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-rw-r--r--src/mesh/assimp-master/tools/assimp_view/MeshRenderer.cpp167
1 files changed, 167 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/tools/assimp_view/MeshRenderer.cpp b/src/mesh/assimp-master/tools/assimp_view/MeshRenderer.cpp
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+++ b/src/mesh/assimp-master/tools/assimp_view/MeshRenderer.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 <map>
+#include <functional>
+
+namespace AssimpView {
+
+CMeshRenderer CMeshRenderer::s_cInstance;
+
+//-------------------------------------------------------------------------------
+int CMeshRenderer::DrawUnsorted(unsigned int iIndex) {
+ ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
+
+ // set vertex and index buffer
+ g_piDevice->SetStreamSource(0,g_pcAsset->apcMeshes[iIndex]->piVB,0,
+ sizeof(AssetHelper::Vertex));
+
+ g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB);
+
+ D3DPRIMITIVETYPE type = D3DPT_POINTLIST;
+ switch (g_pcAsset->pcScene->mMeshes[iIndex]->mPrimitiveTypes) {
+ case aiPrimitiveType_POINT:
+ type = D3DPT_POINTLIST;
+ break;
+ case aiPrimitiveType_LINE:
+ type = D3DPT_LINELIST;
+ break;
+ case aiPrimitiveType_TRIANGLE:
+ type = D3DPT_TRIANGLELIST;
+ break;
+ }
+ // and draw the mesh
+ g_piDevice->DrawIndexedPrimitive(type,
+ 0,0,
+ g_pcAsset->pcScene->mMeshes[iIndex]->mNumVertices,0,
+ g_pcAsset->pcScene->mMeshes[iIndex]->mNumFaces);
+
+ return 1;
+}
+//-------------------------------------------------------------------------------
+int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) {
+ ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
+
+ AssetHelper::MeshHelper* pcHelper = g_pcAsset->apcMeshes[iIndex];
+ const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
+
+ if (!pcHelper || !pcMesh || !pcHelper->piIB)
+ return -5;
+
+ if (pcMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE || pcMesh->HasBones() || g_sOptions.bNoAlphaBlending)
+ return DrawUnsorted(iIndex);
+
+
+ // compute the position of the camera in worldspace
+ aiMatrix4x4 mWorldInverse = mWorld;
+ mWorldInverse.Inverse();
+ mWorldInverse.Transpose();
+ const aiVector3D vLocalCamera = mWorldInverse * g_sCamera.vPos;
+
+ // well ... this is really funny now. We must compute their distance
+ // from the camera. We take the average distance of a face and add it
+ // to a map which sorts it
+ std::map<float,unsigned int, std::greater<float> > smap;
+
+ for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
+ {
+ const aiFace* pcFace = &pcMesh->mFaces[iFace];
+ float fDist = 0.0f;
+ for (unsigned int c = 0; c < 3;++c)
+ {
+ aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]];
+ vPos -= vLocalCamera;
+ fDist += vPos.SquareLength();
+ }
+ smap.insert(std::pair<float, unsigned int>(fDist,iFace));
+ }
+
+ // now we can lock the index buffer and rebuild it
+ D3DINDEXBUFFER_DESC sDesc;
+ pcHelper->piIB->GetDesc(&sDesc);
+
+ if (D3DFMT_INDEX16 == sDesc.Format)
+ {
+ uint16_t* aiIndices;
+ pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
+
+ for (std::map<float,unsigned int, std::greater<float> >::const_iterator
+ i = smap.begin();
+ i != smap.end();++i)
+ {
+ const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
+ *aiIndices++ = (uint16_t)pcFace->mIndices[0];
+ *aiIndices++ = (uint16_t)pcFace->mIndices[1];
+ *aiIndices++ = (uint16_t)pcFace->mIndices[2];
+ }
+ }
+ else if (D3DFMT_INDEX32 == sDesc.Format)
+ {
+ uint32_t* aiIndices;
+ pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
+
+ for (std::map<float,unsigned int, std::greater<float> >::const_iterator
+ i = smap.begin();
+ i != smap.end();++i)
+ {
+ const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
+ *aiIndices++ = (uint32_t)pcFace->mIndices[0];
+ *aiIndices++ = (uint32_t)pcFace->mIndices[1];
+ *aiIndices++ = (uint32_t)pcFace->mIndices[2];
+ }
+ }
+ pcHelper->piIB->Unlock();
+
+ // set vertex and index buffer
+ g_piDevice->SetStreamSource(0,pcHelper->piVB,0,sizeof(AssetHelper::Vertex));
+
+ // and draw the mesh
+ g_piDevice->SetIndices(pcHelper->piIB);
+ g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
+ 0,0,
+ pcMesh->mNumVertices,0,
+ pcMesh->mNumFaces);
+
+ return 1;
+}
+}