits (data);
hash ^= hash << 11;
hash += hash >> 17;
break;
case 1: hash += *data;
hash ^= hash << 10;
hash += hash >> 1;
}
/* Force "avalanching" of final 127 bits */
hash ^= hash << 3;
hash += hash >> 5;
hash ^= hash << 4;
hash += hash >> 17;
hash ^= hash << 25;
hash += hash >> 6;
return hash;
}
#endif // !! AI_HASH_H_INCLUDED

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/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
/** @file IOStream.hpp
* @brief File I/O wrappers for C++.
*/
#pragma once
#ifndef AI_IOSTREAM_H_INC
#define AI_IOSTREAM_H_INC
#include "types.h"
#ifndef __cplusplus
# error This header requires C++ to be used. aiFileIO.h is the \
corresponding C interface.
#endif
namespace Assimp {
// ----------------------------------------------------------------------------------
/** @brief CPP-API: Class to handle file I/O for C++
*
* Derive an own implementation from this interface to provide custom IO handling
* to the Importer. If you implement this interface, be sure to also provide an
* implementation for IOSystem that creates instances of your custom IO class.
*/
class ASSIMP_API IOStream
#ifndef SWIG
: public Intern::AllocateFromAssimpHeap
#endif
{
protected:
/** Constructor protected, use IOSystem::Open() to create an instance. */
IOStream() AI_NO_EXCEPT;
public:
// -------------------------------------------------------------------
/** @brief Destructor. Deleting the object closes the underlying file,
* alternatively you may use IOSystem::Close() to release the file.
*/
virtual ~IOStream();
// -------------------------------------------------------------------
/** @brief Read from the file
*
* See fread() for more details
* This fails for write-only files */
virtual size_t Read(void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Write to the file
*
* See fwrite() for more details
* This fails for read-only files */
virtual size_t Write(const void* pvBuffer,
size_t pSize,
size_t pCount) = 0;
// -------------------------------------------------------------------
/** @brief Set the read/write cursor of the file
*
* Note that the offset is _negative_ for aiOrigin_END.
* See fseek() for more details */
virtual aiReturn Seek(size_t pOffset,
aiOrigin pOrigin) = 0;
// -------------------------------------------------------------------
/** @brief Get the current position of the read/write cursor
*
* See ftell() for more details */
virtual size_t Tell() const = 0;
// -------------------------------------------------------------------
/** @brief Returns filesize
* Returns the filesize. */
virtual size_t FileSize() const = 0;
// -------------------------------------------------------------------
/** @brief Flush the contents of the file buffer (for writers)
* See fflush() for more details.
*/
virtual void Flush() = 0;
}; //! class IOStream
// ----------------------------------------------------------------------------------
inline
IOStream::IOStream() AI_NO_EXCEPT {
// empty
}
// ----------------------------------------------------------------------------------
inline
IOStream::~IOStream() {
// empty
}
// ----------------------------------------------------------------------------------
} //!namespace Assimp
#endif //!!AI_IOSTREAM_H_INC

