diff options
Diffstat (limited to 'src/mesh/assimp-master/tools/assimp_view/assimp_view.cpp')
-rw-r--r-- | src/mesh/assimp-master/tools/assimp_view/assimp_view.cpp | 1086 |
1 files changed, 0 insertions, 1086 deletions
diff --git a/src/mesh/assimp-master/tools/assimp_view/assimp_view.cpp b/src/mesh/assimp-master/tools/assimp_view/assimp_view.cpp deleted file mode 100644 index c5c48fd..0000000 --- a/src/mesh/assimp-master/tools/assimp_view/assimp_view.cpp +++ /dev/null @@ -1,1086 +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 <assimp/StringUtils.h> -#include <map> - -#ifdef __MINGW32__ -#include <mmsystem.h> -#else -#include <timeapi.h> -#endif - -using namespace std; - -namespace AssimpView { - -extern std::string g_szNormalsShader; -extern std::string g_szDefaultShader; -extern std::string g_szPassThroughShader; - -//------------------------------------------------------------------------------- -HINSTANCE g_hInstance = nullptr; -HWND g_hDlg = nullptr; -IDirect3D9 *g_piD3D = nullptr; -IDirect3DDevice9 *g_piDevice = nullptr; -IDirect3DVertexDeclaration9 *gDefaultVertexDecl = nullptr; -double g_fFPS = 0.0f; -char g_szFileName[MAX_PATH]; -ID3DXEffect *g_piDefaultEffect = nullptr; -ID3DXEffect *g_piNormalsEffect = nullptr; -ID3DXEffect *g_piPassThroughEffect = nullptr; -ID3DXEffect *g_piPatternEffect = nullptr; -bool g_bMousePressed = false; -bool g_bMousePressedR = false; -bool g_bMousePressedM = false; -bool g_bMousePressedBoth = false; -float g_fElpasedTime = 0.0f; -D3DCAPS9 g_sCaps; -bool g_bLoadingFinished = false; -HANDLE g_hThreadHandle = nullptr; -float g_fWheelPos = -10.0f; -bool g_bLoadingCanceled = false; -IDirect3DTexture9 *g_pcTexture = nullptr; -bool g_bPlay = false; -double g_dCurrent = 0.; - -// default pp steps -unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible - aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing - aiProcess_ValidateDataStructure | // perform a full validation of the loader's output - aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices - aiProcess_RemoveRedundantMaterials | // remove redundant materials - aiProcess_FindDegenerates | // remove degenerated polygons from the import - aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors - aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs - aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) - aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master - aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex - aiProcess_OptimizeMeshes | // join small meshes, if possible; - aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader - 0; - -unsigned int ppstepsdefault = ppsteps; - -bool nopointslines = false; - -extern bool g_bWasFlipped /*= false*/; - -aiMatrix4x4 g_mWorld; -aiMatrix4x4 g_mWorldRotate; -aiVector3D g_vRotateSpeed = aiVector3D(0.5f, 0.5f, 0.5f); - -// NOTE: The second light direction is now computed from the first -aiVector3D g_avLightDirs[1] = { aiVector3D(-0.5f, 0.6f, 0.2f) }; - - D3DCOLOR g_avLightColors[3] = { - D3DCOLOR_ARGB(0xFF, 0xFF, 0xFF, 0xFF), - D3DCOLOR_ARGB(0xFF, 0xFF, 0x00, 0x00), - D3DCOLOR_ARGB(0xFF, 0x05, 0x05, 0x05), -}; - -POINT g_mousePos; -POINT g_LastmousePos; -bool g_bFPSView = false; -bool g_bInvert = false; -EClickPos g_eClick = EClickPos_Circle; -unsigned int g_iCurrentColor = 0; - -float g_fLightIntensity = 1.0f; -float g_fLightColor = 1.0f; - -RenderOptions g_sOptions; -Camera g_sCamera; -AssetHelper *g_pcAsset = nullptr; - -// -// Contains the mask image for the HUD -// (used to determine the position of a click) -// -unsigned char *g_szImageMask = nullptr; - -float g_fLoadTime = 0.0f; - -//------------------------------------------------------------------------------- -// Entry point for the loader thread -// The loader thread loads the asset while the progress dialog displays the -// smart progress bar -//------------------------------------------------------------------------------- -DWORD WINAPI LoadThreadProc(LPVOID lpParameter) { - UNREFERENCED_PARAMETER(lpParameter); - - // get current time - double fCur = (double)timeGetTime(); - - aiPropertyStore *props = aiCreatePropertyStore(); - aiSetImportPropertyInteger(props, AI_CONFIG_IMPORT_TER_MAKE_UVS, 1); - aiSetImportPropertyFloat(props, AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE, g_smoothAngle); - aiSetImportPropertyInteger(props, AI_CONFIG_PP_SBP_REMOVE, nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0); - - aiSetImportPropertyInteger(props, AI_CONFIG_GLOB_MEASURE_TIME, 