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diff --git a/libs/assimp/tools/assimp_view/Background.cpp b/libs/assimp/tools/assimp_view/Background.cpp
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+/*
+---------------------------------------------------------------------------
+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 <assimp/StringUtils.h>
+
+namespace AssimpView {
+
+extern std::string g_szSkyboxShader;
+
+// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
+// ------------------------------------------------------------------------------
+/** \brief Vertex structure for the skybox
+*/
+// ------------------------------------------------------------------------------
+struct SkyBoxVertex {
+ float x, y, z;
+ float u, v, w;
+};
+
+// ------------------------------------------------------------------------------
+/** \brief Vertices for the skybox
+*/
+// ------------------------------------------------------------------------------
+SkyBoxVertex g_cubeVertices_indexed[] = {
+ { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, // 0
+ { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, // 1
+ { -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, // 2
+ { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, // 3
+ { -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, // 4
+ { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, // 5
+ { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, // 6
+ { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f } // 7
+};
+
+// ------------------------------------------------------------------------------
+/** \brief Indices for the skybox
+*/
+// ------------------------------------------------------------------------------
+unsigned short g_cubeIndices[] = {
+ 0,
+ 1,
+ 2,
+ 3,
+ 2,
+ 1,
+ 4,
+ 5,
+ 6,
+ 7,
+ 6,
+ 5,
+ 4,
+ 6,
+ 0,
+ 1,
+ 6,
+ 0,
+ 5,
+ 2,
+ 7,
+ 3,
+ 2,
+ 7,
+ 1,
+ 6,
+ 3,
+ 7,
+ 3,
+ 6,
+ 0,
+ 2,
+ 4,
+ 5,
+ 4,
+ 2,
+};
+
+CBackgroundPainter CBackgroundPainter::s_cInstance;
+
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::SetColor(D3DCOLOR p_clrNew) {
+ if (TEXTURE_CUBE == eMode) {
+ RemoveSBDeps();
+ }
+
+ clrColor = p_clrNew;
+ eMode = SIMPLE_COLOR;
+
+ if (pcTexture) {
+ pcTexture->Release();
+ pcTexture = nullptr;
+ }
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::RemoveSBDeps() {
+ MODE e = eMode;
+ eMode = SIMPLE_COLOR;
+ if (g_pcAsset && g_pcAsset->pcScene) {
+ for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
+ if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode) {
+ CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
+ CMaterialManager::Instance().CreateMaterial(
+ g_pcAsset->apcMeshes[i], g_pcAsset->pcScene->mMeshes[i]);
+ }
+ }
+ }
+ eMode = e;
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::ResetSB() {
+ mMatrix = aiMatrix4x4();
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::SetCubeMapBG(const char *p_szPath) {
+ bool bHad = false;
+ if (pcTexture) {
+ pcTexture->Release();
+ pcTexture = nullptr;
+ if (TEXTURE_CUBE == eMode) bHad = true;
+ }
+
+ eMode = TEXTURE_CUBE;
+
+ szPath = std::string(p_szPath);
+
+ // ARRRGHH... ugly. TODO: Rewrite this!
+ aiString sz;
+ sz.Set(szPath);
+ CMaterialManager::Instance().FindValidPath(&sz);
+ szPath = std::string(sz.data);
+
+ // now recreate all native resources
+ RecreateNativeResource();
+
+ if (SIMPLE_COLOR != this->eMode) {
+ // this influences all material with specular components
+ if (!bHad) {
+ 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) {
+ CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
+ CMaterialManager::Instance().CreateMaterial(
+ g_pcAsset->apcMeshes[i], g_pcAsset->pcScene->mMeshes[i]);
+ }
+ }
+ }
+ } else {
+ 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) {
+ g_pcAsset->apcMeshes[i]->piEffect->SetTexture(
+ "lw_tex_envmap", CBackgroundPainter::Instance().GetTexture());
+ }
+ }
+ }
+ }
+ }
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::RotateSB(const aiMatrix4x4 *pm) {
+ this->mMatrix = mMatrix * (*pm);
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::SetTextureBG(const char *p_szPath) {
+ if (TEXTURE_CUBE == this->eMode) this->RemoveSBDeps();
+
+ if (pcTexture) {
+ pcTexture->Release();
+ pcTexture = nullptr;
+ }
+
+ eMode = TEXTURE_2D;
+ szPath = std::string(p_szPath);
+
+ // ARRRGHH... ugly. TODO: Rewrite this!
