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/Display.cpp | 2302 ++++++++++++++++++++ 1 file changed, 2302 insertions(+) create mode 100644 src/mesh/assimp-master/tools/assimp_view/Display.cpp (limited to 'src/mesh/assimp-master/tools/assimp_view/Display.cpp') diff --git a/src/mesh/assimp-master/tools/assimp_view/Display.cpp b/src/mesh/assimp-master/tools/assimp_view/Display.cpp new file mode 100644 index 0000000..95ed416 --- /dev/null +++ b/src/mesh/assimp-master/tools/assimp_view/Display.cpp @@ -0,0 +1,2302 @@ +/* +--------------------------------------------------------------------------- +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 "AnimEvaluator.h" +#include "SceneAnimator.h" +#include + +#include + +namespace AssimpView { + +using namespace Assimp; + +extern std::string g_szCheckerBackgroundShader; + +struct SVertex +{ + float x,y,z,w,u,v; +}; + +CDisplay CDisplay::s_cInstance; + +extern COLORREF g_aclCustomColors[16] /*= {0}*/; +extern HKEY g_hRegistry; +extern float g_fLoadTime; + +//------------------------------------------------------------------------------- +// Table of colors used for normal vectors. +//------------------------------------------------------------------------------- +D3DXVECTOR4 g_aclNormalColors[14] = +{ + D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0xFF / 255.0f, 1.0f), // white + + D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // red + D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // green + D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // blue + + D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // yellow + D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // magenta + D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0xFF / 255.0f,1.0f), // wtf + + D3DXVECTOR4(0xFF / 255.0f,0x60 / 255.0f,0x60 / 255.0f,1.0f), // light red + D3DXVECTOR4(0x60 / 255.0f,0xFF / 255.0f,0x60 / 255.0f,1.0f), // light green + D3DXVECTOR4(0x60 / 255.0f,0x60 / 255.0f,0xFF / 255.0f,1.0f), // light blue + + D3DXVECTOR4(0xA0 / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // dark red + D3DXVECTOR4(0x00 / 255.0f,0xA0 / 255.0f,0x00 / 255.0f,1.0f), // dark green + D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xA0 / 255.0f,1.0f), // dark blue + + D3DXVECTOR4(0x88 / 255.0f,0x88 / 255.0f,0x88 / 255.0f, 1.0f) // gray +}; + + +//------------------------------------------------------------------------------- +// Recursively count the number of nodes in an asset's node graph +// Used by LoadAsset() +//------------------------------------------------------------------------------- +void GetNodeCount(aiNode* pcNode, unsigned int* piCnt) +{ + *piCnt = *piCnt+1; + for (unsigned int i = 0; i < pcNode->mNumChildren; ++i) { + GetNodeCount(pcNode->mChildren[i], piCnt); + } +} + +//------------------------------------------------------------------------------- +int CDisplay::EnableAnimTools(BOOL hm) { + EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),hm); + EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),hm); + + return 1; +} + +//------------------------------------------------------------------------------- +// Fill animation combo box +int CDisplay::FillAnimList(void) { + if (0 != g_pcAsset->pcScene->mNumAnimations) + { + // now fill in all animation names + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumAnimations;++i) { + SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0, + ( LPARAM ) g_pcAsset->pcScene->mAnimations[i]->mName.data); + } + + // also add a dummy - 'none' + SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,(LPARAM)"none"); + + // select first + SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_SETCURSEL,0,0); + + EnableAnimTools(TRUE); + } + else // tools remain disabled + EnableAnimTools(FALSE); + + return 1; +} +//------------------------------------------------------------------------------- +// Clear the list of animations +int CDisplay::ClearAnimList(void) +{ + // clear the combo box + SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_RESETCONTENT,0,0); + return 1; +} +//------------------------------------------------------------------------------- +// Clear the tree view +int CDisplay::ClearDisplayList(void) +{ + // clear the combo box + TreeView_DeleteAllItems(GetDlgItem(g_hDlg,IDC_TREE1)); + this->Reset(); + return 1; +} +//------------------------------------------------------------------------------- +// Add a specific node to the display list +int CDisplay::AddNodeToDisplayList( + unsigned int iIndex, + unsigned int iDepth, + aiNode* pcNode, + HTREEITEM hRoot) +{ + ai_assert(nullptr != pcNode); + ai_assert(nullptr != hRoot); + + char chTemp[MAXLEN]; + + if(0 == pcNode->mName.length) { + if (iIndex >= 100) { + iIndex += iDepth * 1000; + } + else if (iIndex >= 10) + { + iIndex += iDepth * 100; + } + else + iIndex += iDepth * 10; + ai_snprintf(chTemp, MAXLEN,"Node %u",iIndex); + } + else { + ai_snprintf(chTemp, MAXLEN,"%s",pcNode->mName.data); + } + ai_snprintf(chTemp+strlen(chTemp), MAXLEN- strlen(chTemp), iIndex ? " (%i)" : " (%i meshes)",pcNode->mNumMeshes); + + TVITEMEXW tvi; + TVINSERTSTRUCTW sNew; + + wchar_t tmp[512]; + int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512); + + tvi.pszText = tmp; + tvi.cchTextMax = (int)t; + + tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM; + tvi.iImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE]; + tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE]; + tvi.lParam = (LPARAM)5; + + sNew.itemex = tvi; + sNew.hInsertAfter = TVI_LAST; + sNew.hParent = hRoot; + + // add the item to the list + HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1), + TVM_INSERTITEMW, + 0, + (LPARAM)(LPTVINSERTSTRUCT)&sNew); + + // recursively add all child nodes + ++iDepth; + for (unsigned int i = 0; i< pcNode->mNumChildren;++i){ + AddNodeToDisplayList(i,iDepth,pcNode->mChildren[i],hTexture); + } + + // add the node to the list + NodeInfo info; + info.hTreeItem = hTexture; + info.psNode = pcNode; + this->AddNode(info); + return 1; +} + +//------------------------------------------------------------------------------- +int CDisplay::AddMeshToDisplayList(unsigned int iIndex, HTREEITEM hRoot) +{ + aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex]; + + char chTemp[MAXLEN]; + + if(0 == pcMesh->mName.length) { + ai_snprintf(chTemp,MAXLEN,"Mesh %u",iIndex); + } + else { + ai_snprintf(chTemp,MAXLEN,"%s",pcMesh->mName.data); + } + ai_snprintf(chTemp+strlen(chTemp),MAXLEN-strlen(chTemp), iIndex ? " (%i)" : " (%i faces)",pcMesh->mNumFaces); + + TVITEMEXW tvi; + TVINSERTSTRUCTW sNew; + + wchar_t