diff options
author | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
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committer | sanine <sanine.not@pm.me> | 2023-02-12 23:53:22 -0600 |
commit | f1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch) | |
tree | ab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/tools/assimp_view/Material.cpp | |
parent | f567ea1e2798fd3156a416e61f083ea3e6b95719 (diff) |
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/tools/assimp_view/Material.cpp')
-rw-r--r-- | libs/assimp/tools/assimp_view/Material.cpp | 1494 |
1 files changed, 0 insertions, 1494 deletions
diff --git a/libs/assimp/tools/assimp_view/Material.cpp b/libs/assimp/tools/assimp_view/Material.cpp deleted file mode 100644 index e3c023b..0000000 --- a/libs/assimp/tools/assimp_view/Material.cpp +++ /dev/null @@ -1,1494 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2022, 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_view.h" - -#include "MaterialManager.h" -#include "AssetHelper.h" - -#include <assimp/cimport.h> -#include <assimp/Importer.hpp> -#include <assimp/ai_assert.h> -#include <assimp/cfileio.h> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/IOSystem.hpp> -#include <assimp/IOStream.hpp> -#include <assimp/LogStream.hpp> -#include <assimp/DefaultLogger.hpp> -#include <assimp/StringComparison.h> - -#include <vector> -#include <algorithm> - -namespace AssimpView { - -using namespace Assimp; - -extern std::string g_szMaterialShader; -extern HINSTANCE g_hInstance /*= NULL*/; -extern HWND g_hDlg /*= NULL*/; -extern IDirect3D9* g_piD3D /*= NULL*/; -extern IDirect3DDevice9* g_piDevice /*= NULL*/; -extern IDirect3DVertexDeclaration9* gDefaultVertexDecl /*= NULL*/; -extern double g_fFPS /*= 0.0f*/; -extern char g_szFileName[ MAX_PATH ]; -extern ID3DXEffect* g_piDefaultEffect /*= NULL*/; -extern ID3DXEffect* g_piNormalsEffect /*= NULL*/; -extern ID3DXEffect* g_piPassThroughEffect /*= NULL*/; -extern ID3DXEffect* g_piPatternEffect /*= NULL*/; -extern bool g_bMousePressed /*= false*/; -extern bool g_bMousePressedR /*= false*/; -extern bool g_bMousePressedM /*= false*/; -extern bool g_bMousePressedBoth /*= false*/; -extern float g_fElpasedTime /*= 0.0f*/; -extern D3DCAPS9 g_sCaps; -extern bool g_bLoadingFinished /*= false*/; -extern HANDLE g_hThreadHandle /*= NULL*/; -extern float g_fWheelPos /*= -10.0f*/; -extern bool g_bLoadingCanceled /*= false*/; -extern IDirect3DTexture9* g_pcTexture /*= NULL*/; - -extern aiMatrix4x4 g_mWorld; -extern aiMatrix4x4 g_mWorldRotate; -extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/; - -extern aiVector3D g_avLightDirs[ 1 ] /* = - { aiVector3D(-0.5f,0.6f,0.2f) , - aiVector3D(-0.5f,0.5f,0.5f)} */; - - -extern POINT g_mousePos /*= {0,0};*/; -extern POINT g_LastmousePos /*= {0,0}*/; -extern bool g_bFPSView /*= false*/; -extern bool g_bInvert /*= false*/; -extern EClickPos g_eClick; -extern unsigned int g_iCurrentColor /*= 0*/; - -// NOTE: The light intensity is separated from the color, it can -// directly be manipulated using the middle mouse button. -// When the user chooses a color from the palette the intensity -// is reset to 1.0 -// index[2] is the ambient color -extern float g_fLightIntensity /*=0.0f*/; -extern D3DCOLOR g_avLightColors[ 3 ]; - -extern RenderOptions g_sOptions; -extern Camera g_sCamera; -extern AssetHelper *g_pcAsset /*= NULL*/; - - -// -// Contains the mask image for the HUD -// (used to determine the position of a click) -// -// The size of the image is identical to the size of the main -// HUD texture -// -extern unsigned char* g_szImageMask /*= NULL*/; - - -extern float g_fACMR /*= 3.0f*/; -extern IDirect3DQuery9* g_piQuery; - -extern bool g_bPlay /*= false*/; - -extern double g_dCurrent; -extern float g_smoothAngle /*= 80.f*/; - -extern unsigned int ppsteps, ppstepsdefault; -extern bool nopointslines; - -CMaterialManager CMaterialManager::s_cInstance; - -//------------------------------------------------------------------------------- -// D3DX callback function to fill a texture with a checkers pattern -// -// This pattern is used to mark textures which could not be loaded -//------------------------------------------------------------------------------- -VOID WINAPI FillFunc(D3DXVECTOR4* pOut, - CONST D3DXVECTOR2* pTexCoord, - CONST D3DXVECTOR2* pTexelSize, - LPVOID pData) -{ - UNREFERENCED_PARAMETER(pData); - UNREFERENCED_PARAMETER(pTexelSize); - - // generate a nice checker pattern (yellow/black) - // size of a square: 32 * 32 px - unsigned int iX = (unsigned int)(pTexCoord->x * 256.0f); - unsigned int iY = (unsigned int)(pTexCoord->y * 256.0f); - - bool bBlack = false; - if ((iX / 32) % 2 == 0) - { - if ((iY / 32) % 2 == 0)bBlack = true; - } - else - { - if ((iY / 32) % 2 != 0)bBlack = true; - } - pOut->w = 1.0f; - if (bBlack) - { - pOut->x = pOut->y = pOut->z = 0.0f; - } - else - { - pOut->x = pOut->y = 1.0f; - pOut->z = 0.0f; - } - return; -} - -//------------------------------------------------------------------------------- -int CMaterialManager::UpdateSpecularMaterials() - { - if (g_pcAsset && g_pcAsset->pcScene) - { - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) - { - this->DeleteMaterial(g_pcAsset->apcMeshes[i]); - this->CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]); - } - } - } - return 1; - } -//------------------------------------------------------------------------------- -int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut) -{ - if (sDefaultTexture) { - sDefaultTexture->AddRef(); - *p_ppiOut = sDefaultTexture; - return 1; - } - if(FAILED(g_piDevice->CreateTexture( - 256, - 256, - 0, - 0, - D3DFMT_A8R8G8B8, - D3DPOOL_MANAGED, - p_ppiOut, - nullptr))) - { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to create default texture", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - - *p_ppiOut = nullptr; - return 0; - } - D3DXFillTexture(*p_ppiOut,&FillFunc,nullptr); - sDefaultTexture = *p_ppiOut; - sDefaultTexture->AddRef(); - - // {9785DA94-1D96-426b-B3CB-BADC36347F5E} - static const GUID guidPrivateData = - { 0x9785da94, 0x1d96, 0x426b, - { 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } }; - - uint32_t iData = 0xFFFFFFFF; - (*p_ppiOut)->SetPrivateData(guidPrivateData,&iData,4,0); - return 1; -} -//------------------------------------------------------------------------------- -bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString) -{ - char szTempB[MAX_PATH]; - strcpy(szTempB,szTemp); - - // go to the beginning of the file name - char* szFile = strrchr(szTempB,'\\'); - if (!szFile)szFile = strrchr(szTempB,'/'); - - char* szFile2 = szTemp + (szFile - szTempB)+1; - szFile++; - char* szExt = strrchr(szFile,'.'); - if (!szExt)return false; - szExt++; - *szFile = 0; - - strcat(szTempB,"*.*"); - const unsigned int iSize = (const unsigned int) ( szExt - 1 - szFile ); - - HANDLE h; - WIN32_FIND_DATA info; - - // build a list of files - h = FindFirstFile(szTempB, &info); - if (h != INVALID_HANDLE_VALUE) - { - do - { - if (!(strcmp(info.cFileName, ".") == 0 || strcmp(info.cFileName, "..") == 0)) - { - char* szExtFound = strrchr(info.cFileName, '.'); - if (szExtFound) - { - ++szExtFound; - if (0 == ASSIMP_stricmp(szExtFound,szExt)) - { - const unsigned int iSizeFound = (const unsigned int) ( - szExtFound - 1 - info.cFileName); - - for (unsigned int i = 0; i < iSizeFound;++i) - info.cFileName[i] = (CHAR)tolower((unsigned char)info.cFileName[i]); - - if (0 == memcmp(info.cFileName,szFile2, std::min(iSizeFound,iSize))) - { - // we have it. Build the full path ... - char* sz = strrchr(szTempB,'*'); - *(sz-2) = 0x0; - - strcat(szTempB,info.cFileName); - - // copy the result string back to the aiString - const size_t iLen = strlen(szTempB); - size_t iLen2 = iLen+1; - iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2; - memcpy(p_szString->data,szTempB,iLen2); - p_szString->length = static_cast<ai_uint32>(iLen); - return true; - } - } - // check whether the 8.3 DOS name is matching - if (0 == ASSIMP_stricmp(info.cAlternateFileName,p_szString->data)) - { - strcat(szTempB,info.cAlternateFileName); - - // copy the result string back to the aiString - const size_t iLen = strlen(szTempB); - size_t iLen2 = iLen+1; - iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2; - memcpy(p_szString->data,szTempB,iLen2); - p_szString->length = static_cast<ai_uint32>(iLen); - return true; - } - } - } - } - while (FindNextFile(h, &info)); - - FindClose(h); - } - return false; -} -//------------------------------------------------------------------------------- -int CMaterialManager::FindValidPath(aiString* p_szString) -{ - ai_assert(nullptr != p_szString); - aiString pcpy = *p_szString; - if ('*' == p_szString->data[0]) { - // '*' as first character indicates an embedded file - return 5; - } - - // first check whether we can directly load the file - FILE* pFile = fopen(p_szString->data,"rb"); - if (pFile) { - fclose(pFile); - } - else { - // check whether we can use the directory of the asset as relative base - char szTemp[MAX_PATH*2], tmp2[MAX_PATH*2]; - strcpy(szTemp, g_szFileName); - strcpy(tmp2,szTemp); - - char* szData = p_szString->data; - if (*szData == '\\' || *szData == '/')++szData; - - char* szEnd = strrchr(szTemp,'\\'); - if (!szEnd) - { - szEnd = strrchr(szTemp,'/'); - if (!szEnd)szEnd = szTemp; - } - szEnd++; - *szEnd = 0; - strcat(szEnd,szData); - - - pFile = fopen(szTemp,"rb"); - if (!pFile) - { - // convert the string to lower case - for (unsigned int i = 0;;++i) - { - if ('\0' == szTemp[i])break; - szTemp[i] = (char)tolower((unsigned char)szTemp[i]); - } - - if(TryLongerPath(szTemp,p_szString))return 1; - *szEnd = 0; - - // search common sub directories - strcat(szEnd,"tex\\"); - strcat(szEnd,szData); - - pFile = fopen(szTemp,"rb"); - if (!pFile) - { - if(TryLongerPath(szTemp,p_szString))return 1; - - *szEnd = 0; - - strcat(szEnd,"textures\\"); - strcat(szEnd,szData); - - pFile = fopen(szTemp,"rb"); - if (!pFile) - { - if(TryLongerPath(szTemp, p_szString))return 1; - } - - // patch by mark sibly to look for textures files in the asset's base directory. - const char *path=pcpy.data; - const char *p=strrchr( path,'/' ); - if( !p ) p=strrchr( path,'\\' ); - if( p ){ - char *q=strrchr( tmp2,'/' ); - if( !q ) q=strrchr( tmp2,'\\' ); - if( q ){ - strcpy( q+1,p+1 ); - if((pFile=fopen( tmp2,"r" )) != nullptr){ - fclose( pFile ); - strcpy(p_szString->data,tmp2); - p_szString->length = static_cast<ai_uint32>(strlen(tmp2)); - return 1; - } - } - } - return 0; - } - } - fclose(pFile); - - // copy the result string back to the aiStr - const size_t len = strlen(szTemp); - size_t len2 = len+1; - len2 = len2 > MAXLEN ? MAXLEN : len2; - memcpy(p_szString->data, szTemp, len2); - p_szString->length = static_cast<ai_uint32>(len); - } - return 1; -} -//------------------------------------------------------------------------------- -int CMaterialManager::LoadTexture(IDirect3DTexture9** p_ppiOut,aiString* szPath) -{ - ai_assert(nullptr != p_ppiOut); - ai_assert(nullptr != szPath); - - *p_ppiOut = nullptr; - - const std::string s = szPath->data; - TextureCache::iterator ff; - if ((ff = sCachedTextures.find(s)) != sCachedTextures.end()) { - *p_ppiOut = (*ff).second; - (*p_ppiOut)->AddRef(); - return 1; - } - - // first get a valid path to the texture - if( 5 == FindValidPath(szPath)) - { - // embedded file. Find its index - unsigned int iIndex = atoi(szPath->data+1); - if (iIndex < g_pcAsset->pcScene->mNumTextures) - { - if (0 == g_pcAsset->pcScene->mTextures[iIndex]->mHeight) - { - // it is an embedded file ... don't need the file format hint, - // simply let D3DX load the file - D3DXIMAGE_INFO info; - if (FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, - g_pcAsset->pcScene->mTextures[iIndex]->pcData, - g_pcAsset->pcScene->mTextures[iIndex]->mWidth, - D3DX_DEFAULT, - D3DX_DEFAULT, - 1, - D3DUSAGE_AUTOGENMIPMAP, - D3DFMT_UNKNOWN, - D3DPOOL_MANAGED, - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - &info, - nullptr, - p_ppiOut))) - { - std::string sz = "[ERROR] Unable to load embedded texture (#1): "; - sz.append(szPath->data); - CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - - this->SetDefaultTexture(p_ppiOut); - return 1; - } - } - else - { - // fill a new texture ... - if(FAILED(g_piDevice->CreateTexture( - g_pcAsset->pcScene->mTextures[iIndex]->mWidth, - g_pcAsset->pcScene->mTextures[iIndex]->mHeight, - 0,D3DUSAGE_AUTOGENMIPMAP,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,p_ppiOut,nullptr))) - { - std::string sz = "[ERROR] Unable to load embedded texture (#2): "; - sz.append(szPath->data); - CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - - this->SetDefaultTexture(p_ppiOut); - return 1; - } - - // now copy the data to it ... (assume non pow2 to be supported) - D3DLOCKED_RECT sLock; - (*p_ppiOut)->LockRect(0,&sLock,nullptr,0); - - const aiTexel* pcData = g_pcAsset->pcScene->mTextures[iIndex]->pcData; - - for (unsigned int y = 0; y < g_pcAsset->pcScene->mTextures[iIndex]->mHeight;++y) - { - memcpy(sLock.pBits,pcData,g_pcAsset->pcScene->mTextures[iIndex]-> - mWidth *sizeof(aiTexel)); - sLock.pBits = (char*)sLock.pBits + sLock.Pitch; - pcData += g_pcAsset->pcScene->mTextures[iIndex]->mWidth; - } - (*p_ppiOut)->UnlockRect(0); - (*p_ppiOut)->GenerateMipSubLevels(); - } - sCachedTextures[s] = *p_ppiOut; - (*p_ppiOut)->AddRef(); - return 1; - } - else - { - std::string sz = "[ERROR] Invalid index for embedded texture: "; - sz.append(szPath->data); - CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - - SetDefaultTexture(p_ppiOut); - return 1; - } - } - - // then call D3DX to load the texture - if (FAILED(D3DXCreateTextureFromFileEx( - g_piDevice, - szPath->data, - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - 0, - D3DFMT_A8R8G8B8, - D3DPOOL_MANAGED, - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - nullptr, - nullptr, - p_ppiOut))) - { - // error ... use the default texture instead - std::string sz = "[ERROR] Unable to load texture: "; - sz.append(szPath->data); - CLogDisplay::Instance().AddEntry(sz,D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - - this->SetDefaultTexture(p_ppiOut); - } - sCachedTextures[s] = *p_ppiOut; - (*p_ppiOut)->AddRef(); - - return 1; -} -//------------------------------------------------------------------------------- -void CMaterialManager::DeleteMaterial(AssetHelper::MeshHelper* pcIn) -{ - if (!pcIn || !pcIn->piEffect)return; - pcIn->piEffect->Release(); - - // release all textures associated with the material - if (pcIn->piDiffuseTexture) - { - pcIn->piDiffuseTexture->Release(); - pcIn->piDiffuseTexture = nullptr; - } - if (pcIn->piSpecularTexture) - { - pcIn->piSpecularTexture->Release(); - pcIn->piSpecularTexture = nullptr; - } - if (pcIn->piEmissiveTexture) - { - pcIn->piEmissiveTexture->Release(); - pcIn->piEmissiveTexture = nullptr; - } - if (pcIn->piAmbientTexture) - { - pcIn->piAmbientTexture->Release(); - pcIn->piAmbientTexture = nullptr; - } - if (pcIn->piOpacityTexture) - { - pcIn->piOpacityTexture->Release(); - pcIn->piOpacityTexture = nullptr; - } - if (pcIn->piNormalTexture) - { - pcIn->piNormalTexture->Release(); - pcIn->piNormalTexture = nullptr; - } - if (pcIn->piShininessTexture) - { - pcIn->piShininessTexture->Release(); - pcIn->piShininessTexture = nullptr; - } - if (pcIn->piLightmapTexture) - { - pcIn->piLightmapTexture->Release(); - pcIn->piLightmapTexture = nullptr; - } - pcIn->piEffect = nullptr; -} -//------------------------------------------------------------------------------- -void