1); - //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); - - // Call ASSIMPs C-API to load the file - g_pcAsset->pcScene = (aiScene *)aiImportFileExWithProperties(g_szFileName, - ppsteps | /* configurable pp steps */ - aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing - aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes - aiProcess_Triangulate | // triangulate polygons with more than 3 edges - aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space - aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives - 0, - nullptr, - props); - - aiReleasePropertyStore(props); - - // get the end time of zje operation, calculate delta t - double fEnd = (double)timeGetTime(); - g_fLoadTime = (float)((fEnd - fCur) / 1000); - g_bLoadingFinished = true; - - // check whether the loading process has failed ... - if (nullptr == g_pcAsset->pcScene) { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:", - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - - // print ASSIMPs error string to the log display - CLogDisplay::Instance().AddEntry(aiGetErrorString(), - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - return 1; - } - - return 0; -} - -//------------------------------------------------------------------------------- -// load the current asset -// THe path to the asset is specified in the global path variable -//------------------------------------------------------------------------------- -int LoadAsset() { - // set the world and world rotation matrices to the identity - g_mWorldRotate = aiMatrix4x4(); - g_mWorld = aiMatrix4x4(); - - // char szTemp[MAX_PATH+64]; - // sprintf(szTemp,"Starting to load %s",g_szFileName); - CLogWindow::Instance().WriteLine( - "----------------------------------------------------------------------------"); - // CLogWindow::Instance().WriteLine(szTemp); - // CLogWindow::Instance().WriteLine( - // "----------------------------------------------------------------------------"); - CLogWindow::Instance().SetAutoUpdate(false); - - // create a helper thread to load the asset - DWORD dwID; - g_bLoadingCanceled = false; - g_pcAsset = new AssetHelper(); - g_hThreadHandle = CreateThread(nullptr, 0, &LoadThreadProc, nullptr, 0, &dwID); - - if (!g_hThreadHandle) { - CLogDisplay::Instance().AddEntry( - "[ERROR] Unable to create helper thread for loading", - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - return 0; - } - - // show the progress bar dialog - DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_LOADDIALOG), - g_hDlg, &ProgressMessageProc); - - // update the log window - CLogWindow::Instance().SetAutoUpdate(true); - CLogWindow::Instance().Update(); - - // now we should have loaded the asset. Check this ... - g_bLoadingFinished = false; - if (!g_pcAsset || !g_pcAsset->pcScene) { - if (g_pcAsset) { - delete g_pcAsset; - g_pcAsset = nullptr; - } - return 0; - } - - // allocate a new MeshHelper array and build a new instance - // for each mesh in the original asset - g_pcAsset->apcMeshes = new AssetHelper::MeshHelper *[g_pcAsset->pcScene->mNumMeshes](); - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) - g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper(); - - // create animator - g_pcAsset->mAnimator = new SceneAnimator(g_pcAsset->pcScene); - - // build a new caption string for the viewer - static const size_t Size = MAX_PATH + 10; - char szOut[Size]; - ai_snprintf(szOut, Size, AI_VIEW_CAPTION_BASE " [%s]", g_szFileName); - SetWindowText(g_hDlg, szOut); - - // scale the asset vertices to fit into the viewer window - ScaleAsset(); - - // reset the camera view to the default position - g_sCamera.vPos = aiVector3D(0.0f, 0.0f, -10.0f); - g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f); - g_sCamera.vUp = aiVector3D(0.0f, 1.0f, 0.0f); - g_sCamera.vRight = aiVector3D(0.0f, 1.0f, 0.0f); - - // build native D3D vertex/index buffers, textures, materials - if (1 != CreateAssetData()) - return 0; - - if (!g_pcAsset->pcScene->HasAnimations()) { - EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), FALSE); - EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), FALSE); - } else { - EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), TRUE); - EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), TRUE); - } - - CLogDisplay::Instance().AddEntry("[OK] The