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#pragma once
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------
Copyright (c) 2006-2019, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the
following conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
----------------------------------------------------------------------
*/
#include <assimp/types.h>
#include <assimp/IOStream.hpp>
#include "ParsingUtils.h"
#include <vector>
namespace Assimp {
// ---------------------------------------------------------------------------
/**
* Implementation of a cached stream buffer.
*/
template<class T>
class IOStreamBuffer {
public:
/// @brief The class constructor.
IOStreamBuffer( size_t cache = 4096 * 4096 );
/// @brief The class destructor.
~IOStreamBuffer();
/// @brief Will open the cached access for a given stream.
/// @param stream The stream to cache.
/// @return true if successful.
bool open( IOStream *stream );
/// @brief Will close the cached access.
/// @return true if successful.
bool close();
/// @brief Returns the file-size.
/// @return The file-size.
size_t size() const;
/// @brief Returns the cache size.
/// @return The cache size.
size_t cacheSize() const;
/// @brief Will read the next block.
/// @return true if successful.
bool readNextBlock();
/// @brief Returns the number of blocks to read.
/// @return The number of blocks.
size_t getNumBlocks() const;
/// @brief Returns the current block index.
/// @return The current block index.
size_t getCurrentBlockIndex() const;
/// @brief Returns the current file pos.
/// @return The current file pos.
size_t getFilePos() const;
/// @brief Will read the next line.
/// @param buffer The buffer for the next line.
/// @return true if successful.
bool getNextDataLine( std::vector<T> &buffer, T continuationToken );
/// @brief Will read the next line ascii or binary end line char.
/// @param buffer The buffer for the next line.
/// @return true if successful.
bool getNextLine(std::vector<T> &buffer);
/// @brief Will read the next block.
/// @param buffer The buffer for the next block.
/// @return true if successful.
bool getNextBlock( std::vector<T> &buffer );
private:
IOStream *m_stream;
size_t m_filesize;
size_t m_cacheSize;
size_t m_numBlocks;
size_t m_blockIdx;
std::vector<T> m_cache;
size_t m_cachePos;
size_t m_filePos;
};
template<class T>
inline
IOStreamBuffer<T>::IOStreamBuffer( size_t cache )
: m_stream( nullptr )
, m_filesize( 0 )
, m_cacheSize( cache )
, m_numBlocks( 0 )
, m_blockIdx( 0 )
, m_cachePos( 0 )
, m_filePos( 0 ) {
m_cache.resize( cache );
std::fill( m_cache.begin(), m_cache.end(), '\n' );
}
template<class T>
inline
IOStreamBuffer<T>::~IOStreamBuffer() {
// empty
}
template<class T>
inline
bool IOStreamBuffer<T>::open( IOStream *stream ) {
// file still opened!
if ( nullptr != m_stream ) {
return false;
}
// Invalid stream pointer
if ( nullptr == stream ) {
return false;
}
m_stream = stream;
m_filesize = m_stream->FileSize();
if ( m_filesize == 0 ) {
return false;
}
if ( m_filesize < m_cacheSize ) {
m_cacheSize = m_filesize;
}
m_numBlocks = m_filesize / m_cacheSize;
if ( ( m_filesize % m_cacheSize ) > 0 ) {
m_numBlocks++;
}
return true;
}
template<class T>
inline
bool IOStreamBuffer<T>::close() {
if ( nullptr == m_stream ) {
return false;
}
// init counters and state vars
m_stream = nullptr;
m_filesize = 0;
m_numBlocks = 0;
m_blockIdx = 0;
m_cachePos = 0;
m_filePos = 0;
return true;
}
template<class T>
inline
size_t IOStreamBuffer<T>::size() const {
return m_filesize;
}
template<class T>
inline
size_t IOStreamBuffer<T>::cacheSize() const {
return m_cacheSize;
}
template<class T>
inline
bool IOStreamBuffer<T>::readNextBlock() {
m_stream->Seek( m_filePos, aiOrigin_SET );
size_t readLen = m_stream->Read( &m_cache[ 0 ], sizeof( T ), m_cacheSize );
if ( readLen == 0 ) {
return false;
}
if ( readLen < m_cacheSize ) {
m_cacheSize = readLen;
}
m_filePos += m_cacheSize;
m_cachePos = 0;
m_blockIdx++;
return true;
}
template<class T>
inline
size_t IOStreamBuffer<T>::getNumBlocks() const {
return m_numBlocks;
}
template<class T>
inline
size_t IOStreamBuffer<T>::getCurrentBlockIndex() const {
return m_blockIdx;
}
template<class T>
inline
size_t IOStreamBuffer<T>::getFilePos() const {
return m_filePos;
}
template<class T>
inline
bool IOStreamBuffer<T>::getNextDataLine( std::vector<T> &buffer, T continuationToken ) {
buffer.resize( m_cacheSize );
if ( m_cachePos >= m_cacheSize || 0 == m_filePos ) {
if ( !readNextBlock() ) {
return false;
}
}
bool continuationFound( false );
size_t i = 0;
for( ;; ) {
if ( continuationToken == m_cache[ m_cachePos ] ) {
continuationFound = true;
++m_cachePos;
}
if ( IsLineEnd( m_cache[ m_cachePos ] ) ) {
if ( !continuationFound ) {
// the end of the data line
break;
} else {
// skip line end
while ( m_cache[m_cachePos] != '\n') {
++m_cachePos;
}
++m_cachePos;
continuationFound = false;
}
}
buffer[ i ] = m_cache[ m_cachePos ];
++m_cachePos;
++i;
if (m_cachePos >= size()) {
break;
}
if ( m_cachePos >= m_cacheSize ) {
if ( !readNextBlock() ) {
return false;
}
}
}
buffer[ i ] = '\n';
++m_cachePos;
return true;
}
static inline
bool isEndOfCache( size_t pos, size_t cacheSize ) {
return ( pos == cacheSize );
}
template<class T>
inline
bool IOStreamBuffer<T>::getNextLine(std::vector<T> &buffer) {
buffer.resize(m_cacheSize);
if ( isEndOfCache( m_cachePos, m_cacheSize ) || 0 == m_filePos) {
if (!readNextBlock()) {
return false;
}
}
if (IsLineEnd(m_cache[m_cachePos])) {
// skip line end
while (m_cache[m_cachePos] != '\n') {
++m_cachePos;
}
++m_cachePos;
if ( isEndOfCache( m_cachePos, m_cacheSize ) ) {
if ( !readNextBlock() ) {
return false;
}
}
}
size_t i( 0 );
while (!IsLineEnd(m_cache[ m_cachePos ])) {
buffer[i] = m_cache[ m_cachePos ];
++m_cachePos;
++i;
if (m_cachePos >= m_cacheSize) {
if (!readNextBlock()) {
return false;
}
}
}
buffer[i] = '\n';
++m_cachePos;
return true;
}
template<class T>
inline
bool IOStreamBuffer<T>::getNextBlock( std::vector<T> &buffer) {
// Return the last block-value if getNextLine was used before
if ( 0 != m_cachePos ) {
buffer = std::vector<T>( m_cache.begin() + m_cachePos, m_cache.end() );
m_cachePos = 0;
} else {
if ( !readNextBlock() ) {
return false;
}
buffer = std::vector<T>(m_cache.begin(), m_cache.end());
}
return true;
}
} // !ns Assimp

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