tmp[512]; + int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512); + + tvi.pszText = tmp; + tvi.cchTextMax = (int)t; + + tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM; + tvi.iImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE]; + tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE]; + tvi.lParam = (LPARAM)5; + + sNew.itemex = tvi; + sNew.hInsertAfter = TVI_LAST; + sNew.hParent = hRoot; + + // add the item to the list + HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1), + TVM_INSERTITEMW, + 0, + (LPARAM)(LPTVINSERTSTRUCT)&sNew); + + // add the mesh to the list of all mesh entries in the scene browser + MeshInfo info; + info.hTreeItem = hTexture; + info.psMesh = pcMesh; + AddMesh(info); + return 1; +} + +//------------------------------------------------------------------------------- +// Replace the currently selected texture by another one +int CDisplay::ReplaceCurrentTexture(const char* szPath) +{ + ai_assert(nullptr != szPath); + + // well ... try to load it + IDirect3DTexture9* piTexture = nullptr; + aiString szString; + strcpy(szString.data,szPath); + szString.length = static_cast(strlen(szPath)); + CMaterialManager::Instance().LoadTexture(&piTexture,&szString); + + if (!piTexture) { + CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this texture", + D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0)); + return 0; + } + + // we must also change the icon of the corresponding tree + // view item if the default texture was previously set + TVITEMEX tvi; + tvi.mask = TVIF_SELECTEDIMAGE | TVIF_IMAGE; + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL]; + + TreeView_SetItem(GetDlgItem(g_hDlg,IDC_TREE1), + m_pcCurrentTexture->hTreeItem); + + // update all meshes referencing this material + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (this->m_pcCurrentTexture->iMatIndex != g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + continue; + + AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[i]; + IDirect3DTexture9** tex = nullptr; + const char* tex_string = nullptr; + + switch (this->m_pcCurrentTexture->iType) + { + case aiTextureType_DIFFUSE: + tex = &pcMesh->piDiffuseTexture; + tex_string = "DIFFUSE_TEXTURE"; + break; + case aiTextureType_AMBIENT: + tex = &pcMesh->piAmbientTexture; + tex_string = "AMBIENT_TEXTURE"; + break; + case aiTextureType_SPECULAR: + tex = &pcMesh->piSpecularTexture; + tex_string = "SPECULAR_TEXTURE"; + break; + case aiTextureType_EMISSIVE: + tex = &pcMesh->piEmissiveTexture; + tex_string = "EMISSIVE_TEXTURE"; + break; + case aiTextureType_LIGHTMAP: + tex = &pcMesh->piLightmapTexture; + tex_string = "LIGHTMAP_TEXTURE"; + break; + case aiTextureType_DISPLACEMENT: + case aiTextureType_REFLECTION: + case aiTextureType_UNKNOWN: + break; + case aiTextureType_SHININESS: + tex = &pcMesh->piShininessTexture; + tex_string = "SHININESS_TEXTURE"; + break; + case aiTextureType_NORMALS: + case aiTextureType_HEIGHT: + + // special handling here + if (pcMesh->piNormalTexture && pcMesh->piNormalTexture != piTexture) { + piTexture->AddRef(); + pcMesh->piNormalTexture->Release(); + pcMesh->piNormalTexture = piTexture; + CMaterialManager::Instance().HMtoNMIfNecessary(pcMesh->piNormalTexture,&pcMesh->piNormalTexture,true); + m_pcCurrentTexture->piTexture = &pcMesh->piNormalTexture; + + if (!pcMesh->bSharedFX) { + pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",piTexture); + } + } + break; + default: //case aiTextureType_OPACITY && case aiTextureType_OPACITY | 0x40000000: + + tex = &pcMesh->piOpacityTexture; + tex_string = "OPACITY_TEXTURE"; + break; + }; + if (tex && *tex && *tex != piTexture) + { + (**tex).Release(); + *tex = piTexture; + m_pcCurrentTexture->piTexture = tex; + + pcMesh->piEffect->SetTexture(tex_string,piTexture); + } + } + + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::AddTextureToDisplayList(unsigned int iType, + unsigned int iIndex, + const aiString* szPath, + HTREEITEM hFX, + unsigned int iUVIndex /*= 0*/, + const float fBlendFactor /*= 0.0f*/, + aiTextureOp eTextureOp /*= aiTextureOp_Multiply*/, + unsigned int iMesh /*= 0*/) +{ + ai_assert(nullptr != szPath); + + char chTemp[512]; + char chTempEmb[256]; + const char* sz = strrchr(szPath->data,'\\'); + if (!sz)sz = strrchr(szPath->data,'/'); + if (!sz) + { + if ('*' == *szPath->data) + { + int iIndex2 = atoi(szPath->data+1); + ai_snprintf(chTempEmb,256,"Embedded #%i",iIndex2); + sz = chTempEmb; + } + else + { + sz = szPath->data; + } + } + + bool bIsExtraOpacity = 0 != (iType & 0x40000000); + const char* szType; + IDirect3DTexture9** piTexture; + switch (iType) + { + case aiTextureType_DIFFUSE: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piDiffuseTexture; + szType = "Diffuse"; + break; + case aiTextureType_SPECULAR: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piSpecularTexture; + szType = "Specular"; + break; + case aiTextureType_AMBIENT: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piAmbientTexture; + szType = "Ambient"; + break; + case aiTextureType_EMISSIVE: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piEmissiveTexture; + szType = "Emissive"; + break; + case aiTextureType_HEIGHT: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture; + szType = "Heightmap"; + break; + case aiTextureType_NORMALS: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture; + szType = "Normalmap"; + break; + case aiTextureType_SHININESS: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piShininessTexture; + szType = "Shininess"; + break; + case aiTextureType_LIGHTMAP: + piTexture = &g_pcAsset->apcMeshes[iMesh]->piLightmapTexture; + szType = "Lightmap"; + break; + case aiTextureType_DISPLACEMENT: + piTexture = nullptr; + szType = "Displacement"; + break; + case aiTextureType_REFLECTION: + piTexture = nullptr; + szType = "Reflection"; + break; + case aiTextureType_UNKNOWN: + piTexture = nullptr; + szType = "Unknown"; + break; + default: // opacity + opacity | mask + piTexture = &g_pcAsset->apcMeshes[iMesh]->piOpacityTexture; + szType = "Opacity"; + break; + }; + if (bIsExtraOpacity) { + ai_snprintf(chTemp,512,"%s %i ()",szType,iIndex+1); + } + else + ai_snprintf(chTemp,512,"%s %i (%s)",szType,iIndex+1,sz); + + TVITEMEX tvi; + TVINSERTSTRUCT sNew; + tvi.pszText = chTemp; + tvi.cchTextMax = (int)strlen(chTemp); + tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE; + tvi.lParam = (LPARAM)20; + + // find out whether this is the default texture or not + + if (piTexture && *piTexture) { + // {9785DA94-1D96-426b-B3CB-BADC36347F5E} + static const GUID guidPrivateData = + { 0x9785da94, 0x1d96, 0x426b, + { 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } }; + + uint32_t