CMaterialManager::HMtoNMIfNecessary( - IDirect3DTexture9* piTexture, - IDirect3DTexture9** piTextureOut, - bool bWasOriginallyHM) -{ - ai_assert(nullptr != piTexture); - ai_assert(nullptr != piTextureOut); - - bool bMustConvert = false; - uintptr_t iElement = 3; - - *piTextureOut = piTexture; - - // Lock the input texture and try to determine its type. - // Criteria: - // - If r,g,b channel are identical it MUST be a height map - // - If one of the rgb channels is used and the others are empty it - // must be a height map, too. - // - If the average color of the whole image is something inside the - // purple range we can be sure it is a normal map - // - // - Otherwise we assume it is a normal map - // To increase performance we take not every pixel - - D3DLOCKED_RECT sRect; - D3DSURFACE_DESC sDesc; - piTexture->GetLevelDesc(0,&sDesc); - if (FAILED(piTexture->LockRect(0,&sRect,nullptr,D3DLOCK_READONLY))) - { - return; - } - const int iPitchDiff = (int)sRect.Pitch - (int)(sDesc.Width * 4); - - struct SColor - { - union - { - struct {unsigned char b,g,r,a;} data; - char _array[4]; - }; - }; - const SColor* pcData = (const SColor*)sRect.pBits; - - union - { - const SColor* pcPointer; - const unsigned char* pcCharPointer; - }; - pcPointer = pcData; - - // 1. If r,g,b channel are identical it MUST be a height map - bool bIsEqual = true; - for (unsigned int y = 0; y < sDesc.Height;++y) - { - for (unsigned int x = 0; x < sDesc.Width;++x) - { - if (pcPointer->data.b != pcPointer->data.r || pcPointer->data.b != pcPointer->data.g) - { - bIsEqual = false; - break; - } - pcPointer++; - } - pcCharPointer += iPitchDiff; - } - if (bIsEqual)bMustConvert = true; - else - { - // 2. If one of the rgb channels is used and the others are empty it - // must be a height map, too. - pcPointer = pcData; - while (*pcCharPointer == 0)pcCharPointer++; - - iElement = (uintptr_t)(pcCharPointer - (unsigned char*)pcData) % 4; - unsigned int aiIndex[3] = {0,1,2}; - if (3 != iElement)aiIndex[iElement] = 3; - - pcPointer = pcData; - - bIsEqual = true; - if (3 != iElement) - { - for (unsigned int y = 0; y < sDesc.Height;++y) - { - for (unsigned int x = 0; x < sDesc.Width;++x) - { - for (unsigned int ii = 0; ii < 3;++ii) - { - // don't take the alpha channel into account. - // if the texture was stored n RGB888 format D3DX has - // converted it to ARGB8888 format with a fixed alpha channel - if (aiIndex[ii] != 3 && pcPointer->_array[aiIndex[ii]] != 0) - { - bIsEqual = false; - break; - } - } - pcPointer++; - } - pcCharPointer += iPitchDiff; - } - if (bIsEqual)bMustConvert = true; - else - { - // If the average color of the whole image is something inside the - // purple range we can be sure it is a normal map - - // (calculate the average color line per line to prevent overflows!) - pcPointer = pcData; - aiColor3D clrColor; - for (unsigned int y = 0; y < sDesc.Height;++y) - { - aiColor3D clrColorLine; - for (unsigned int x = 0; x < sDesc.Width;++x) - { - clrColorLine.r += pcPointer->data.r; - clrColorLine.g += pcPointer->data.g; - clrColorLine.b += pcPointer->data.b; - pcPointer++; - } - clrColor.r += clrColorLine.r /= (float)sDesc.Width; - clrColor.g += clrColorLine.g /= (float)sDesc.Width; - clrColor.b += clrColorLine.b /= (float)sDesc.Width; - pcCharPointer += iPitchDiff; - } - clrColor.r /= (float)sDesc.Height; - clrColor.g /= (float)sDesc.Height; - clrColor.b /= (float)sDesc.Height; - - if (!(clrColor.b > 215 && - clrColor.r > 100 && clrColor.r < 140 && - clrColor.g > 100 && clrColor.g < 140)) - { - // Unable to detect. Believe the original value obtained from the loader - if (bWasOriginallyHM) - { - bMustConvert = true; - } - } - } - } - } - - piTexture->UnlockRect(0); - - // if the input data is assumed to be a height map we'll - // need to convert it NOW - if (bMustConvert) - { - D3DSURFACE_DESC sDesc2; - piTexture->GetLevelDesc(0, &sDesc2); - - IDirect3DTexture9* piTempTexture; - if(FAILED(g_piDevice->CreateTexture( - sDesc2.Width, - sDesc2.Height, - piTexture->GetLevelCount(), - sDesc2.Usage, - sDesc2.Format, - sDesc2.Pool, &piTempTexture, nullptr))) - { - CLogDisplay::Instance().AddEntry( - "[ERROR] Unable to create normal map texture", - D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - return; - } - - DWORD dwFlags; - if (3 == iElement)dwFlags = D3DX_CHANNEL_LUMINANCE; - else if (2 == iElement)dwFlags = D3DX_CHANNEL_RED; - else if (1 == iElement)dwFlags = D3DX_CHANNEL_GREEN; - else /*if (0 == iElement)*/dwFlags = D3DX_CHANNEL_BLUE; - - if(FAILED(D3DXComputeNormalMap(piTempTexture, - piTexture,nullptr,0,dwFlags,1.0f))) - { - CLogDisplay::Instance().AddEntry( - "[ERROR] Unable to compute normal map from height map", - D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); - - piTempTexture->Release(); - return; - } - *piTextureOut = piTempTexture; - piTexture->Release(); - } -} -//------------------------------------------------------------------------------- -bool CMaterialManager::HasAlphaPixels(IDirect3DTexture9* piTexture) -{ - ai_assert(nullptr != piTexture); - - D3DLOCKED_RECT sRect; - D3DSURFACE_DESC sDesc; - piTexture->GetLevelDesc(0,&sDesc); - if (FAILED(piTexture->LockRect(0,&sRect,nullptr,D3DLOCK_READONLY))) - { - return false; - } - const int