asset has been loaded successfully"); - CDisplay::Instance().FillDisplayList(); - CDisplay::Instance().FillAnimList(); - - CDisplay::Instance().FillDefaultStatistics(); - - // render the scene once - CDisplay::Instance().OnRender(); - - g_pcAsset->iNormalSet = AssetHelper::ORIGINAL; - g_bWasFlipped = false; - return 1; -} - -//------------------------------------------------------------------------------- -// Delete the loaded asset -// The function does nothing is no asset is loaded -//------------------------------------------------------------------------------- -int DeleteAsset(void) { - if (!g_pcAsset) { - return 0; - } - - // don't anymore know why this was necessary ... - CDisplay::Instance().OnRender(); - - // delete everything - DeleteAssetData(); - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) { - delete g_pcAsset->apcMeshes[i]; - } - aiReleaseImport(g_pcAsset->pcScene); - delete[] g_pcAsset->apcMeshes; - delete g_pcAsset->mAnimator; - delete g_pcAsset; - g_pcAsset = nullptr; - - // reset the caption of the viewer window - SetWindowText(g_hDlg, AI_VIEW_CAPTION_BASE); - - // clear UI - CDisplay::Instance().ClearAnimList(); - CDisplay::Instance().ClearDisplayList(); - - CMaterialManager::Instance().Reset(); - UpdateWindow(g_hDlg); - return 1; -} - -//------------------------------------------------------------------------------- -// Calculate the boundaries of a given node and all of its children -// The boundaries are in Worldspace (AABB) -// piNode Input node -// p_avOut Receives the min/max boundaries. Must point to 2 vec3s -// piMatrix Transformation matrix of the graph at this position -//------------------------------------------------------------------------------- -int CalculateBounds(aiNode *piNode, aiVector3D *p_avOut, const aiMatrix4x4 &piMatrix) { - ai_assert(nullptr != piNode); - ai_assert(nullptr != p_avOut); - - aiMatrix4x4 mTemp = piNode->mTransformation; - mTemp.Transpose(); - aiMatrix4x4 aiMe = mTemp * piMatrix; - - for (unsigned int i = 0; i < piNode->mNumMeshes; ++i) { - for (unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices; ++a) { - aiVector3D pc = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a]; - - aiVector3D pc1; - D3DXVec3TransformCoord((D3DXVECTOR3 *)&pc1, (D3DXVECTOR3 *)&pc, - (D3DXMATRIX *)&aiMe); - - p_avOut[0].x = min(p_avOut[0].x, pc1.x); - p_avOut[0].y = min(p_avOut[0].y, pc1.y); - p_avOut[0].z = min(p_avOut[0].z, pc1.z); - p_avOut[1].x = max(p_avOut[1].x, pc1.x); - p_avOut[1].y = max(p_avOut[1].y, pc1.y); - p_avOut[1].z = max(p_avOut[1].z, pc1.z); - } - } - for (unsigned int i = 0; i < piNode->mNumChildren; ++i) { - CalculateBounds(piNode->mChildren[i], p_avOut, aiMe); - } - return 1; -} -//------------------------------------------------------------------------------- -// Scale the asset that it fits perfectly into the viewer window -// The function calculates the boundaries of the mesh and modifies the -// global world transformation matrix according to the aset AABB -//------------------------------------------------------------------------------- -int ScaleAsset(void) { - aiVector3D aiVecs[2] = { aiVector3D(1e10f, 1e10f, 1e10f), - aiVector3D(-1e10f, -1e10f, -1e10f) }; - - if (g_pcAsset->pcScene->mRootNode) { - aiMatrix4x4 m; - CalculateBounds(g_pcAsset->pcScene->mRootNode, aiVecs, m); - } - - aiVector3D vDelta = aiVecs[1] - aiVecs[0]; - aiVector3D vHalf = aiVecs[0] + (vDelta / 2.0f); - float fScale = 10.0f / vDelta.Length(); - - g_mWorld = aiMatrix4x4( - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 1.0f, 0.0f, - -vHalf.x, -vHalf.y, -vHalf.z, 1.0f) * - aiMatrix4x4( - fScale, 0.0f, 0.0f, 0.0f, - 0.0f, fScale, 0.0f, 0.0f, - 0.0f, 0.0f, fScale, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f); - return 1; -} - -//------------------------------------------------------------------------------- -// Generate a vertex buffer which holds the normals of the asset as -// a list of unconnected lines -// pcMesh Input mesh -// pcSource Source mesh from ASSIMP -//------------------------------------------------------------------------------- -int GenerateNormalsAsLineList(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource) { - ai_assert(nullptr != pcMesh); - ai_assert(nullptr != pcSource); - - if (!pcSource->mNormals) return 0; - - // create vertex buffer - if (FAILED(g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::LineVertex) * - pcSource->mNumVertices * 2, - D3DUSAGE_WRITEONLY, - AssetHelper::LineVertex::GetFVF(), - D3DPOOL_DEFAULT, &pcMesh->piVBNormals, nullptr))) { - CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list", - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - return 2; - } - - // now fill the vertex buffer with data - AssetHelper::LineVertex *pbData2; - pcMesh->piVBNormals->Lock(0, 0, (void **)&pbData2, 0); - for (unsigned int x = 0; x < pcSource->mNumVertices; ++x) { - pbData2->vPosition = pcSource->mVertices[x]; - - ++pbData2; - - aiVector3D vNormal = pcSource->mNormals[x]; - vNormal.Normalize(); - - // scalo with the inverse of the world scaling to make sure - // the normals have equal length in each case - // TODO: Check whether this works in every case, I don't think so - vNormal.x /= g_mWorld.a1 * 4; - vNormal.y /= g_mWorld.b2 * 4; - vNormal.z /= g_mWorld.c3 * 4; - - pbData2->vPosition = pcSource->mVertices[x] + vNormal; - - ++pbData2; - } - pcMesh->piVBNormals->Unlock(); - return 1; -} - -//------------------------------------------------------------------------------- -// Create the native D3D representation of the asset: vertex buffers, -// index buffers, materials ... -//------------------------------------------------------------------------------- -int CreateAssetData() { - if (!g_pcAsset) return 0; - - // reset all subsystems - CMaterialManager::Instance().Reset(); - CDisplay::Instance().Reset(); - - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) { - const aiMesh *mesh = g_pcAsset->pcScene->mMeshes[i]; - - // create the material for the mesh - if (!g_pcAsset->apcMeshes[i]->piEffect) { - CMaterialManager::Instance().CreateMaterial( - g_pcAsset->apcMeshes[i], mesh); - } - - // create vertex buffer - if (FAILED(g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) * - mesh->mNumVertices, - D3DUSAGE_WRITEONLY, - 0, - D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB, nullptr))) { - MessageBox(g_hDlg, "Failed to create vertex buffer", - "ASSIMP Viewer Utility", MB_OK); - return 2; - } - - DWORD dwUsage = 0; - if (g_pcAsset->apcMeshes[i]->piOpacityTexture || 1.0f != g_pcAsset->apcMeshes[i]->fOpacity) - dwUsage |= D3DUSAGE_DYNAMIC; - - unsigned int nidx = 0; - switch (mesh->mPrimitiveTypes) { - case aiPrimitiveType_POINT: - nidx = 1; - break; - case aiPrimitiveType_LINE: - nidx = 2; - break; - case aiPrimitiveType_TRIANGLE: - nidx = 3; - break; - default: - CLogWindow::Instance().WriteLine("Unknown primitive type"); - break; - }; - - unsigned int numIndices = mesh->mNumFaces * 3; - if (0 == numIndices && nidx == 1) { - numIndices = mesh->mNumVertices; - } - // check whether we can use 16 bit indices - if (numIndices >= 65536) { - // create 32 bit index buffer - if (FAILED(g_piDevice->CreateIndexBuffer(4 * numIndices, - D3DUSAGE_WRITEONLY | dwUsage, - D3DFMT_INDEX32, - D3DPOOL_DEFAULT, - &g_pcAsset->apcMeshes[i]->piIB, - nullptr))) { - MessageBox(g_hDlg, "Failed to create 32 Bit index buffer", - "ASSIMP Viewer Utility", MB_OK); - return 2; - } - - // now fill the index buffer - unsigned int *pbData; - g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0); - for (unsigned int x = 0; x < mesh->mNumFaces; ++x) { - for (unsigned int a = 0; a < nidx; ++a) { - *pbData++ = mesh->mFaces[x].mIndices[a]; - } - } - } else { - // create 16 bit index buffer - if (FAILED(g_piDevice->CreateIndexBuffer(2 * -numIndices, - D3DUSAGE_WRITEONLY | dwUsage, - D3DFMT_INDEX16, - D3DPOOL_DEFAULT, - &g_pcAsset->apcMeshes[i]->piIB, - nullptr))) { - MessageBox(g_hDlg, "Failed to create 16 Bit index buffer", - "ASSIMP Viewer Utility", MB_OK); - return 2; - } - - // now fill the index buffer - uint16_t *pbData; - g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0); - for (unsigned int x = 0; x < mesh->mNumFaces; ++x) { - for (unsigned int a = 0; a < nidx; ++a) { - *pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a]; - } - } - } - g_pcAsset->apcMeshes[i]->piIB->Unlock(); - - // collect weights on all vertices. Quick and careless - std::vector<std::vector<aiVertexWeight>> weightsPerVertex(mesh->mNumVertices); - for (unsigned int a = 0; a < mesh->mNumBones; a++) { - const aiBone *bone = mesh->mBones[a]; - for (unsigned int b = 0; b < bone->mNumWeights; b++) - weightsPerVertex[bone->mWeights[b].mVertexId].push_back(aiVertexWeight(a, bone->mWeights[b].mWeight)); - } - - // now