cireNeikual

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About cireNeikual

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  1. Hello all!   I am part of a Skype AI group. I am not the original creator of the group, but was given permission to attempt to recruit new members on these forums.   We are trying to work towards the development of strong AI. Crazy, right? Well, if you too have this goal, join our group to feel less crazy    We are very active, there are often thousands of messages a day. We have about 38 members right now. We do not only theorize, many of us have programming projects that are attempts at contributing to the field of AI. For instance, I am trying to use evolutionary algorithms to evolve the dynamics of a spiking neural network to accomplish reinforcement learning tasks.   If you would like to join, please add the creator of the group on Skype: chester.hercules.grant   What does this have to do with game development? Well, many of us believe that games are an excellent platform for testing AI, myself included. Also, right now games are mostly using weak AI techniques, but I believe that for truly fun AI we will eventually need to turn to "stronger" AI techniques. I myself have a pet game project that makes heavy use of reinforcement learning.   I am looking forward to chat to you guys about your ideas and ambitions!    
  2. CORRECT gluLookAt clone

    Here is some code from my engine. The two versions are inverses of each other, one intended for camera look at and the other for object look at. Matrix4x4f Matrix4x4f::DirectionMatrix(const Vec3f &direction, const Vec3f &up) { Vec3f tangent_0 = direction.Cross(up); tangent_0.NormalizeThis(); Vec3f tangent_1(direction.Cross(tangent_0).Normalize()); Matrix4x4f mat; mat.m_elements[0] = direction.x; mat.m_elements[1] = direction.y; mat.m_elements[2] = direction.z; mat.m_elements[3] = 0.0f; mat.m_elements[4] = tangent_1.x; mat.m_elements[5] = tangent_1.y; mat.m_elements[6] = tangent_1.z; mat.m_elements[7] = 0.0f; mat.m_elements[8] = tangent_0.x; mat.m_elements[9] = tangent_0.y; mat.m_elements[10] = tangent_0.z; mat.m_elements[11] = 0.0f; mat.m_elements[12] = 0.0f; mat.m_elements[13] = 0.0f; mat.m_elements[14] = 0.0f; mat.m_elements[15] = 1.0f; return mat; } Matrix4x4f Matrix4x4f::CameraDirectionMatrix(const Vec3f &direction, const Vec3f &up) { Vec3f tangent_0 = direction.Cross(up); tangent_0.NormalizeThis(); Vec3f tangent_1(tangent_0.Cross(direction).Normalize()); Matrix4x4f mat; mat.m_elements[0] = tangent_0.x; mat.m_elements[4] = tangent_0.y; mat.m_elements[8] = tangent_0.z; mat.m_elements[12] = 0.0f; mat.m_elements[1] = tangent_1.x; mat.m_elements[5] = tangent_1.y; mat.m_elements[9] = tangent_1.z; mat.m_elements[13] = 0.0f; mat.m_elements[2] = -direction.x; mat.m_elements[6] = -direction.y; mat.m_elements[10] = -direction.z; mat.m_elements[14] = 0.0f; mat.m_elements[3] = 0.0f; mat.m_elements[7] = 0.0f; mat.m_elements[11] = 0.0f; mat.m_elements[15] = 1.0f; return mat; }
  3. OpenGL ASSIMP drawing textured model

    Never mind, I figured it out on my own. For those out there that would like to know, this is how I did it: Model.h: #ifndef MODEL_H #define MODEL_H #include <SDL.h> #include <SDL_opengl.h> #include <assimp.hpp> #include <assimp.h> #include <aiScene.h> // Output data structure #include <aiPostProcess.h> // Post processing flags #include <FreeImage.h> #include <vector> #include <iostream> #define aisgl_min(x,y) (x<y?x:y) #define aisgl_max(x,y) (y>x?y:x) struct TextureAndPath { GLuint hTexture; aiString pathName; }; class Model { private: std::vector<TextureAndPath> texturesAndPaths; const struct aiScene* scene; void recursiveTextureLoad(const struct aiScene *sc, const struct aiNode* nd); void recursive_render(const struct aiScene *sc, const struct aiNode* nd); void get_bounding_box_for_node(const struct aiNode* nd, struct aiVector3D* min, struct aiVector3D* max, struct aiMatrix4x4* trafo); void get_bounding_box(struct