iPitchDiff = (int)sRect.Pitch - (int)(sDesc.Width * 4); - - struct SColor - { - unsigned char b,g,r,a;; - }; - const SColor* pcData = (const SColor*)sRect.pBits; - - union - { - const SColor* pcPointer; - const unsigned char* pcCharPointer; - }; - pcPointer = pcData; - for (unsigned int y = 0; y < sDesc.Height;++y) - { - for (unsigned int x = 0; x < sDesc.Width;++x) - { - if (pcPointer->a != 0xFF) - { - piTexture->UnlockRect(0); - return true; - } - pcPointer++; - } - pcCharPointer += iPitchDiff; - } - piTexture->UnlockRect(0); - return false; -} -//------------------------------------------------------------------------------- -int CMaterialManager::CreateMaterial( - AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource) -{ - ai_assert(nullptr != pcMesh); - ai_assert(nullptr != pcSource); - - ID3DXBuffer* piBuffer; - - D3DXMACRO sMacro[64]; - - // extract all properties from the ASSIMP material structure - const aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[pcSource->mMaterialIndex]; - - // - // DIFFUSE COLOR -------------------------------------------------- - // - if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_DIFFUSE, - (aiColor4D*)&pcMesh->vDiffuseColor)) - { - pcMesh->vDiffuseColor.x = 1.0f; - pcMesh->vDiffuseColor.y = 1.0f; - pcMesh->vDiffuseColor.z = 1.0f; - pcMesh->vDiffuseColor.w = 1.0f; - } - // - // SPECULAR COLOR -------------------------------------------------- - // - if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_SPECULAR, - (aiColor4D*)&pcMesh->vSpecularColor)) - { - pcMesh->vSpecularColor.x = 1.0f; - pcMesh->vSpecularColor.y = 1.0f; - pcMesh->vSpecularColor.z = 1.0f; - pcMesh->vSpecularColor.w = 1.0f; - } - // - // AMBIENT COLOR -------------------------------------------------- - // - if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_AMBIENT, - (aiColor4D*)&pcMesh->vAmbientColor)) - { - pcMesh->vAmbientColor.x = 0.0f; - pcMesh->vAmbientColor.y = 0.0f; - pcMesh->vAmbientColor.z = 0.0f; - pcMesh->vAmbientColor.w = 1.0f; - } - // - // EMISSIVE COLOR ------------------------------------------------- - // - if(AI_SUCCESS != aiGetMaterialColor(pcMat,AI_MATKEY_COLOR_EMISSIVE, - (aiColor4D*)&pcMesh->vEmissiveColor)) - { - pcMesh->vEmissiveColor.x = 0.0f; - pcMesh->vEmissiveColor.y = 0.0f; - pcMesh->vEmissiveColor.z = 0.0f; - pcMesh->vEmissiveColor.w = 1.0f; - } - - // - // Opacity -------------------------------------------------------- - // - if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_OPACITY,&pcMesh->fOpacity)) - { - pcMesh->fOpacity = 1.0f; - } - - // - // Shading Model -------------------------------------------------- - // - bool bDefault = false; - if(AI_SUCCESS != aiGetMaterialInteger(pcMat,AI_MATKEY_SHADING_MODEL,(int*)&pcMesh->eShadingMode )) - { - bDefault = true; - pcMesh->eShadingMode = aiShadingMode_Gouraud; - } - - - // - // Shininess ------------------------------------------------------ - // - if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_SHININESS,&pcMesh->fShininess)) - { - // assume 15 as default shininess - pcMesh->fShininess = 15.0f; - } - else if (bDefault)pcMesh->eShadingMode = aiShadingMode_Phong; - - - // - // Shininess strength ------------------------------------------------------ - // - if(AI_SUCCESS != aiGetMaterialFloat(pcMat,AI_MATKEY_SHININESS_STRENGTH,&pcMesh->fSpecularStrength)) - { - // assume 1.0 as default shininess strength - pcMesh->fSpecularStrength = 1.0f; - } - - aiString szPath; - - aiTextureMapMode mapU(aiTextureMapMode_Wrap),mapV(aiTextureMapMode_Wrap); - - bool bib =false; - if (pcSource->mTextureCoords[0]) - { - - // - // DIFFUSE TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_DIFFUSE(0),&szPath)) - { - LoadTexture(&pcMesh->piDiffuseTexture,&szPath); - - aiGetMaterialInteger(pcMat,AI_MATKEY_MAPPINGMODE_U_DIFFUSE(0),(int*)&mapU); - aiGetMaterialInteger(pcMat,AI_MATKEY_MAPPINGMODE_V_DIFFUSE(0),(int*)&mapV); - } - - // - // SPECULAR TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_SPECULAR(0),&szPath)) - { - LoadTexture(&pcMesh->piSpecularTexture,&szPath); - } - - // - // OPACITY TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_OPACITY(0),&szPath)) - { - LoadTexture(&pcMesh->piOpacityTexture,&szPath); - } - else - { - int flags = 0; - aiGetMaterialInteger(pcMat,AI_MATKEY_TEXFLAGS_DIFFUSE(0),&flags); - - // try to find out whether the diffuse texture has any - // non-opaque pixels. If we find a few, use it as opacity texture - if (pcMesh->piDiffuseTexture && !