iData = 0; + DWORD dwSize = 4; + (*piTexture)->GetPrivateData(guidPrivateData,&iData,&dwSize); + + if (0xFFFFFFFF == iData) + { + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID]; + } + else + { + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE]; + } + } + else + { + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID]; + } + + sNew.itemex = tvi; + sNew.hInsertAfter = TVI_LAST; + sNew.hParent = hFX; + + // add the item to the list + HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1), + TVM_INSERTITEM, + 0, + (LPARAM)(LPTVINSERTSTRUCT)&sNew); + + // add it to the list + CDisplay::TextureInfo sInfo; + sInfo.iUV = iUVIndex; + sInfo.fBlend = fBlendFactor; + sInfo.eOp = eTextureOp; + sInfo.szPath = szPath->data; + sInfo.hTreeItem = hTexture; + sInfo.piTexture = piTexture; + sInfo.iType = iType; + sInfo.iMatIndex = g_pcAsset->pcScene->mMeshes[iMesh]->mMaterialIndex; + AddTexture(sInfo); + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, + unsigned int iIndex) +{ + ai_assert(nullptr != hRoot); + + aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[iIndex]; + + + // find the first mesh using this material index + unsigned int iMesh = 0; + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + iMesh = i; + break; + } + } + + // use the name of the material, if possible + char chTemp[512]; + aiString szOut; + if (AI_SUCCESS != aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szOut)) + { + ai_snprintf(chTemp,512,"Material %i",iIndex+1); + } + else + { + ai_snprintf(chTemp,512,"%s (%i)",szOut.data,iIndex+1); + } + TVITEMEXW tvi; + TVINSERTSTRUCTW sNew; + + wchar_t tmp[512]; + int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512); + + tvi.pszText = tmp; + tvi.cchTextMax = (int)t; + tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM ; + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL]; + tvi.lParam = (LPARAM)10; + + sNew.itemex = tvi; + sNew.hInsertAfter = TVI_LAST; + sNew.hParent = hRoot; + + // add the item to the list + HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1), + TVM_INSERTITEMW, + 0, + (LPARAM)(LPTVINSERTSTRUCT)&sNew); + + // for each texture in the list ... add it + unsigned int iUV; + float fBlend; + aiTextureOp eOp; + aiString szPath; + bool bNoOpacity = true; + for (unsigned int i = 0; i <= AI_TEXTURE_TYPE_MAX;++i) + { + unsigned int iNum = 0; + while (true) + { + if (AI_SUCCESS != aiGetMaterialTexture(pcMat,(aiTextureType)i,iNum, + &szPath,nullptr, &iUV,&fBlend,&eOp)) + { + break; + } + if (aiTextureType_OPACITY == i)bNoOpacity = false; + AddTextureToDisplayList(i,iNum,&szPath,hTexture,iUV,fBlend,eOp,iMesh); + ++iNum; + } + } + + AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[iMesh]; + + if (pcMesh->piDiffuseTexture && pcMesh->piDiffuseTexture == pcMesh->piOpacityTexture && bNoOpacity) + { + // check whether the diffuse texture is not a default texture + + // {9785DA94-1D96-426b-B3CB-BADC36347F5E} + static const GUID guidPrivateData = + { 0x9785da94, 0x1d96, 0x426b, + { 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } }; + + uint32_t iData = 0; + DWORD dwSize = 4; + if(FAILED( pcMesh->piDiffuseTexture->GetPrivateData(guidPrivateData,&iData,&dwSize) || + 0xffffffff == iData)) + { + // seems the diffuse texture contains alpha, therefore it has been + // added to the opacity channel, too. Add a special value ... + AddTextureToDisplayList(aiTextureType_OPACITY | 0x40000000, + 0,&szPath,hTexture,iUV,fBlend,eOp,iMesh); + } + } + + // add the material to the list + MaterialInfo info; + info.hTreeItem = hTexture; + info.psMaterial = pcMat; + info.iIndex = iIndex; + info.piEffect = g_pcAsset->apcMeshes[iMesh]->piEffect; + this->AddMaterial(info); + return 1; +} +//------------------------------------------------------------------------------- +// Expand all elements in the tree-view +int CDisplay::ExpandTree() +{ + // expand all materials + for (std::vector< MaterialInfo >::iterator + i = m_asMaterials.begin(); + i != m_asMaterials.end();++i) + { + TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND); + } + // expand all nodes + for (std::vector< NodeInfo >::iterator + i = m_asNodes.begin(); + i != m_asNodes.end();++i) + { + TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND); + } + TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),m_hRoot,TVE_EXPAND); + return 1; +} +//------------------------------------------------------------------------------- +// Get image list for tree view +int CDisplay::LoadImageList(void) +{ + if (!m_hImageList) + { + // First, create the image list we will need. + // FIX: Need RGB888 color space to display all colors correctly + HIMAGELIST hIml = ImageList_Create( 16,16,ILC_COLOR24, 5, 0 ); + + // Load the bitmaps and add them to the image lists. + HBITMAP hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BFX)); + m_aiImageList[AI_VIEW_IMGLIST_MATERIAL] = ImageList_Add(hIml, hBmp, nullptr); + DeleteObject(hBmp); + + hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BNODE)); + m_aiImageList[AI_VIEW_IMGLIST_NODE] = ImageList_Add(hIml, hBmp, nullptr); + DeleteObject(hBmp); + + hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTX)); + m_aiImageList[AI_VIEW_IMGLIST_TEXTURE] = ImageList_Add(hIml, hBmp, nullptr); + DeleteObject(hBmp); + + hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTXI)); + m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID] = ImageList_Add(hIml, hBmp, nullptr); + DeleteObject(hBmp); + + hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BROOT)); + m_aiImageList[AI_VIEW_IMGLIST_MODEL] = ImageList_Add(hIml, hBmp, nullptr); + DeleteObject(hBmp); + + // Associate the image list with the tree. + TreeView_SetImageList(GetDlgItem(g_hDlg,IDC_TREE1), hIml, TVSIL_NORMAL); + + m_hImageList = hIml; + } + return 1; +} +//------------------------------------------------------------------------------- +// Fill tree view +int CDisplay::FillDisplayList(void) +{ + LoadImageList(); + + // Initialize the tree view window. + // fill in the first entry + TVITEMEX tvi; + TVINSERTSTRUCT sNew; + tvi.pszText = (char*) "Model"; + tvi.cchTextMax = (int)strlen(tvi.pszText); + tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_STATE; + tvi.state = TVIS_EXPANDED; + tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MODEL]; + tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MODEL]; + tvi.lParam = (LPARAM)0; + + sNew.itemex = tvi; + sNew.hInsertAfter = TVI_ROOT; + sNew.hParent = 0; + + // add the root item to the tree + m_hRoot = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1), + TVM_INSERTITEM, + 0, + (LPARAM)(LPTVINSERTSTRUCT)&sNew); + + // add