aiVector3D* min, struct aiVector3D* max); public: Model(); ~Model(); void LoadModel(const char* fileName); void Draw(); }; void color4_to_float4(const struct aiColor4D *c, float f[4]); void set_float4(float f[4], float a, float b, float c, float d); void apply_material(const struct aiMaterial *mtl); // Can't send color down as a pointer to aiColor4D because AI colors are ABGR. void Color4f(const struct aiColor4D *color); #endif Implementation: #include "Model.h" Model::Model() : scene(NULL) { } Model::~Model() { } void Model::LoadModel(const char* fileName) { scene = aiImportFile(fileName, aiProcessPreset_TargetRealtime_Quality); recursiveTextureLoad(scene, scene->mRootNode); } void Model::recursiveTextureLoad(const struct aiScene *sc, const struct aiNode* nd) { int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]]; unsigned int cont = aiGetMaterialTextureCount(sc->mMaterials[mesh->mMaterialIndex], aiTextureType_DIFFUSE); struct aiString* str = (aiString*)malloc(sizeof(struct aiString)); if(cont > 0) { //aiGetMaterialString(sc->mMaterials[mesh->mMaterialIndex],AI_MATKEY_TEXTURE_DIFFUSE(0),str); aiGetMaterialTexture(sc->mMaterials[mesh->mMaterialIndex],aiTextureType_DIFFUSE,0,str,0,0,0,0,0,0); // See if another mesh is already using this texture, if so, just copy GLuint instead of remaking entire texture bool newTextureToBeLoaded = true; for(int x = 0; x < texturesAndPaths.size(); x++) { if(texturesAndPaths[x].pathName == *str) { TextureAndPath reusedTexture; reusedTexture.hTexture = texturesAndPaths[x].hTexture; reusedTexture.pathName = *str; texturesAndPaths.push_back(reusedTexture); newTextureToBeLoaded = false; std::cout << "Texture reused." << std::endl; break; } } if(newTextureToBeLoaded) { FREE_IMAGE_FORMAT formato = FreeImage_GetFileType(str->data,0); //Automatocally detects the format(from over 20 formats!) FIBITMAP* imagen = FreeImage_Load(formato, str->data); FIBITMAP* temp = imagen; imagen = FreeImage_ConvertTo32Bits(imagen); FreeImage_Unload(temp); int w = FreeImage_GetWidth(imagen); int h = FreeImage_GetHeight(imagen); //Some debugging code char* pixeles = (char*)FreeImage_GetBits(imagen); //FreeImage loads in BGR format, so you need to swap some bytes(Or use GL_BGR). //Now generate the OpenGL texture object TextureAndPath newTexture; newTexture.pathName = *str; glGenTextures(1, &newTexture.hTexture); glBindTexture(GL_TEXTURE_2D, newTexture.hTexture); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, w, h, 0, GL_BGRA_EXT,GL_UNSIGNED_BYTE,(GLvoid*)pixeles ); //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, newTexture.hTexture); GLenum huboError = glGetError(); if(huboError) { std::cout<<"There was an error loading the texture"<<std::endl; } std::cout << "texture loaded." << std::endl; texturesAndPaths.push_back(newTexture); } } } // Get textures from all children for (n = 0; n < nd->mNumChildren; ++n) recursiveTextureLoad(sc, nd->mChildren[n]); } void Model::get_bounding_box_for_node(const struct aiNode* nd, struct aiVector3D* min, struct aiVector3D* max, struct aiMatrix4x4* trafo) { struct aiMatrix4x4 prev; // Use struct keyword to show you want struct version of this, not normal typedef? unsigned int n = 0, t; prev = *trafo; aiMultiplyMatrix4(trafo,&nd->mTransformation); for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; for (t = 0; t < mesh->mNumVertices; ++t) { struct aiVector3D tmp = mesh->mVertices[t]; aiTransformVecByMatrix4(&tmp,trafo); min->x = aisgl_min(min->x,tmp.x); min->y = aisgl_min(min->y,tmp.y); min->z = aisgl_min(min->z,tmp.z); max->x = aisgl_max(max->x,tmp.x); max->y = aisgl_max(max->y,tmp.y); max->z = aisgl_max(max->z,tmp.z); } } for (n = 0; n < nd->mNumChildren; ++n) get_bounding_box_for_node(nd->mChildren[n],min,max,trafo); *trafo = prev; } void Model::get_bounding_box(struct aiVector3D* min, struct aiVector3D* max) { struct aiMatrix4x4 trafo; aiIdentityMatrix4(&trafo); min->x = min->y = min->z = 1e10f; max->x = max->y = max->z = -1e10f; get_bounding_box_for_node(scene->mRootNode,min,max,&trafo); } void Model::recursive_render(const struct aiScene *sc, const struct aiNode* nd) { int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = sc->mMeshes[nd->mMeshes[n]]; if(n < texturesAndPaths.size()) glBindTexture(GL_TEXTURE_2D, texturesAndPaths[n].hTexture); apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) glDisable(GL_LIGHTING); else glEnable(GL_LIGHTING); if(mesh->mColors[0] != NULL) glEnable(GL_COLOR_MATERIAL); else glDisable(GL_COLOR_MATERIAL); for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) Color4f(&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); if(mesh->HasTextureCoords(0)) glTexCoord2f(mesh->mTextureCoords[0][index].x, mesh->mTextureCoords[0][index].y); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) recursive_render(sc, nd->mChildren[n]); glPopMatrix(); } void Model::Draw() { recursive_render(scene, scene->mRootNode); } void color4_to_float4(const struct aiColor4D *c, float f[4]) { f[0] = c->r; f[1] = c->g; f[2] = c->b; f[3] = c->a; } void set_float4(float f[4], float a, float b, float c, float d) { f[0] = a; f[1] = b; f[2] = c; f[3] = d; } void apply_material(const struct aiMaterial *mtl) { float c[4]; GLenum fill_mode; int ret1, ret2; struct aiColor4D diffuse; struct aiColor4D specular; struct aiColor4D ambient; struct aiColor4D emission; float shininess, strength; int two_sided; int wireframe; unsigned int max; set_float4(c, 0.8f, 0.8f, 0.8f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_DIFFUSE, &diffuse)) color4_to_float4(&diffuse, c); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, c); set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_SPECULAR, &specular)) color4_to_float4(&specular, c); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c); set_float4(c, 0.2f, 0.2f, 0.2f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_AMBIENT, &ambient)) color4_to_float4(&ambient, c); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, c); set_float4(c, 0.0f, 0.0f, 0.0f, 1.0f); if(AI_SUCCESS == aiGetMaterialColor(mtl, AI_MATKEY_COLOR_EMISSIVE, &emission)) color4_to_float4(&emission, c); glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, c); max = 1; ret1 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS, &shininess, &max); max = 1; ret2 = aiGetMaterialFloatArray(mtl, AI_MATKEY_SHININESS_STRENGTH, &strength, &max); if((ret1 == AI_SUCCESS) && (ret2 == AI_SUCCESS)) glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess * strength); else { glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.0f); set_float4(c, 0.0f, 0.0f, 0.0f, 0.0f); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, c); } max = 1; if(AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_ENABLE_WIREFRAME, &wireframe, &max)) fill_mode = wireframe ? GL_LINE : GL_FILL; else fill_mode = GL_FILL; glPolygonMode(GL_FRONT_AND_BACK, fill_mode); max = 1; if((AI_SUCCESS == aiGetMaterialIntegerArray(mtl, AI_MATKEY_TWOSIDED, &two_sided, &max)) && two_sided) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); } void Color4f(const struct aiColor4D *color) { glColor4f(color->r, color->g, color->b, color->a); } As you can see, it is still based off of the original demo code, but adds textures and a texture manager.
  4. Hello everybody, I am new to game programming and to OpenGL in general, and after drawing quads and messing around with some effects I decided to load a model. I searched around the internet for a good model loader, and I found ASSIMP (http://assimp.sourceforge.net/), which seemed promising. I was able, through reading the documentation and by using the sample program, to load models and display them on the screen. However, the sample doesn't show you how to texture the models, and because I am new to this, I have no idea how. I searched all over the internet but couldn't find anything. Could someone help me and show me how to load and draw a textured model using ASSIMP? Thanks in advance for any help you can offer.