(flags & aiTextureFlags_IgnoreAlpha) && HasAlphaPixels(pcMesh->piDiffuseTexture)) - { - int iVal; - - // NOTE: This special value is set by the tree view if the user - // manually removes the alpha texture from the view ... - if (AI_SUCCESS != aiGetMaterialInteger(pcMat,"no_a_from_d",0,0,&iVal)) - { - pcMesh->piOpacityTexture = pcMesh->piDiffuseTexture; - pcMesh->piOpacityTexture->AddRef(); - } - } - } - - // - // AMBIENT TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_AMBIENT(0),&szPath)) - { - LoadTexture(&pcMesh->piAmbientTexture,&szPath); - } - - // - // EMISSIVE TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_EMISSIVE(0),&szPath)) - { - LoadTexture(&pcMesh->piEmissiveTexture,&szPath); - } - - // - // Shininess TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_SHININESS(0),&szPath)) - { - LoadTexture(&pcMesh->piShininessTexture,&szPath); - } - - // - // Lightmap TEXTURE ------------------------------------------------ - // - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_LIGHTMAP(0),&szPath)) - { - LoadTexture(&pcMesh->piLightmapTexture,&szPath); - } - - - // - // NORMAL/HEIGHT MAP ------------------------------------------------ - // - bool bHM = false; - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_NORMALS(0),&szPath)) - { - LoadTexture(&pcMesh->piNormalTexture,&szPath); - } - else - { - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE_HEIGHT(0),&szPath)) - { - LoadTexture(&pcMesh->piNormalTexture,&szPath); - } - else bib = true; - bHM = true; - } - - // normal/height maps are sometimes mixed up. Try to detect the type - // of the texture automatically - if (pcMesh->piNormalTexture) - { - HMtoNMIfNecessary(pcMesh->piNormalTexture, &pcMesh->piNormalTexture,bHM); - } - } - - // check whether a global background texture is contained - // in this material. Some loaders set this value ... - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_GLOBAL_BACKGROUND_IMAGE,&szPath)) - { - CBackgroundPainter::Instance().SetTextureBG(szPath.data); - } - - // BUGFIX: If the shininess is 0.0f disable phong lighting - // This is a workaround for some meshes in the DX SDK (e.g. tiny.x) - // FIX: Added this check to the x-loader, but the line remains to - // catch other loader doing the same ... - if (0.0f == pcMesh->fShininess){ - pcMesh->eShadingMode = aiShadingMode_Gouraud; - } - - int two_sided = 0; - aiGetMaterialInteger(pcMat,AI_MATKEY_TWOSIDED,&two_sided); - pcMesh->twosided = (two_sided != 0); - - // check whether we have already a material using the same - // shader. This will decrease loading time rapidly ... - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - if (g_pcAsset->pcScene->mMeshes[i] == pcSource) - { - break; - } - AssetHelper::MeshHelper* pc = g_pcAsset->apcMeshes[i]; - - if ((pcMesh->piDiffuseTexture != nullptr ? true : false) != - (pc->piDiffuseTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piSpecularTexture != nullptr ? true : false) != - (pc->piSpecularTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piAmbientTexture != nullptr ? true : false) != - (pc->piAmbientTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piEmissiveTexture != nullptr ? true : false) != - (pc->piEmissiveTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piNormalTexture != nullptr ? true : false) != - (pc->piNormalTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piOpacityTexture != nullptr ? true : false) != - (pc->piOpacityTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piShininessTexture != nullptr ? true : false) != - (pc->piShininessTexture != nullptr ? true : false)) - continue; - if ((pcMesh->piLightmapTexture != nullptr ? true : false) != - (pc->piLightmapTexture != nullptr ? true : false)) - continue; - if ((pcMesh->eShadingMode != aiShadingMode_Gouraud ? true : false) != - (pc->eShadingMode != aiShadingMode_Gouraud ? true : false)) - continue; - - if ((pcMesh->fOpacity != 1.0f ? true : false) != (pc->fOpacity != 1.0f ? true : false)) - continue; - - if (pcSource->HasBones() != g_pcAsset->pcScene->mMeshes[i]->HasBones()) - continue; - - // we can reuse this material - if (pc->piEffect) - { - pcMesh->piEffect = pc->piEffect; - pc->bSharedFX = pcMesh->bSharedFX = true; - pcMesh->piEffect->AddRef(); - return 2; - } - } - m_iShaderCount++; - - // build macros for the HLSL compiler - unsigned int iCurrent = 0; - if (pcMesh->piDiffuseTexture) - { - sMacro[iCurrent].Name = "AV_DIFFUSE_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - if (mapU == aiTextureMapMode_Wrap) - sMacro[iCurrent].Name = "AV_WRAPU"; - else if (mapU == aiTextureMapMode_Mirror) - sMacro[iCurrent].Name = "AV_MIRRORU"; - else // if (mapU == aiTextureMapMode_Clamp) - sMacro[iCurrent].Name = "AV_CLAMPU"; - - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - - if (mapV == aiTextureMapMode_Wrap) - sMacro[iCurrent].Name = "AV_WRAPV"; - else if (mapV == aiTextureMapMode_Mirror) - sMacro[iCurrent].Name = "AV_MIRRORV"; - else // if (mapV == aiTextureMapMode_Clamp) - sMacro[iCurrent].Name = "AV_CLAMPV"; - - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - if (pcMesh->piSpecularTexture) - { - sMacro[iCurrent].Name = "AV_SPECULAR_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - if (pcMesh->piAmbientTexture) - { - sMacro[iCurrent].Name = "AV_AMBIENT_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - if (pcMesh->piEmissiveTexture) - { - sMacro[iCurrent].Name = "AV_EMISSIVE_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - char buff[32]; - if (pcMesh->piLightmapTexture) - { - sMacro[iCurrent].Name = "AV_LIGHTMAP_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - int idx; - if(AI_SUCCESS == aiGetMaterialInteger(pcMat,AI_MATKEY_UVWSRC_LIGHTMAP(0),&idx) && idx >= 1 && pcSource->mTextureCoords[idx]) { - sMacro[iCurrent].Name = "AV_TWO_UV"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - sMacro[iCurrent].Definition = "IN.TexCoord1"; - } - else