each loaded material to the tree + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMaterials;++i) + AddMaterialToDisplayList(m_hRoot,i); + + // add each mesh to the tree + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + AddMeshToDisplayList(i,m_hRoot); + + // now add all loaded nodes recursively + AddNodeToDisplayList(0,0,g_pcAsset->pcScene->mRootNode,m_hRoot); + + // now expand all parent nodes in the tree + ExpandTree(); + + // everything reacts a little bit slowly if D3D is rendering, + // so give GDI a small hint to leave the couch and work ;-) + UpdateWindow(g_hDlg); + return 1; +} +//------------------------------------------------------------------------------- +// Main render loop +int CDisplay::OnRender() +{ + // update possible animation + if( g_pcAsset) + { + static double lastPlaying = 0.; + + ai_assert( g_pcAsset->mAnimator); + if (g_bPlay) { + g_dCurrent += clock()/ double( CLOCKS_PER_SEC) -lastPlaying; + + double time = g_dCurrent; + aiAnimation* mAnim = g_pcAsset->mAnimator->CurrentAnim(); + if( mAnim && mAnim->mDuration > 0.0) { + double tps = mAnim->mTicksPerSecond ? mAnim->mTicksPerSecond : 25.f; + time = fmod( time, mAnim->mDuration/tps); + SendDlgItemMessage(g_hDlg,IDC_SLIDERANIM,TBM_SETPOS,TRUE,LPARAM(10000 * (time/(mAnim->mDuration/tps)))); + } + + g_pcAsset->mAnimator->Calculate( time ); + lastPlaying = g_dCurrent; + } + } + // begin the frame + g_piDevice->BeginScene(); + + switch (m_iViewMode) + { + case VIEWMODE_FULL: + case VIEWMODE_NODE: + RenderFullScene(); + break; + case VIEWMODE_MATERIAL: + RenderMaterialView(); + break; + case VIEWMODE_TEXTURE: + RenderTextureView(); + break; + }; + + // Now render the log display in the upper right corner of the window + CLogDisplay::Instance().OnRender(); + + // present the back-buffer + g_piDevice->EndScene(); + g_piDevice->Present(nullptr,nullptr,nullptr,nullptr); + + // don't remove this, problems on some older machines (AMD timing bug) + Sleep(10); + return 1; +} +//------------------------------------------------------------------------------- +// Update UI +void UpdateColorFieldsInUI() +{ + InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR1),nullptr,TRUE); + InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR2),nullptr,TRUE); + InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR3),nullptr,TRUE); + + UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR1)); + UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR2)); + UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR3)); +} +//------------------------------------------------------------------------------- +// FIll statistics UI +int CDisplay::FillDefaultStatistics(void) +{ + if (!g_pcAsset) + { + // clear all stats edit controls + SetDlgItemText(g_hDlg,IDC_EVERT,"0"); + SetDlgItemText(g_hDlg,IDC_EFACE,"0"); + SetDlgItemText(g_hDlg,IDC_EMAT,"0"); + SetDlgItemText(g_hDlg,IDC_ENODE,"0"); + SetDlgItemText(g_hDlg,IDC_ESHADER,"0"); + SetDlgItemText(g_hDlg,IDC_ETEX,"0"); + return 1; + } + + // get the number of vertices/faces in the model + unsigned int iNumVert = 0; + unsigned int iNumFaces = 0; + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + iNumVert += g_pcAsset->pcScene->mMeshes[i]->mNumVertices; + iNumFaces += g_pcAsset->pcScene->mMeshes[i]->mNumFaces; + } + // and fill the statistic edit controls + char szOut[1024]; + ai_snprintf(szOut,1024,"%i",(int)iNumVert); + SetDlgItemText(g_hDlg,IDC_EVERT,szOut); + ai_snprintf(szOut, 1024,"%i",(int)iNumFaces); + SetDlgItemText(g_hDlg,IDC_EFACE,szOut); + ai_snprintf(szOut, 1024,"%i",(int)g_pcAsset->pcScene->mNumMaterials); + SetDlgItemText(g_hDlg,IDC_EMAT,szOut); + ai_snprintf(szOut, 1024,"%i",(int)g_pcAsset->pcScene->mNumMeshes); + SetDlgItemText(g_hDlg,IDC_EMESH,szOut); + + // need to get the number of nodes + iNumVert = 0; + GetNodeCount(g_pcAsset->pcScene->mRootNode,&iNumVert); + ai_snprintf(szOut, 1024,"%i",(int)iNumVert); + SetDlgItemText(g_hDlg,IDC_ENODEWND,szOut); + + // now get the number of unique shaders generated for the asset + // (even if the environment changes this number won't change) + ai_snprintf(szOut, 1024,"%i", CMaterialManager::Instance().GetShaderCount()); + SetDlgItemText(g_hDlg,IDC_ESHADER,szOut); + + sprintf(szOut,"%.5f",(float)g_fLoadTime); + SetDlgItemText(g_hDlg,IDC_ELOAD,szOut); + + UpdateColorFieldsInUI(); + UpdateWindow(g_hDlg); + return 1; +} +//------------------------------------------------------------------------------- +// Reset UI +int CDisplay::Reset(void) +{ + // clear all lists + m_asMaterials.clear(); + m_asTextures.clear(); + m_asNodes.clear(); + m_asMeshes.clear(); + + m_hRoot = nullptr; + + return OnSetupNormalView(); +} +//------------------------------------------------------------------------------- +// reset to standard statistics view +void ShowNormalUIComponents() +{ + ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_SHOW); + ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_HIDE); +} +//------------------------------------------------------------------------------- +int CDisplay::OnSetupNormalView() +{ + if (VIEWMODE_NODE == m_iViewMode) + { + ShowNormalUIComponents(); + } + + // now ... change the meaning of the statistics fields back + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Vertices:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Nodes:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMSHADERS),"Shaders:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Materials:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Meshes:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_LOADTIME),"Time:"); + + FillDefaultStatistics(); + SetViewMode(VIEWMODE_FULL); + + // for debugging + m_pcCurrentMaterial = nullptr; + m_pcCurrentTexture = nullptr; + m_pcCurrentNode = nullptr; + + // redraw the color fields in the UI --- their purpose has possibly changed + UpdateColorFieldsInUI(); + UpdateWindow(g_hDlg); + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::OnSetupNodeView(NodeInfo* pcNew) +{ + ai_assert(nullptr != pcNew); + + if (m_pcCurrentNode == pcNew)return 2; + + // now ... change the meaning of the statistics fields back + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Vertices:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Materials:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Meshes:"); + + ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_HIDE); + ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_SHOW); + + char szTemp[1024]; + sprintf(szTemp, + "%.2f %.2f %.2f\r\n" + "%.2f %.2f %.2f\r\n" + "%.2f %.2f %.2f\r\n" + "%.2f %.2f %.2f\r\n", + pcNew->psNode->mTransformation.a1, + pcNew->psNode->mTransformation.b1, + pcNew->psNode->mTransformation.c1, + pcNew->psNode->mTransformation.a2, + pcNew->psNode->mTransformation.b2, + pcNew->psNode->mTransformation.c2, + pcNew->psNode->mTransformation.a3, + pcNew->psNode->mTransformation.b3, + pcNew->psNode->mTransformation.c3, + pcNew->psNode->mTransformation.a4, + pcNew->psNode->mTransformation.b4, + pcNew->psNode->mTransformation.c4); + SetWindowText(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),szTemp); + + + m_pcCurrentNode = pcNew; + SetViewMode(VIEWMODE_NODE); + + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::OnSetupMaterialView(MaterialInfo* pcNew) +{ + ai_assert(nullptr != pcNew); + + if (m_pcCurrentMaterial == pcNew)return 2; + + if (VIEWMODE_NODE == m_iViewMode) + ShowNormalUIComponents(); + + m_pcCurrentMaterial = pcNew; + SetViewMode(VIEWMODE_MATERIAL); + + // redraw the color fields in the UI --- their purpose has possibly changed + UpdateColorFieldsInUI(); + UpdateWindow(g_hDlg); + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::OnSetupTextureView(TextureInfo* pcNew) +{ + ai_assert(nullptr != pcNew); + + if (this->m_pcCurrentTexture == pcNew)return 2; + + if (VIEWMODE_NODE == this->m_iViewMode) + { + ShowNormalUIComponents(); + } + + if ((aiTextureType_OPACITY | 0x40000000) == pcNew->iType) + { + // for opacity textures display a warn message + CLogDisplay::Instance().AddEntry("[INFO] This texture is not existing in the " + "original mesh",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0)); + CLogDisplay::Instance().AddEntry("It is a copy of the alpha channel of the first " + "diffuse texture",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0)); + } + + // check whether the pattern background effect is supported + if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0)) + { + CLogDisplay::Instance().AddEntry("[WARN] The background shader won't work " + "on your system, it required PS 3.0 hardware. A default color is used ...", + D3DCOLOR_ARGB(0xFF,0xFF,0x00,0)); + } + + this->m_fTextureZoom = 1000.0f; + this->m_vTextureOffset.x = this->m_vTextureOffset.y = 0.0f; + + this->m_pcCurrentTexture = pcNew; + this->SetViewMode(VIEWMODE_TEXTURE); + + // now ... change the meaning of the statistics fields + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Width:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Height:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Format:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMSHADERS),"MIPs:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"UV:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Blend:"); + SetWindowText(GetDlgItem(g_hDlg,IDC_LOADTIME),"Op:"); + + // and fill them with data + D3DSURFACE_DESC sDesc; + if (pcNew->piTexture && *pcNew->piTexture) { + (*pcNew->piTexture)->GetLevelDesc(0,&sDesc); + char szTemp[128]; + + sprintf(szTemp,"%i",sDesc.Width); + SetWindowText(GetDlgItem(g_hDlg,IDC_EVERT),szTemp); + + sprintf(szTemp,"%i",sDesc.Height); + SetWindowText(GetDlgItem(g_hDlg,IDC_ENODEWND),szTemp); + + sprintf(szTemp,"%i",(*pcNew->piTexture)->GetLevelCount()); + SetWindowText(GetDlgItem(g_hDlg,IDC_ESHADER),szTemp); + + sprintf(szTemp,"%u",pcNew->iUV); + SetWindowText(GetDlgItem(g_hDlg,IDC_EMAT),szTemp); + + sprintf(szTemp,"%f",pcNew->fBlend); + SetWindowText(GetDlgItem(g_hDlg,IDC_EMESH),szTemp); + + const char* szOp; + switch (pcNew->eOp) + { + case aiTextureOp_Add: + szOp = "add"; + break; + case aiTextureOp_Subtract: + szOp = "sub"; + break; + case aiTextureOp_Divide: + szOp = "div"; + break; + case aiTextureOp_SignedAdd: + szOp = "addsign"; + break; + case aiTextureOp_SmoothAdd: + szOp = "addsmooth"; + break; + default: + szOp = "mul"; + break; + }; + SetWindowText(GetDlgItem(g_hDlg,IDC_ELOAD),szOp); + + // NOTE: Format is always ARGB8888 since other formats are + // converted to this format ... + SetWindowText(GetDlgItem(g_hDlg,IDC_EFACE),"ARGB8"); + + // check whether this is the default texture + if (pcNew->piTexture) + { + // {9785DA94-1D96-426b-B3CB-BADC36347F5E} + static const GUID guidPrivateData = + { 0x9785da94, 0x1d96, 0x426b, + { 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } }; + + uint32_t iData = 0; + DWORD dwSize = 4; + (*pcNew->piTexture)->GetPrivateData(guidPrivateData,&iData,&dwSize); + + if (0xFFFFFFFF == iData) + { + CLogDisplay::Instance().AddEntry("[ERROR] Texture could not be loaded. " + "The displayed texture is a default texture", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + return 0; + } + } + } + // redraw the color fields in the UI --- their purpose has possibly changed + UpdateColorFieldsInUI(); + UpdateWindow(g_hDlg); + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::OnSetup(HTREEITEM p_hTreeItem) +{ + // search in our list for the item + union { + TextureInfo* pcNew; + NodeInfo* pcNew2; + MaterialInfo* pcNew3; + }; + + pcNew = nullptr; + for (std::vector::iterator i = m_asTextures.begin();i != m_asTextures.end();++i){ + if (p_hTreeItem == (*i).hTreeItem) { + pcNew = &(*i); + break; + } + } + if (pcNew) { + return OnSetupTextureView(pcNew); + } + + // search the node list + for (std::vector::iterator i = m_asNodes.begin(); i != m_asNodes.end();++i){ + if (p_hTreeItem == (*i).hTreeItem) { + pcNew2 = &(*i); + break; + } + } + if (pcNew2) { + return OnSetupNodeView(pcNew2); + } + + // search the material list + for (std::vector::iterator i = m_asMaterials.begin();i != m_asMaterials.end();++i){ + if (p_hTreeItem == (*i).hTreeItem){ + pcNew3 = &(*i); + break; + } + } + if (pcNew3) { + return OnSetupMaterialView(pcNew3); + } + return OnSetupNormalView(); +} +//------------------------------------------------------------------------------- +int CDisplay::ShowTreeViewContextMenu(HTREEITEM hItem) +{ + ai_assert(nullptr != hItem); + + HMENU hDisplay = nullptr; + + // search in our list for the item + TextureInfo* pcNew = nullptr; + for (std::vector::iterator + i = m_asTextures.begin(); + i != m_asTextures.end();++i) + { + if (hItem == (*i).hTreeItem) { + pcNew = &(*i); + break; + } + } + if (pcNew) + { + HMENU hMenu = LoadMenu(g_hInstance,MAKEINTRESOURCE(IDR_TXPOPUP)); + hDisplay = GetSubMenu(hMenu,0); + } + + // search in the material list for the item + MaterialInfo* pcNew2 = nullptr; + for (std::vector::iterator + i = m_asMaterials.begin(); + i != m_asMaterials.end();++i) + { + if (hItem == (*i).hTreeItem) { + pcNew2 = &(*i); + break; + } + } + if (pcNew2) + { + HMENU hMenu = LoadMenu(g_hInstance,MAKEINTRESOURCE(IDR_MATPOPUP)); + hDisplay = GetSubMenu(hMenu,0); + } + if (nullptr != hDisplay) + { + // select this entry (this should all