fill the vertex buffer - AssetHelper::Vertex *pbData2; - g_pcAsset->apcMeshes[i]->piVB->Lock(0, 0, (void **)&pbData2, 0); - for (unsigned int x = 0; x < mesh->mNumVertices; ++x) { - pbData2->vPosition = mesh->mVertices[x]; - - if (nullptr == mesh->mNormals) - pbData2->vNormal = aiVector3D(0.0f, 0.0f, 0.0f); - else - pbData2->vNormal = mesh->mNormals[x]; - - if (nullptr == mesh->mTangents) { - pbData2->vTangent = aiVector3D(0.0f, 0.0f, 0.0f); - pbData2->vBitangent = aiVector3D(0.0f, 0.0f, 0.0f); - } else { - pbData2->vTangent = mesh->mTangents[x]; - pbData2->vBitangent = mesh->mBitangents[x]; - } - - if (mesh->HasVertexColors(0)) { - pbData2->dColorDiffuse = D3DCOLOR_ARGB( - ((unsigned char)max(min(mesh->mColors[0][x].a * 255.0f, 255.0f), 0.0f)), - ((unsigned char)max(min(mesh->mColors[0][x].r * 255.0f, 255.0f), 0.0f)), - ((unsigned char)max(min(mesh->mColors[0][x].g * 255.0f, 255.0f), 0.0f)), - ((unsigned char)max(min(mesh->mColors[0][x].b * 255.0f, 255.0f), 0.0f))); - } else - pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF, 0xff, 0xff, 0xff); - - // ignore a third texture coordinate component - if (mesh->HasTextureCoords(0)) { - pbData2->vTextureUV = aiVector2D( - mesh->mTextureCoords[0][x].x, - mesh->mTextureCoords[0][x].y); - } else - pbData2->vTextureUV = aiVector2D(0.5f, 0.5f); - - if (mesh->HasTextureCoords(1)) { - pbData2->vTextureUV2 = aiVector2D( - mesh->mTextureCoords[1][x].x, - mesh->mTextureCoords[1][x].y); - } else - pbData2->vTextureUV2 = aiVector2D(0.5f, 0.5f); - - // Bone indices and weights - if (mesh->HasBones()) { - unsigned char boneIndices[4] = { 0, 0, 0, 0 }; - unsigned char boneWeights[4] = { 0, 0, 0, 0 }; - ai_assert(weightsPerVertex[x].size() <= 4); - for (unsigned int a = 0; a < weightsPerVertex[x].size(); a++) { - boneIndices[a] = static_cast<unsigned char>(weightsPerVertex[x][a].mVertexId); - boneWeights[a] = (unsigned char)(weightsPerVertex[x][a].mWeight * 255.0f); - } - - memcpy(pbData2->mBoneIndices, boneIndices, sizeof(boneIndices)); - memcpy(pbData2->mBoneWeights, boneWeights, sizeof(boneWeights)); - } else { - memset(pbData2->mBoneIndices, 0, sizeof(pbData2->mBoneIndices)); - memset(pbData2->mBoneWeights, 0, sizeof(pbData2->mBoneWeights)); - } - - ++pbData2; - } - g_pcAsset->apcMeshes[i]->piVB->Unlock(); - - // now generate the second vertex buffer, holding all normals - if (!g_pcAsset->apcMeshes[i]->piVBNormals) { - GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i], mesh); - } - } - return 1; -} - -//------------------------------------------------------------------------------- -// Delete all effects, textures, vertex buffers ... associated with -// an asset -//------------------------------------------------------------------------------- -int DeleteAssetData(bool bNoMaterials) { - if (!g_pcAsset) return 0; - - // TODO: Move this to a proper destructor - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) { - if (g_pcAsset->apcMeshes[i]->piVB) { - g_pcAsset->apcMeshes[i]->piVB->Release(); - g_pcAsset->apcMeshes[i]->piVB = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piVBNormals) { - g_pcAsset->apcMeshes[i]->piVBNormals->Release(); - g_pcAsset->apcMeshes[i]->piVBNormals = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piIB) { - g_pcAsset->apcMeshes[i]->piIB->Release(); - g_pcAsset->apcMeshes[i]->piIB = nullptr; - } - - // TODO ... unfixed memory leak - // delete storage eventually allocated to hold a copy - // of the original vertex normals - //if (g_pcAsset->apcMeshes[i]->pvOriginalNormals) - //{ - // delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals; - //} - - if (!bNoMaterials) { - if (g_pcAsset->apcMeshes[i]->piEffect) { - g_pcAsset->apcMeshes[i]->piEffect->Release(); - g_pcAsset->apcMeshes[i]->piEffect = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piDiffuseTexture) { - g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release(); - g_pcAsset->apcMeshes[i]->piDiffuseTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piNormalTexture) { - g_pcAsset->apcMeshes[i]->piNormalTexture->Release(); - g_pcAsset->apcMeshes[i]->piNormalTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piSpecularTexture) { - g_pcAsset->apcMeshes[i]->piSpecularTexture->Release(); - g_pcAsset->apcMeshes[i]->piSpecularTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piAmbientTexture) { - g_pcAsset->apcMeshes[i]->piAmbientTexture->Release(); - g_pcAsset->apcMeshes[i]->piAmbientTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piEmissiveTexture) { - g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release(); - g_pcAsset->apcMeshes[i]->piEmissiveTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piOpacityTexture) { - g_pcAsset->apcMeshes[i]->piOpacityTexture->Release(); - g_pcAsset->apcMeshes[i]->piOpacityTexture = nullptr; - } - if (g_pcAsset->apcMeshes[i]->piShininessTexture) { - g_pcAsset->apcMeshes[i]->piShininessTexture->Release(); - g_pcAsset->apcMeshes[i]->piShininessTexture = nullptr; - } - } - } - return 1; -} - -//------------------------------------------------------------------------------- -// Switch between zoom/rotate view and the standard FPS view -// g_bFPSView specifies the view mode to setup -//------------------------------------------------------------------------------- -int SetupFPSView() { - if (!g_bFPSView) { - g_sCamera.vPos = aiVector3D(0.0f, 0.0f, g_fWheelPos); - g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f); - g_sCamera.vUp = aiVector3D(0.0f, 1.0f, 0.0f); - g_sCamera.vRight = aiVector3D(0.0f, 1.0f, 0.0f); - } else { - g_fWheelPos = g_sCamera.vPos.z; - g_sCamera.vPos = aiVector3D(0.0f, 0.0f, -10.0f); - g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f); - g_sCamera.vUp = aiVector3D(0.0f, 1.0f, 0.0f); - g_sCamera.vRight = aiVector3D(0.0f, 1.0f, 0.0f); - } - return 1; -} - -//------------------------------------------------------------------------------- -// Initialize the IDIrect3D interface -// Called by the WinMain -//------------------------------------------------------------------------------- -int InitD3D(void) { - if (nullptr == g_piD3D) { - g_piD3D = Direct3DCreate9(D3D_SDK_VERSION); - if (nullptr == g_piD3D) return 0; - } - return 1; -} - -//------------------------------------------------------------------------------- -// Release the IDirect3D interface. -// NOTE: Assumes that the device has already been deleted -//------------------------------------------------------------------------------- -int ShutdownD3D(void) { - ShutdownDevice(); - if (nullptr != g_piD3D) { - g_piD3D->Release(); - g_piD3D = nullptr; - } - return 1; -} - -template <class TComPtr> -inline void SafeRelease(TComPtr *&ptr) { - if (nullptr != ptr) { - ptr->Release(); - ptr = nullptr; - } -} - -//------------------------------------------------------------------------------- -// Shutdown the D3D device object and all resources associated with it -// NOTE: Assumes that the asset has already been deleted -//------------------------------------------------------------------------------- -int ShutdownDevice(void) { - // release other subsystems - CBackgroundPainter::Instance().ReleaseNativeResource(); - CLogDisplay::Instance().ReleaseNativeResource(); - - // release global shaders that have been allocated - SafeRelease(g_piDefaultEffect); - SafeRelease(g_piNormalsEffect); - SafeRelease(g_piPassThroughEffect); - SafeRelease(g_piPatternEffect); - SafeRelease(g_pcTexture); - SafeRelease(gDefaultVertexDecl); - - // delete the main D3D device object - SafeRelease(g_piDevice); - - // deleted the one channel image allocated to hold the HUD mask - delete[] g_szImageMask; - g_szImageMask = nullptr; - - return 1; -} - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int CreateHUDTexture() { - // lock the memory resource ourselves - HRSRC res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUD), RT_RCDATA); - HGLOBAL hg = LoadResource(nullptr, res); - void *pData = LockResource(hg); - - if (FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, - pData, SizeofResource(nullptr, res), - D3DX_DEFAULT_NONPOW2, - D3DX_DEFAULT_NONPOW2, - 1, - 0, - D3DFMT_A8R8G8B8, - D3DPOOL_MANAGED, - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - nullptr, - nullptr, - &g_pcTexture))) { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture", - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - - g_pcTexture = nullptr; - g_szImageMask = nullptr; - - FreeResource(hg); - return 0; - } - - FreeResource(hg); - - D3DSURFACE_DESC sDesc; - g_pcTexture->GetLevelDesc(0, &sDesc); - - // lock the memory resource ourselves - res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUDMASK), RT_RCDATA); - hg = LoadResource(nullptr, res); - pData = LockResource(hg); - - IDirect3DTexture9 *pcTex; - if (FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, - pData, SizeofResource(nullptr, res), - sDesc.Width, - sDesc.Height, - 1, - 0, - D3DFMT_L8, - D3DPOOL_MANAGED, // unnecessary - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - nullptr, - nullptr, - &pcTex))) { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture", - D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0)); - g_szImageMask = nullptr; - - FreeResource(hg); - return 0; - } - - FreeResource(hg); - - // lock the texture and copy it to get a pointer - D3DLOCKED_RECT sRect; - pcTex->LockRect(0, &sRect, nullptr, D3DLOCK_READONLY); - - unsigned char *szOut = new unsigned char[sDesc.Width * sDesc.Height]; - unsigned char *_szOut = szOut; - - unsigned char *szCur = (unsigned char *)sRect.pBits; - for (unsigned int y = 0; y < sDesc.Height; ++y) { - memcpy(_szOut, szCur, sDesc.Width); - - szCur += sRect.Pitch; - _szOut += sDesc.Width; - } - pcTex->UnlockRect(0); - pcTex->Release(); - - g_szImageMask = szOut; - return 1; -} - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW /*= true*/) { - D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; - - // get the client rectangle of the window. - RECT sRect; - GetWindowRect(GetDlgItem(g_hDlg, IDC_RT), &sRect); - sRect.right -= sRect.left; - sRect.bottom -= sRect.top; - - D3DPRESENT_PARAMETERS sParams; - memset(&sParams, 0, sizeof(D3DPRESENT_PARAMETERS)); - - // get the current display mode - D3DDISPLAYMODE sMode; - g_piD3D->GetAdapterDisplayMode(0, &sMode); - - // fill the presentation parameter structure - sParams.Windowed = TRUE; - sParams.hDeviceWindow = GetDlgItem(g_hDlg, IDC_RT); - sParams.EnableAutoDepthStencil = TRUE; - sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; - sParams.BackBufferWidth = (UINT)sRect.right; - sParams.BackBufferHeight = (UINT)sRect.bottom; - sParams.SwapEffect = D3DSWAPEFFECT_DISCARD; - sParams.BackBufferCount = 1; - - // check whether we can use a D32 depth buffer format - if (SUCCEEDED(g_piD3D->CheckDepthStencilMatch(0, eType, - D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, D3DFMT_D32))) { - sParams.AutoDepthStencilFormat = D3DFMT_D32; - } else - sParams.AutoDepthStencilFormat = D3DFMT_D24X8; - - // find the highest multisample type available on this device - D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES; - D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE; - DWORD dwQuality = 0; - if (p_bMultiSample) { - while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) != - (sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) { - if (SUCCEEDED(g_piD3D->CheckDeviceMultiSampleType(0, eType, - sMode.Format, TRUE, sMS, &dwQuality))) { - sMSOut = sMS; - } - } - if (0 != dwQuality) dwQuality -= 1; - - sParams.MultiSampleQuality = dwQuality; - sParams.MultiSampleType = sMSOut; - } - - // get the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing - g_piD3D->GetDeviceCaps(0, D3DDEVTYPE_HAL, &g_sCaps); - DWORD creationFlags = D3DCREATE_MULTITHREADED; - if (g_sCaps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) - creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; - else - creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; - - // create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware - if (FAILED(g_piD3D->CreateDevice(0, eType, g_hDlg, creationFlags, &sParams, &g_piDevice))) { - // if hardware fails use software rendering instead - if (bHW) return CreateDevice(p_bMultiSample, p_bSuperSample, false); - return 0; - } - - // create a vertex declaration to match the vertex - D3DVERTEXELEMENT9 *vdecl = AssetHelper::Vertex::GetDeclarationElements(); - if (FAILED(g_piDevice->CreateVertexDeclaration(vdecl, &gDefaultVertexDecl))) { - MessageBox(g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); - return 0; - } - g_piDevice->SetVertexDeclaration(gDefaultVertexDecl); - - // get the capabilities of the device object - g_piDevice->GetDeviceCaps(&g_sCaps); - if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3, 0)) { - EnableWindow(GetDlgItem(g_hDlg, IDC_LOWQUALITY), FALSE); - } - - // compile the default material shader (gray gouraud/phong) - ID3DXBuffer *piBuffer = nullptr; - if (FAILED(D3DXCreateEffect(g_piDevice, - g_szDefaultShader.c_str(), - (UINT)g_szDefaultShader.length(), - nullptr, - nullptr, - AI_SHADER_COMPILE_FLAGS, - nullptr, - &g_piDefaultEffect, &piBuffer))) { - if (piBuffer) { - MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK); - piBuffer->Release(); - } - return 0; - } - if (piBuffer) { - piBuffer->Release(); - piBuffer = nullptr; - } - - // use Fixed Function effect when working with shaderless cards - if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) - g_piDefaultEffect->SetTechnique("DefaultFXSpecular_FF"); - - // create the shader used to draw the HUD - if (FAILED(D3DXCreateEffect(g_piDevice, - g_szPassThroughShader.c_str(), (UINT)g_szPassThroughShader.length(), - nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piPassThroughEffect, &piBuffer))) { - if (piBuffer) { - MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK); - piBuffer->Release(); - } - return 0; - } - if (piBuffer) { - piBuffer->Release(); - piBuffer = nullptr; - } - - // use Fixed Function effect when working with shaderless cards - if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) - g_piPassThroughEffect->SetTechnique("PassThrough_FF"); - - // create the shader used to visualize normal vectors - if (FAILED(D3DXCreateEffect(g_piDevice, - g_szNormalsShader.c_str(), (UINT)g_szNormalsShader.length(), - nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piNormalsEffect, &piBuffer))) { - if (piBuffer) { - MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK); - piBuffer->Release(); - } - return 0; - } - if (piBuffer) { - piBuffer->Release(); - piBuffer = nullptr; - } - - //MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); - - // use Fixed Function effect when working with shaderless cards - if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(2, 0)) - g_piNormalsEffect->SetTechnique("RenderNormals_FF"); - - g_piDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); - - // create the texture for the HUD - CreateHUDTexture(); - CBackgroundPainter::Instance().RecreateNativeResource(); - CLogDisplay::Instance().RecreateNativeResource(); - - g_piPassThroughEffect->SetTexture("TEXTURE_2D", g_pcTexture); - return 1; -} - -//------------------------------------------------------------------------------- -int CreateDevice() { - return CreateDevice(g_sOptions.bMultiSample, - g_sOptions.bSuperSample); -} - -//------------------------------------------------------------------------------- -int GetProjectionMatrix(aiMatrix4x4 &p_mOut) { - const float fFarPlane = 100.0f; - const float fNearPlane = 0.1f; - const float fFOV = (float)(45.0 * 0.0174532925); - - const float s = 1.0f / tanf(fFOV * 0.5f); - const float Q = fFarPlane / (fFarPlane - fNearPlane); - - RECT sRect; - GetWindowRect(GetDlgItem(g_hDlg, IDC_RT), &sRect); - sRect.right -= sRect.left; - sRect.bottom -= sRect.top; - const float fAspect = (float)sRect.right / (float)sRect.bottom; - - p_mOut = aiMatrix4x4( - s / fAspect, 0.0f, 0.0f, 0.0f, - 0.0f, s, 0.0f, 0.0f, - 0.0f, 0.0f, Q, 1.0f, - 0.0f, 0.0f, -Q * fNearPlane, 0.0f); - return 1; -} - -//------------------------------------------------------------------------------- -aiVector3D GetCameraMatrix(aiMatrix4x4 &p_mOut) { - D3DXMATRIX view; - D3DXMatrixIdentity(&view); - - D3DXVec3Normalize((D3DXVECTOR3 *)&g_sCamera.vLookAt, (D3DXVECTOR3 *)&g_sCamera.vLookAt); - D3DXVec3Cross((D3DXVECTOR3 *)&g_sCamera.vRight, (D3DXVECTOR3 *)&g_sCamera.vUp, (D3DXVECTOR3 *)&g_sCamera.vLookAt); - D3DXVec3Normalize((D3DXVECTOR3 *)&g_sCamera.vRight, (D3DXVECTOR3 *)&g_sCamera.vRight); - D3DXVec3Cross((D3DXVECTOR3 *)&g_sCamera.vUp, (D3DXVECTOR3 *)&g_sCamera.vLookAt, (D3DXVECTOR3 *)&g_sCamera.vRight); - D3DXVec3Normalize((D3DXVECTOR3 *)&g_sCamera.vUp, (D3DXVECTOR3 *)&g_sCamera.vUp); - - view._11 = g_sCamera.vRight.x; - view._12 = g_sCamera.vUp.x; - view._13 = g_sCamera.vLookAt.x; - view._14 = 0.0f; - - view._21 = g_sCamera.vRight.y; - view._22 = g_sCamera.vUp.y; - view._23 = g_sCamera.vLookAt.y; - view._24 = 0.0f; - - view._31 = g_sCamera.vRight.z; - view._32 = g_sCamera.vUp.z; - view._33 = g_sCamera.vLookAt.z; - view._34 = 0.0f; - - view._41 = -D3DXVec3Dot((D3DXVECTOR3 *)&g_sCamera.vPos, (D3DXVECTOR3 *)&g_sCamera.vRight); - view._42 = -D3DXVec3Dot((D3DXVECTOR3 *)&g_sCamera.vPos, (D3DXVECTOR3 *)&g_sCamera.vUp); - view._43 = -D3DXVec3Dot((D3DXVECTOR3 *)&g_sCamera.vPos, (D3DXVECTOR3 *)&g_sCamera.vLookAt); - view._44 = 1.0f; - - memcpy(&p_mOut, &view, sizeof(aiMatrix4x4)); - - return g_sCamera.vPos; -} - -} // namespace AssimpView |