sMacro[iCurrent].Definition = "IN.TexCoord0"; - sMacro[iCurrent].Name = "AV_LIGHTMAP_TEXTURE_UV_COORD"; - - ++iCurrent;float f= 1.f; - aiGetMaterialFloat(pcMat,AI_MATKEY_TEXBLEND_LIGHTMAP(0),&f); - sprintf(buff,"%f",f); - - sMacro[iCurrent].Name = "LM_STRENGTH"; - sMacro[iCurrent].Definition = buff; - ++iCurrent; - } - if (pcMesh->piNormalTexture && !bib) - { - sMacro[iCurrent].Name = "AV_NORMAL_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - if (pcMesh->piOpacityTexture) - { - sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - if (pcMesh->piOpacityTexture == pcMesh->piDiffuseTexture) - { - sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE_REGISTER_MASK"; - sMacro[iCurrent].Definition = "a"; - ++iCurrent; - } - else - { - sMacro[iCurrent].Name = "AV_OPACITY_TEXTURE_REGISTER_MASK"; - sMacro[iCurrent].Definition = "r"; - ++iCurrent; - } - } - - if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) - { - sMacro[iCurrent].Name = "AV_SPECULAR_COMPONENT"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - - if (pcMesh->piShininessTexture) - { - sMacro[iCurrent].Name = "AV_SHININESS_TEXTURE"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - } - if (1.0f != pcMesh->fOpacity) - { - sMacro[iCurrent].Name = "AV_OPACITY"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - - if( pcSource->HasBones()) - { - sMacro[iCurrent].Name = "AV_SKINNING"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - - // If a cubemap is active, we'll need to lookup it for calculating - // a physically correct reflection - if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()) - { - sMacro[iCurrent].Name = "AV_SKYBOX_LOOKUP"; - sMacro[iCurrent].Definition = "1"; - ++iCurrent; - } - sMacro[iCurrent].Name = nullptr; - sMacro[iCurrent].Definition = nullptr; - - // compile the shader - if(FAILED( D3DXCreateEffect(g_piDevice, - g_szMaterialShader.c_str(),(UINT)g_szMaterialShader.length(), - (const D3DXMACRO*)sMacro,nullptr,0,nullptr,&pcMesh->piEffect,&piBuffer))) - { - // failed to compile the shader - if( piBuffer) - { - MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); - piBuffer->Release(); - } - // use the default material instead - if (g_piDefaultEffect) - { - pcMesh->piEffect = g_piDefaultEffect; - g_piDefaultEffect->AddRef(); - } - - // get the name of the material and use it in the log message - if(AI_SUCCESS == aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szPath) && - '\0' != szPath.data[0]) - { - std::string sz = "[ERROR] Unable to load material: "; - sz.append(szPath.data); - CLogDisplay::Instance().AddEntry(sz); - } - else - { - CLogDisplay::Instance().AddEntry("Unable to load material: UNNAMED"); - } - return 0; - } else - { - // use Fixed Function effect when working with shaderless cards - if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) - pcMesh->piEffect->SetTechnique( "MaterialFX_FF"); - } - - if( piBuffer) piBuffer->Release(); - - - // now commit all constants to the shader - // - // This is not necessary for shared shader. Shader constants for - // shared shaders are automatically recommited before the shader - // is being used for a particular mesh - - if (1.0f != pcMesh->fOpacity) - pcMesh->piEffect->SetFloat("TRANSPARENCY",pcMesh->fOpacity); - if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) - { - pcMesh->piEffect->SetFloat("SPECULARITY",pcMesh->fShininess); - pcMesh->piEffect->SetFloat("SPECULAR_STRENGTH",pcMesh->fSpecularStrength); - } - - pcMesh->piEffect->SetVector("DIFFUSE_COLOR",&pcMesh->vDiffuseColor); - pcMesh->piEffect->SetVector("SPECULAR_COLOR",&pcMesh->vSpecularColor); - pcMesh->piEffect->SetVector("AMBIENT_COLOR",&pcMesh->vAmbientColor); - pcMesh->piEffect->SetVector("EMISSIVE_COLOR",&pcMesh->vEmissiveColor); - - if (pcMesh->piDiffuseTexture) - pcMesh->piEffect->SetTexture("DIFFUSE_TEXTURE",pcMesh->piDiffuseTexture); - if (pcMesh->piOpacityTexture) - pcMesh->piEffect->SetTexture("OPACITY_TEXTURE",pcMesh->piOpacityTexture); - if (pcMesh->piSpecularTexture) - pcMesh->piEffect->SetTexture("SPECULAR_TEXTURE",pcMesh->piSpecularTexture); - if (pcMesh->piAmbientTexture) - pcMesh->piEffect->SetTexture("AMBIENT_TEXTURE",pcMesh->piAmbientTexture); - if (pcMesh->piEmissiveTexture) - pcMesh->piEffect->SetTexture("EMISSIVE_TEXTURE",pcMesh->piEmissiveTexture); - if (pcMesh->piNormalTexture) - pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",pcMesh->piNormalTexture); - if (pcMesh->piShininessTexture) - pcMesh->piEffect->SetTexture("SHININESS_TEXTURE",pcMesh->piShininessTexture); - if (pcMesh->piLightmapTexture) - pcMesh->piEffect->SetTexture("LIGHTMAP_TEXTURE",pcMesh->piLightmapTexture); - - if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()){ - pcMesh->piEffect->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture()); - } - - return 1; -} -//------------------------------------------------------------------------------- -int CMaterialManager::SetupMaterial ( - AssetHelper::MeshHelper* pcMesh, - const aiMatrix4x4& pcProj, - const aiMatrix4x4& aiMe, - const aiMatrix4x4& pcCam, - const aiVector3D& vPos) -{ - ai_assert(nullptr != pcMesh); - if (!pcMesh->piEffect)return 0; - - ID3DXEffect* piEnd = pcMesh->piEffect; - - piEnd->SetMatrix("WorldViewProjection", - (const