OnSetup()) + TreeView_Select(GetDlgItem(g_hDlg,IDC_TREE1),hItem,TVGN_CARET); + + // FIX: Render the scene once that the correct texture/material + // is displayed while the context menu is active + OnRender(); + + POINT sPoint; + GetCursorPos(&sPoint); + TrackPopupMenu(hDisplay, TPM_LEFTALIGN, sPoint.x, sPoint.y, 0, + g_hDlg,nullptr); + } + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::HandleTreeViewPopup(WPARAM wParam,LPARAM lParam) +{ + // get the current selected material + std::vector apclrOut; + const char* szMatKey = ""; + + switch (LOWORD(wParam)) + { + case ID_SOLONG_CLEARDIFFUSECOLOR: + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vDiffuseColor, + g_pcAsset->apcMeshes[i],"DIFFUSE_COLOR")); + } + } + szMatKey = "$clr.diffuse"; + break; + case ID_SOLONG_CLEARSPECULARCOLOR: + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vSpecularColor, + g_pcAsset->apcMeshes[i],"SPECULAR_COLOR")); + } + } + szMatKey = "$clr.specular"; + break; + case ID_SOLONG_CLEARAMBIENTCOLOR: + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vAmbientColor, + g_pcAsset->apcMeshes[i],"AMBIENT_COLOR")); + } + } + szMatKey = "$clr.ambient"; + break; + case ID_SOLONG_CLEAREMISSIVECOLOR: + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vEmissiveColor, + g_pcAsset->apcMeshes[i],"EMISSIVE_COLOR")); + } + } + szMatKey = "$clr.emissive"; + break; + default: + + // let the next function do this ... no spaghetti code ;-) + HandleTreeViewPopup2(wParam,lParam); + }; + if (!apclrOut.empty()) + { + aiColor4D clrOld = *((aiColor4D*)(apclrOut.front().pclrColor)); + + CHOOSECOLOR clr; + clr.lStructSize = sizeof(CHOOSECOLOR); + clr.hwndOwner = g_hDlg; + clr.Flags = CC_RGBINIT | CC_FULLOPEN; + clr.rgbResult = RGB( + clamp(clrOld.r * 255.0f), + clamp(clrOld.g * 255.0f), + clamp(clrOld.b * 255.0f)); + clr.lpCustColors = g_aclCustomColors; + clr.lpfnHook = nullptr; + clr.lpTemplateName = nullptr; + clr.lCustData = 0; + + ChooseColor(&clr); + + clrOld.r = (float)(((unsigned int)clr.rgbResult) & 0xFF) / 255.0f; + clrOld.g = (float)(((unsigned int)clr.rgbResult >> 8) & 0xFF) / 255.0f; + clrOld.b = (float)(((unsigned int)clr.rgbResult >> 16) & 0xFF) / 255.0f; + + // update the color values in the mesh instances and + // update all shaders ... + for (std::vector::iterator + i = apclrOut.begin(); + i != apclrOut.end();++i) + { + *((*i).pclrColor) = *((D3DXVECTOR4*)&clrOld); + if (!(*i).pMesh->bSharedFX) + { + (*i).pMesh->piEffect->SetVector((*i).szShaderParam,(*i).pclrColor); + } + } + + // change the material key ... + aiMaterial* pcMat = (aiMaterial*)g_pcAsset->pcScene->mMaterials[ + this->m_pcCurrentMaterial->iIndex]; + pcMat->AddProperty(&clrOld,1,szMatKey,0,0); + + if (ID_SOLONG_CLEARSPECULARCOLOR == LOWORD(wParam) && + aiShadingMode_Gouraud == apclrOut.front().pMesh->eShadingMode) + { + CLogDisplay::Instance().AddEntry("[INFO] You have just changed the specular " + "material color",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0)); + CLogDisplay::Instance().AddEntry( + "This is great, especially since there is currently no specular shading", + D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0)); + } + } + return 1; +} +//------------------------------------------------------------------------------- +int CALLBACK TreeViewCompareFunc(LPARAM lParam1, LPARAM lParam2, LPARAM lParamSort) +{ + if (lParamSort == lParam1)return -1; + if (lParamSort == lParam2)return 1; + return 0; +} +//------------------------------------------------------------------------------- +int CDisplay::HandleTreeViewPopup2(WPARAM wParam,LPARAM /*lParam*/) +{ + char szFileName[MAX_PATH]; + DWORD dwTemp = MAX_PATH; + + switch (LOWORD(wParam)) + { + case ID_HEY_REPLACE: + { + // get a path to a new texture + if(ERROR_SUCCESS != RegQueryValueEx(g_hRegistry,"ReplaceTextureSrc",nullptr,nullptr, + (BYTE*)szFileName,&dwTemp)) + { + // Key was not found. Use C: + strcpy(szFileName,""); + } + else + { + // need to remove the file name + char* sz = strrchr(szFileName,'\\'); + if (!sz) + sz = strrchr(szFileName,'/'); + if (sz) + *sz = 0; + } + OPENFILENAME sFilename1 = { + sizeof(OPENFILENAME), + g_hDlg,GetModuleHandle(nullptr), + "Textures\0*.png;*.dds;*.tga;*.bmp;*.tif;*.ppm;*.ppx;*.jpg;*.jpeg;*.exr\0*.*\0", + nullptr, 0, 1, + szFileName, MAX_PATH, nullptr, 0, nullptr, + "Replace this texture", + OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR, + 0, 1, ".jpg", 0, nullptr, nullptr + }; + if(GetOpenFileName(&sFilename1) == 0) return 0; + + // Now store the file in the registry + RegSetValueExA(g_hRegistry,"ReplaceTextureSrc",0,REG_SZ,(const BYTE*)szFileName,MAX_PATH); + this->ReplaceCurrentTexture(szFileName); + } + return 1; + + case ID_HEY_EXPORT: + { + if(ERROR_SUCCESS != RegQueryValueEx(g_hRegistry,"TextureExportDest",nullptr,nullptr, + (BYTE*)szFileName,&dwTemp)) + { + // Key was not found. Use C: + strcpy(szFileName,""); + } + else + { + // need to remove the file name + char* sz = strrchr(szFileName,'\\'); + if (!sz) + sz = strrchr(szFileName,'/'); + if (sz) + *sz = 0; + } + OPENFILENAME sFilename1 = { + sizeof(OPENFILENAME), + g_hDlg,GetModuleHandle(nullptr), + "Textures\0*.png;*.dds;*.bmp;*.tif;*.pfm;*.jpg;*.jpeg;*.hdr\0*.*\0", nullptr, 0, 1, + szFileName, MAX_PATH, nullptr, 0, nullptr, + "Export texture to file", + OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR, + 0, 1, ".png", 0, nullptr, nullptr + }; + if(GetSaveFileName(&sFilename1) == 0) return 0; + + // Now store the file in the registry + RegSetValueExA(g_hRegistry,"TextureExportDest",0,REG_SZ,(const BYTE*)szFileName,MAX_PATH); + + // determine the file format ... + D3DXIMAGE_FILEFORMAT eFormat = D3DXIFF_PNG; + const char* sz = strrchr(szFileName,'.'); + if (sz) + { + ++sz; + if (0 == Assimp::ASSIMP_stricmp(sz,"pfm"))eFormat = D3DXIFF_PFM; + else if (0 == Assimp::ASSIMP_stricmp(sz,"dds"))eFormat = D3DXIFF_DDS; + else if (0 == Assimp::ASSIMP_stricmp(sz,"jpg"))eFormat = D3DXIFF_JPG; + else if (0 == Assimp::ASSIMP_stricmp(sz,"jpeg"))eFormat = D3DXIFF_JPG; + else if (0 == Assimp::ASSIMP_stricmp(sz,"hdr"))eFormat = D3DXIFF_HDR; + else if (0 == Assimp::ASSIMP_stricmp(sz,"bmp"))eFormat = D3DXIFF_BMP; + } + + // get a pointer to the first surface of the current texture + IDirect3DSurface9* pi = nullptr; + (*this->m_pcCurrentTexture->piTexture)->GetSurfaceLevel(0,&pi); + if(!pi || FAILED(D3DXSaveSurfaceToFile(szFileName,eFormat,pi,nullptr,nullptr))) + { + CLogDisplay::Instance().AddEntry("[ERROR] Unable to export texture", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + } + else + { + CLogDisplay::Instance().AddEntry("[INFO] The texture has been