+ aiString sz;
+ sz.Set(szPath);
+ CMaterialManager::Instance().FindValidPath(&sz);
+ szPath = std::string(sz.data);
+
+ // now recreate all native resources
+ RecreateNativeResource();
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::OnPreRender() {
+ if (SIMPLE_COLOR != eMode) {
+ // clear the z-buffer only (in wireframe mode we must also clear
+ // the color buffer )
+ if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME) {
+ g_piDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET,
+ D3DCOLOR_ARGB(0xff, 100, 100, 100), 1.0f, 0);
+ } else {
+ g_piDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
+ }
+
+ if (TEXTURE_2D == eMode) {
+ RECT sRect;
+ GetWindowRect(GetDlgItem(g_hDlg, IDC_RT), &sRect);
+ sRect.right -= sRect.left;
+ sRect.bottom -= sRect.top;
+
+ struct SVertex {
+ float x, y, z, w, u, v;
+ };
+
+ UINT dw;
+ this->piSkyBoxEffect->Begin(&dw, 0);
+ this->piSkyBoxEffect->BeginPass(0);
+
+ SVertex as[4];
+ as[1].x = 0.0f;
+ as[1].y = 0.0f;
+ as[1].z = 0.2f;
+ as[1].w = 1.0f;
+ as[1].u = 0.0f;
+ as[1].v = 0.0f;
+
+ as[3].x = (float)sRect.right;
+ as[3].y = 0.0f;
+ as[3].z = 0.2f;
+ as[3].w = 1.0f;
+ as[3].u = 1.0f;
+ as[3].v = 0.0f;
+
+ as[0].x = 0.0f;
+ as[0].y = (float)sRect.bottom;
+ as[0].z = 0.2f;
+ as[0].w = 1.0f;
+ as[0].u = 0.0f;
+ as[0].v = 1.0f;
+
+ as[2].x = (float)sRect.right;
+ as[2].y = (float)sRect.bottom;
+ as[2].z = 0.2f;
+ as[2].w = 1.0f;
+ as[2].u = 1.0f;
+ as[2].v = 1.0f;
+
+ as[0].x -= 0.5f;
+ as[1].x -= 0.5f;
+ as[2].x -= 0.5f;
+ as[3].x -= 0.5f;
+ as[0].y -= 0.5f;
+ as[1].y -= 0.5f;
+ as[2].y -= 0.5f;
+ as[3].y -= 0.5f;
+
+ DWORD dw2;
+ g_piDevice->GetFVF(&dw2);
+ g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
+
+ g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2,
+ &as, sizeof(SVertex));
+
+ piSkyBoxEffect->EndPass();
+ piSkyBoxEffect->End();
+
+ g_piDevice->SetFVF(dw2);
+ }
+ return;
+ }
+ // clear both the render target and the z-buffer
+ g_piDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
+ clrColor, 1.0f, 0);
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::OnPostRender() {
+ if (TEXTURE_CUBE == eMode) {
+ aiMatrix4x4 pcProj;
+ GetProjectionMatrix(pcProj);
+
+ aiMatrix4x4 pcCam;
+ aiVector3D vPos = GetCameraMatrix(pcCam);
+
+ aiMatrix4x4 aiMe;
+ aiMe[3][0] = vPos.x;
+ aiMe[3][1] = vPos.y;
+ aiMe[3][2] = vPos.z;
+ aiMe = mMatrix * aiMe;
+
+ pcProj = (aiMe * pcCam) * pcProj;
+
+ piSkyBoxEffect->SetMatrix("WorldViewProjection",
+ (const D3DXMATRIX *)&pcProj);
+
+ UINT dwPasses;
+ piSkyBoxEffect->Begin(&dwPasses, 0);
+ piSkyBoxEffect->BeginPass(0);
+
+ DWORD dw2;
+ g_piDevice->GetFVF(&dw2);
+ g_piDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
+
+ g_piDevice->DrawIndexedPrimitiveUP(
+ D3DPT_TRIANGLELIST, 0, 8, 12, g_cubeIndices, D3DFMT_INDEX16,
+ g_cubeVertices_indexed, sizeof(SkyBoxVertex));
+
+ g_piDevice->SetFVF(dw2);
+
+ piSkyBoxEffect->EndPass();
+ piSkyBoxEffect->End();
+ }
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::ReleaseNativeResource() {
+ if (piSkyBoxEffect) {
+ piSkyBoxEffect->Release();
+ piSkyBoxEffect = nullptr;
+ }
