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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.
+---------------------------------------------------------------------------
+*/
+
+#if (!defined AV_ASSET_HELPER_H_INCLUDED)
+#define AV_ASSET_HELPER_H_INCLUDED
+
+#include <d3d9.h>
+#include <d3dx9.h>
+#include <d3dx9mesh.h>
+
+#include <assimp/scene.h>
+
+namespace AssimpView {
+
+class SceneAnimator;
+
+//-------------------------------------------------------------------------------
+/** \brief Class to wrap ASSIMP's asset output structures
+ */
+//-------------------------------------------------------------------------------
+class AssetHelper {
+public:
+ enum {
+ // the original normal set will be used
+ ORIGINAL = 0x0u,
+
+ // a smoothed normal set will be used
+ SMOOTH = 0x1u,
+
+ // a hard normal set will be used
+ HARD = 0x2u,
+ };
+
+ // default constructor
+ AssetHelper() :
+ iNormalSet(ORIGINAL) {
+ mAnimator = NULL;
+ apcMeshes = NULL;
+ pcScene = NULL;
+ }
+
+ //---------------------------------------------------------------
+ // default vertex data structure
+ // (even if tangents, bitangents or normals aren't
+ // required by the shader they will be committed to the GPU)
+ //---------------------------------------------------------------
+ struct Vertex {
+ aiVector3D vPosition;
+ aiVector3D vNormal;
+
+ D3DCOLOR dColorDiffuse;
+ aiVector3D vTangent;
+ aiVector3D vBitangent;
+ aiVector2D vTextureUV;
+ aiVector2D vTextureUV2;
+ unsigned char mBoneIndices[4];
+ unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
+
+ /** Returns the vertex declaration elements to create a declaration from. */
+ static D3DVERTEXELEMENT9 *GetDeclarationElements() {
+ static D3DVERTEXELEMENT9 decl[] = {
+ { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
+ { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
+ { 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
+ { 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
+ { 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
+ { 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
+ { 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
+ { 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
+ { 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
+ D3DDECL_END()
+ };
+
+ return decl;
+ }
+ };
+
+ //---------------------------------------------------------------
+ // FVF vertex structure used for normals
+ //---------------------------------------------------------------
+ struct LineVertex {
+ aiVector3D vPosition;
+ DWORD dColorDiffuse;
+
+ // retrieves the FVF code of the vertex type
+ static DWORD GetFVF() {
+ return D3DFVF_DIFFUSE | D3DFVF_XYZ;
+ }
+ };
+
+ //---------------------------------------------------------------
+ // Helper class to store GPU related resources created for
+ // a given aiMesh
+ //---------------------------------------------------------------
+ class MeshHelper {
+ public:
+ MeshHelper() :
+ eShadingMode(),
+ piVB(NULL),
+ piIB(NULL),
+ piVBNormals(NULL),
+ piEffect(NULL),
+ bSharedFX(false),
+ piDiffuseTexture(NULL),
+ piSpecularTexture(NULL),
+ piAmbientTexture(NULL),
+ piEmissiveTexture(NULL),
+ piNormalTexture(NULL),
+ piOpacityTexture(NULL),
+ piShininessTexture(NULL),
+ piLightmapTexture(NULL),
+ fOpacity(),
+ fShininess(),
+ fSpecularStrength(),
+ twosided(false),
+ pvOriginalNormals(NULL) {}
+
+ ~MeshHelper() {
+ // NOTE: This is done in DeleteAssetData()
+ // TODO: Make this a proper d'tor
+ }
+
+ // shading mode to use. Either Lambert or otherwise phong
+ // will be used in every case
+ aiShadingMode eShadingMode;
+
+ // vertex buffer
+ IDirect3DVertexBuffer9 *piVB;
+
+ // index buffer. For partially transparent meshes
+ // created with dynamic usage to be able to update
+ // the buffer contents quickly
+ IDirect3DIndexBuffer9 *piIB;
+
+ // vertex buffer to be used to draw vertex normals
+ // (vertex normals are generated in every case)
+ IDirect3DVertexBuffer9 *piVBNormals;
+
+ // shader to be used
+ ID3DXEffect *piEffect;
+ bool bSharedFX;
+
+ // material textures
+ IDirect3DTexture9 *piDiffuseTexture;
+ IDirect3DTexture9 *piSpecularTexture;
+ IDirect3DTexture9 *piAmbientTexture;
+ IDirect3DTexture9 *piEmissiveTexture;
+ IDirect3DTexture9 *piNormalTexture;
+ IDirect3DTexture9 *piOpacityTexture;
+ IDirect3DTexture9 *piShininessTexture;
+ IDirect3DTexture9 *piLightmapTexture;
+
+ // material colors
+ D3DXVECTOR4 vDiffuseColor;
+ D3DXVECTOR4 vSpecularColor;
+ D3DXVECTOR4 vAmbientColor;
+ D3DXVECTOR4 vEmissiveColor;
+
+ // opacity for the material
+ float fOpacity;
+
+ // shininess for the material
+ float fShininess;
+
+ // strength of the specular highlight
+ float fSpecularStrength;
+
+ // two-sided?
+ bool twosided;
+
+ // Stores a pointer to the original normal set of the asset
+ aiVector3D *pvOriginalNormals;
+ };
+
+ // One instance per aiMesh in the globally loaded asset
+ MeshHelper **apcMeshes;
+
+ // Scene wrapper instance
+ aiScene *pcScene;
+
+ // Animation player to animate the scene if necessary
+ SceneAnimator *mAnimator;
+
+ // Specifies the normal set to be used
+ unsigned int iNormalSet;
+
+ // ------------------------------------------------------------------
+ // set the normal set to be used
+ void SetNormalSet(unsigned int iSet);
+
+ // ------------------------------------------------------------------
+ // flip all normal vectors
+ void FlipNormals();
+ void FlipNormalsInt();
+};
+} // namespace AssimpView
+
+#endif // !! IG