/* * tests/test02.c * * Copyright (C) 2019 bzt (bztsrc@gitlab) * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. * * @brief Model 3D loader. See also test01 * * Use like this: * measuring execution time: time ./test02 model.m3d * measuring memory consumption: valgrind ./test02 model.m3d */ #include #include #define M3D_IMPLEMENTATION #define M3D_CPPWRAPPER #define M3D_ASCII #include m3d_t *scene = NULL; /* assimp loads external assets, so it is only fair if we provide a read file callback to M3D */ unsigned char *readfile(char *fn, unsigned int *size) { FILE *f; unsigned char *data = NULL; f = fopen(fn, "rb"); if(f) { fseek(f, 0L, SEEK_END); *size = (unsigned int)ftell(f); fseek(f, 0L, SEEK_SET); data = (unsigned char*)malloc(*size + 1); if(data) { fread(data, *size, 1, f); data[*size] = 0; } fclose(f); } return data; } int main(int argc, char **argv) { unsigned int size = 0; unsigned char *data = NULL; if(argc < 2) return 1; data = readfile(argv[1], &size); if(data) { scene = m3d_load(data, readfile, free, NULL); free(data); /* don't free the scene, we need valgrind memleak to tell how much memory it requires */ return 0; } return 1; }