exported", + D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0)); + } + if(pi)pi->Release(); + } + return 1; + + case ID_HEY_REMOVE: + { + + if(IDYES != MessageBox(g_hDlg,"To recover the texture you need to reload the model. Do you wish to continue?", + "Remove texture",MB_YESNO)) { + return 1; + } + + aiMaterial* pcMat = (aiMaterial*)g_pcAsset->pcScene->mMaterials[ + m_pcCurrentTexture->iMatIndex]; + + unsigned int s; + if (m_pcCurrentTexture->iType == (aiTextureType_OPACITY | 0x40000000)) + { + // set a special property to indicate that no alpha channel is required + int iVal = 1; + pcMat->AddProperty(&iVal,1,"no_a_from_d",0,0); + s = aiTextureType_OPACITY; + } + else s = m_pcCurrentTexture->iType; + pcMat->RemoveProperty(AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0)); + + // need to update all meshes associated with this material + for (unsigned int i = 0;i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if (m_pcCurrentTexture->iMatIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) + { + CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]); + CMaterialManager::Instance().CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]); + } + } + // find the corresponding MaterialInfo structure + const unsigned int iMatIndex = m_pcCurrentTexture->iMatIndex; + for (std::vector::iterator + a = m_asMaterials.begin(); + a != m_asMaterials.end();++a) + { + if (iMatIndex == (*a).iIndex) + { + // good news. we will also need to find all other textures + // associated with this item ... + for (std::vector::iterator + n = m_asTextures.begin(); + n != m_asTextures.end();++n) + { + if ((*n).iMatIndex == iMatIndex) + { + n = m_asTextures.erase(n); + if (m_asTextures.end() == n)break; + } + } + // delete this material from all lists ... + TreeView_DeleteItem(GetDlgItem(g_hDlg,IDC_TREE1),(*a).hTreeItem); + this->m_asMaterials.erase(a); + break; + } + } + + // add the new material to the list and make sure it will be fully expanded + AddMaterialToDisplayList(m_hRoot,iMatIndex); + HTREEITEM hNewItem = m_asMaterials.back().hTreeItem; + TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),hNewItem,TVE_EXPAND); + + // we need to sort the list, materials come first, then nodes + TVSORTCB sSort; + sSort.hParent = m_hRoot; + sSort.lParam = 10; + sSort.lpfnCompare = &TreeViewCompareFunc; + TreeView_SortChildrenCB(GetDlgItem(g_hDlg,IDC_TREE1),&sSort,0); + + // the texture was selected, but the silly user has just deleted it + // ... go back to normal viewing mode + TreeView_Select(GetDlgItem(g_hDlg,IDC_TREE1),m_hRoot,TVGN_CARET); + return 1; + } + } + return 0; +} +//------------------------------------------------------------------------------- +// Setup stereo view +int CDisplay::SetupStereoView() +{ + if (nullptr != g_pcAsset && nullptr != g_pcAsset->pcScene->mRootNode) + { + // enable the RED, GREEN and ALPHA channels + g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE, + D3DCOLORWRITEENABLE_RED | + D3DCOLORWRITEENABLE_ALPHA | + D3DCOLORWRITEENABLE_GREEN); + + // move the camera a little bit to the left + g_sCamera.vPos -= g_sCamera.vRight * 0.03f; + } + return 1; +} +//------------------------------------------------------------------------------- +// Do the actual rendering pass for the stereo view +int CDisplay::RenderStereoView(const aiMatrix4x4& m) +{ + // and rerender the scene + if (nullptr != g_pcAsset && nullptr != g_pcAsset->pcScene->mRootNode) + { + // enable the BLUE, GREEN and ALPHA channels + g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE, + D3DCOLORWRITEENABLE_GREEN | + D3DCOLORWRITEENABLE_ALPHA | + D3DCOLORWRITEENABLE_BLUE); + + // clear the z-buffer + g_piDevice->Clear(0,nullptr,D3DCLEAR_ZBUFFER,0,1.0f,0); + + // move the camera a little bit to the right + g_sCamera.vPos += g_sCamera.vRight * 0.06f; + + RenderNode(g_pcAsset->pcScene->mRootNode,m,false); + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE); + RenderNode(g_pcAsset->pcScene->mRootNode,m,true); + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); + + // (move back to the original position) + g_sCamera.vPos -= g_sCamera.vRight * 0.03f; + + // re-enable all channels + g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE, + D3DCOLORWRITEENABLE_RED | + D3DCOLORWRITEENABLE_GREEN | + D3DCOLORWRITEENABLE_ALPHA | + D3DCOLORWRITEENABLE_BLUE); + } + return 1; +} +//------------------------------------------------------------------------------- +// Process input for the texture view +int CDisplay::HandleInputTextureView() +{ + HandleMouseInputTextureView(); + HandleKeyboardInputTextureView(); + return 1; +} +//------------------------------------------------------------------------------- +// Get input for the current state +int CDisplay::HandleInput() +{ + if(CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()) + HandleMouseInputSkyBox(); + + // handle input commands + HandleMouseInputLightRotate(); + HandleMouseInputLightIntensityAndColor(); + if(g_bFPSView) + { + HandleMouseInputFPS(); + HandleKeyboardInputFPS(); + } + else HandleMouseInputLocal(); + + // compute auto rotation depending on the time which has passed + if (g_sOptions.bRotate) + { + aiMatrix4x4 mMat; + D3DXMatrixRotationYawPitchRoll((D3DXMATRIX*)&mMat, + g_vRotateSpeed.x * g_fElpasedTime, + g_vRotateSpeed.y * g_fElpasedTime, + g_vRotateSpeed.z * g_fElpasedTime); + g_mWorldRotate = g_mWorldRotate * mMat; + } + + // Handle rotations of light source(s) + if (g_sOptions.bLightRotate) + { + aiMatrix4x4 mMat; + D3DXMatrixRotationYawPitchRoll((D3DXMATRIX*)&mMat, + g_vRotateSpeed.x * g_fElpasedTime * 0.5f, + g_vRotateSpeed.y * g_fElpasedTime * 0.5f, + g_vRotateSpeed.z * g_fElpasedTime * 0.5f); + + D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[0], + (D3DXVECTOR3*)&g_avLightDirs[0],(D3DXMATRIX*)&mMat); + + g_avLightDirs[0].Normalize(); + } + return 1; +} +//------------------------------------------------------------------------------- +// Process input for an empty scene view to allow for sky-box rotations +int CDisplay::HandleInputEmptyScene() +{ + if(CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()) + { + if (g_bFPSView) + { + HandleMouseInputFPS(); + HandleKeyboardInputFPS(); + } + HandleMouseInputSkyBox(); + + // need to store the last mouse position in the global variable + // HandleMouseInputFPS() is doing this internally + if (!g_bFPSView) + { + g_LastmousePos.x = g_mousePos.x; + g_LastmousePos.y = g_mousePos.y; + } + } + return 1; +} +//------------------------------------------------------------------------------- +// Draw the HUD on top of the scene +int CDisplay::DrawHUD() +{ + // HACK: (thom) can't get the effect to work on non-shader