+ if (pcTexture) {
+ pcTexture->Release();
+ pcTexture = nullptr;
+ }
+}
+//-------------------------------------------------------------------------------
+void CBackgroundPainter::RecreateNativeResource() {
+ if (SIMPLE_COLOR == eMode) {
+ return;
+ }
+
+ if (TEXTURE_CUBE == eMode) {
+
+ // many skyboxes are 16bit FP format which isn't supported
+ // with bilinear filtering on older cards
+ D3DFORMAT eFmt = D3DFMT_UNKNOWN;
+ if (FAILED(g_piD3D->CheckDeviceFormat(0, D3DDEVTYPE_HAL,
+ D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F))) {
+ eFmt = D3DFMT_A8R8G8B8;
+ }
+
+ if (FAILED(D3DXCreateCubeTextureFromFileEx(
+ g_piDevice,
+ szPath.c_str(),
+ D3DX_DEFAULT,
+ 0,
+ 0,
+ eFmt,
+ D3DPOOL_MANAGED,
+ D3DX_DEFAULT,
+ D3DX_DEFAULT,
+ 0,
+ nullptr,
+ nullptr,
+ (IDirect3DCubeTexture9 **)&pcTexture))) {
+ const char *szEnd = strrchr(szPath.c_str(), '\\');
+ if (!szEnd) szEnd = strrchr(szPath.c_str(), '/');
+ if (!szEnd) szEnd = szPath.c_str() - 1;
+
+ char szTemp[1024];
+ ai_snprintf(szTemp, 1024, "[ERROR] Unable to load background cubemap %s", szEnd + 1);
+
+ CLogDisplay::Instance().AddEntry(szTemp,
+ D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
+
+ eMode = SIMPLE_COLOR;
+ return;
+ } else
+ CLogDisplay::Instance().AddEntry("[OK] The skybox has been imported successfully",
+ D3DCOLOR_ARGB(0xFF, 0, 0xFF, 0));
+ } else {
+ if (FAILED(D3DXCreateTextureFromFileEx(
+ g_piDevice,
+ szPath.c_str(),
+ D3DX_DEFAULT,
+ D3DX_DEFAULT,
+ 0,
+ 0,
+ D3DFMT_A8R8G8B8,
+ D3DPOOL_MANAGED,
+ D3DX_DEFAULT,
+ D3DX_DEFAULT,
+ 0,
+ nullptr,
+ nullptr,
+ (IDirect3DTexture9 **)&pcTexture))) {
+ const char *szEnd = strrchr(szPath.c_str(), '\\');
+ if (!szEnd) szEnd = strrchr(szPath.c_str(), '/');
+ if (!szEnd) szEnd = szPath.c_str() - 1;
+
+ char szTemp[1024];
+ ai_snprintf(szTemp, 1024, "[ERROR] Unable to load background texture %s", szEnd + 1);
+
+ CLogDisplay::Instance().AddEntry(szTemp,
+ D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
+
+ eMode = SIMPLE_COLOR;
+ return;
+ } else
+ CLogDisplay::Instance().AddEntry("[OK] The background texture has been imported successfully",
+ D3DCOLOR_ARGB(0xFF, 0, 0xFF, 0));
+ }
+ if (!piSkyBoxEffect) {
+ ID3DXBuffer *piBuffer = nullptr;
+ if (FAILED(D3DXCreateEffect(
+ g_piDevice,
+ g_szSkyboxShader.c_str(),
+ (UINT)g_szSkyboxShader.length(),
+ nullptr,
+ nullptr,
+ AI_SHADER_COMPILE_FLAGS,
+ nullptr,
+ &piSkyBoxEffect, &piBuffer))) {
+ // failed to compile the shader
+ if (piBuffer) {
+ MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
+ piBuffer->Release();
+ }
+
+ CLogDisplay::Instance().AddEntry("[ERROR] Unable to compile skybox shader",
+ D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
+ eMode = SIMPLE_COLOR;
+ return;
+ }
+ }
+ // commit the correct textures to the shader
+ if (TEXTURE_CUBE == eMode) {
+ piSkyBoxEffect->SetTexture("lw_tex_envmap", pcTexture);
+ piSkyBoxEffect->SetTechnique("RenderSkyBox");
+ } else if (TEXTURE_2D == eMode) {
+ piSkyBoxEffect->SetTexture("TEXTURE_2D", pcTexture);
+ piSkyBoxEffect->SetTechnique("RenderImage2D");
+ }
+}
+}; // namespace AssimpView