D3DXMATRIX*)&pcProj); - - piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe); - piEnd->SetMatrix("WorldInverseTranspose", - (const D3DXMATRIX*)&pcCam); - - D3DXVECTOR4 apcVec[5]; - memset(apcVec,0,sizeof(apcVec)); - apcVec[0].x = g_avLightDirs[0].x; - apcVec[0].y = g_avLightDirs[0].y; - apcVec[0].z = g_avLightDirs[0].z; - apcVec[0].w = 0.0f; - apcVec[1].x = g_avLightDirs[0].x * -1.0f; - apcVec[1].y = g_avLightDirs[0].y * -1.0f; - apcVec[1].z = g_avLightDirs[0].z * -1.0f; - apcVec[1].w = 0.0f; - D3DXVec4Normalize(&apcVec[0],&apcVec[0]); - D3DXVec4Normalize(&apcVec[1],&apcVec[1]); - piEnd->SetVectorArray("afLightDir",apcVec,5); - - apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f; - apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f; - apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f; - apcVec[0].w = 1.0f; - - if( g_sOptions.b3Lights) - { - apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f; - apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f; - apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f; - apcVec[1].w = 0.0f; - } else - { - apcVec[1].x = 0.0f; - apcVec[1].y = 0.0f; - apcVec[1].z = 0.0f; - apcVec[1].w = 0.0f; - } - - apcVec[0] *= g_fLightIntensity; - apcVec[1] *= g_fLightIntensity; - piEnd->SetVectorArray("afLightColor",apcVec,5); - - apcVec[0].x = ((g_avLightColors[2] >> 16) & 0xFF) / 255.0f; - apcVec[0].y = ((g_avLightColors[2] >> 8) & 0xFF) / 255.0f; - apcVec[0].z = ((g_avLightColors[2]) & 0xFF) / 255.0f; - apcVec[0].w = 1.0f; - - apcVec[1].x = ((g_avLightColors[2] >> 16) & 0xFF) / 255.0f; - apcVec[1].y = ((g_avLightColors[2] >> 8) & 0xFF) / 255.0f; - apcVec[1].z = ((g_avLightColors[2]) & 0xFF) / 255.0f; - apcVec[1].w = 0.0f; - - // FIX: light intensity doesn't apply to ambient color - //apcVec[0] *= g_fLightIntensity; - //apcVec[1] *= g_fLightIntensity; - piEnd->SetVectorArray("afLightColorAmbient",apcVec,5); - - - apcVec[0].x = vPos.x; - apcVec[0].y = vPos.y; - apcVec[0].z = vPos.z; - piEnd->SetVector( "vCameraPos",&apcVec[0]); - - // if the effect instance is shared by multiple materials we need to - // recommit its whole state once per frame ... - if (pcMesh->bSharedFX) - { - // now commit all constants to the shader - if (1.0f != pcMesh->fOpacity) - pcMesh->piEffect->SetFloat("TRANSPARENCY",pcMesh->fOpacity); - if (pcMesh->eShadingMode != aiShadingMode_Gouraud) - { - pcMesh->piEffect->SetFloat("SPECULARITY",pcMesh->fShininess); - pcMesh->piEffect->SetFloat("SPECULAR_STRENGTH",pcMesh->fSpecularStrength); - } - - pcMesh->piEffect->SetVector("DIFFUSE_COLOR",&pcMesh->vDiffuseColor); - pcMesh->piEffect->SetVector("SPECULAR_COLOR",&pcMesh->vSpecularColor); - pcMesh->piEffect->SetVector("AMBIENT_COLOR",&pcMesh->vAmbientColor); - pcMesh->piEffect->SetVector("EMISSIVE_COLOR",&pcMesh->vEmissiveColor); - - if (pcMesh->piOpacityTexture) - pcMesh->piEffect->SetTexture("OPACITY_TEXTURE",pcMesh->piOpacityTexture); - if (pcMesh->piDiffuseTexture) - pcMesh->piEffect->SetTexture("DIFFUSE_TEXTURE",pcMesh->piDiffuseTexture); - if (pcMesh->piSpecularTexture) - pcMesh->piEffect->SetTexture("SPECULAR_TEXTURE",pcMesh->piSpecularTexture); - if (pcMesh->piAmbientTexture) - pcMesh->piEffect->SetTexture("AMBIENT_TEXTURE",pcMesh->piAmbientTexture); - if (pcMesh->piEmissiveTexture) - pcMesh->piEffect->SetTexture("EMISSIVE_TEXTURE",pcMesh->piEmissiveTexture); - if (pcMesh->piNormalTexture) - pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",pcMesh->piNormalTexture); - if (pcMesh->piShininessTexture) - pcMesh->piEffect->SetTexture("SHININESS_TEXTURE",pcMesh->piShininessTexture); - if (pcMesh->piLightmapTexture) - pcMesh->piEffect->SetTexture("LIGHTMAP_TEXTURE",pcMesh->piLightmapTexture); - - if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()) - { - piEnd->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture()); - } - } - - // disable culling, if necessary - if (pcMesh->twosided && g_sOptions.bCulling) { - g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); - } - - // setup the correct shader technique to be used for drawing - if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) - { - g_piDefaultEffect->SetTechnique( "MaterialFXSpecular_FF"); - } else - if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality) - { - if (g_sOptions.b3Lights) - piEnd->SetTechnique("MaterialFXSpecular_PS20_D2"); - else piEnd->SetTechnique("MaterialFXSpecular_PS20_D1"); - } - else - { - if (g_sOptions.b3Lights) - piEnd->SetTechnique("MaterialFXSpecular_D2"); - else piEnd->SetTechnique("MaterialFXSpecular_D1"); - } - - // activate the effect - UINT dwPasses = 0; - piEnd->Begin(&dwPasses,0); - piEnd->BeginPass(0); - return 1; -} -//------------------------------------------------------------------------------- -int CMaterialManager::EndMaterial (AssetHelper::MeshHelper* pcMesh) -{ - ai_assert(nullptr != pcMesh); - if (!pcMesh->piEffect)return 0; - - // end the effect - pcMesh->piEffect->EndPass(); - pcMesh->piEffect->End(); - - // re-enable culling if necessary - if (pcMesh->twosided && g_sOptions.bCulling) { - g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW); - } - - return 1; -} - -} // end namespace AssimpView |