From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../assimp-master/tools/assimp_view/Background.cpp | 463 +++++++++++++++++++++ 1 file changed, 463 insertions(+) create mode 100644 src/mesh/assimp-master/tools/assimp_view/Background.cpp (limited to 'src/mesh/assimp-master/tools/assimp_view/Background.cpp') diff --git a/src/mesh/assimp-master/tools/assimp_view/Background.cpp b/src/mesh/assimp-master/tools/assimp_view/Background.cpp new file mode 100644 index 0000000..e496302 --- /dev/null +++ b/src/mesh/assimp-master/tools/assimp_view/Background.cpp @@ -0,0 +1,463 @@ +/* +--------------------------------------------------------------------------- +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 + +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 -- cgit v1.2.1