cards, therefore deactivated for the moment + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + return 1; + + // get the dimension of the back buffer + RECT sRect; + GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); + sRect.right -= sRect.left; + sRect.bottom -= sRect.top; + + // commit the texture to the shader + // FIX: Necessary because the texture view is also using this shader + g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture); + + // NOTE: The shader might be used for other purposes, too. + // So ensure the right technique is there + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + g_piPassThroughEffect->SetTechnique( "PassThrough_FF"); + else + g_piPassThroughEffect->SetTechnique("PassThrough"); + + // build vertices for drawing from system memory + UINT dw; + g_piPassThroughEffect->Begin(&dw,0); + g_piPassThroughEffect->BeginPass(0); + + D3DSURFACE_DESC sDesc; + g_pcTexture->GetLevelDesc(0,&sDesc); + SVertex as[4]; + float fHalfX = ((float)sRect.right-(float)sDesc.Width) / 2.0f; + float fHalfY = ((float)sRect.bottom-(float)sDesc.Height) / 2.0f; + as[1].x = fHalfX; + as[1].y = fHalfY; + 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-fHalfX; + as[3].y = fHalfY; + as[3].z = 0.2f; + as[3].w = 1.0f; + as[3].u = 1.0f; + as[3].v = 0.0f; + + as[0].x = fHalfX; + as[0].y = (float)sRect.bottom-fHalfY; + 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-fHalfX; + as[2].y = (float)sRect.bottom-fHalfY; + 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; + + g_piDevice->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); + g_piDevice->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); + + // draw the screen-filling squad + DWORD dw2;g_piDevice->GetFVF(&dw2); + g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); + g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2, + &as,sizeof(SVertex)); + + // end the effect and recover the old vertex format + g_piPassThroughEffect->EndPass(); + g_piPassThroughEffect->End(); + + g_piDevice->SetFVF(dw2); + return 1; +} +//------------------------------------------------------------------------------- +// Render the full scene, all nodes +int CDisplay::RenderFullScene() +{ + // reset the color index used for drawing normals + g_iCurrentColor = 0; + + aiMatrix4x4 pcProj; + GetProjectionMatrix(pcProj); + + vPos = GetCameraMatrix(mViewProjection); + mViewProjection = mViewProjection * pcProj; + + // setup wireframe/solid rendering mode + if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME) + g_piDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); + else g_piDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID); + + if (g_sOptions.bCulling) + g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW); + else g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); + + // for high-quality mode, enable anisotropic texture filtering + if (g_sOptions.bLowQuality) { + for (DWORD d = 0; d < 8;++d) { + g_piDevice->SetSamplerState(d,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); + g_piDevice->SetSamplerState(d,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); + g_piDevice->SetSamplerState(d,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR); + } + } + else { + for (DWORD d = 0; d < 8;++d) { + g_piDevice->SetSamplerState(d,D3DSAMP_MAGFILTER,D3DTEXF_ANISOTROPIC); + g_piDevice->SetSamplerState(d,D3DSAMP_MINFILTER,D3DTEXF_ANISOTROPIC); + g_piDevice->SetSamplerState(d,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR); + + g_piDevice->SetSamplerState(d,D3DSAMP_MAXANISOTROPY,g_sCaps.MaxAnisotropy); + } + } + + // draw the scene background (clear and texture 2d) + CBackgroundPainter::Instance().OnPreRender(); + + // setup the stereo view if necessary + if (g_sOptions.bStereoView) + SetupStereoView(); + + + // draw all opaque objects in the scene + aiMatrix4x4 m; + if (nullptr != g_pcAsset && nullptr != g_pcAsset->pcScene->mRootNode) + { + HandleInput(); + m = g_mWorld * g_mWorldRotate; + RenderNode(g_pcAsset->pcScene->mRootNode,m,false); + } + + // if a cube texture is loaded as background image, the user + // should be able to rotate it even if no asset is loaded + HandleInputEmptyScene(); + + // draw the scene background + CBackgroundPainter::Instance().OnPostRender(); + + // draw all non-opaque objects in the scene + if (nullptr != g_pcAsset && nullptr != g_pcAsset->pcScene->mRootNode) + { + // disable the z-buffer + if (!g_sOptions.bNoAlphaBlending) { + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE); + } + RenderNode(g_pcAsset->pcScene->mRootNode,m,true); + + if (!g_sOptions.bNoAlphaBlending) { + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); + } + } + + // setup the stereo view if necessary + if (g_sOptions.bStereoView) + RenderStereoView(m); + + // render the skeleton if necessary + if (g_sOptions.bSkeleton && nullptr != g_pcAsset && nullptr != g_pcAsset->pcScene->mRootNode) { + // disable the z-buffer + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE); + + if (g_sOptions.eDrawMode != RenderOptions::WIREFRAME) { + g_piDevice->SetRenderState(D3DRS_ZENABLE,FALSE); + } + + g_piDevice->SetVertexDeclaration( gDefaultVertexDecl); + // this is very similar to the code in SetupMaterial() + ID3DXEffect* piEnd = g_piNormalsEffect; + aiMatrix4x4 pcProj2 = m * mViewProjection; + + D3DXVECTOR4 vVector(1.f,0.f,0.f,1.f); + piEnd->SetVector("OUTPUT_COLOR",&vVector); + piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj2); + + UINT dwPasses = 0; + piEnd->Begin(&dwPasses,0); + piEnd->BeginPass(0); + + RenderSkeleton(g_pcAsset->pcScene->mRootNode,m,m); + + piEnd->EndPass();piEnd->End(); + g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE); + g_piDevice->SetRenderState(D3DRS_ZENABLE,TRUE); + } + + // draw the HUD texture on top of the rendered scene using + // pre-projected vertices + if (!g_bFPSView && g_pcAsset && g_pcTexture) + DrawHUD(); + + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::RenderMaterialView() +{ + return 1; +} +//------------------------------------------------------------------------------- +// Render animation skeleton +int CDisplay::RenderSkeleton (aiNode* piNode,const aiMatrix4x4& piMatrix, const aiMatrix4x4& parent) +{ + aiMatrix4x4 me = g_pcAsset->mAnimator->GetGlobalTransform( piNode); + + me.Transpose(); + //me *= piMatrix; + + if (piNode->mParent) { + AssetHelper::LineVertex data[2]; + data[0].dColorDiffuse = data[1].dColorDiffuse = D3DCOLOR_ARGB(0xff,0xff,0,0); + + data[0].vPosition.x = parent.d1; + data[0].vPosition.y = parent.d2; + data[0].vPosition.z = parent.d3; + + data[1].vPosition.x = me.d1; + data[1].vPosition.y = me.d2; + data[1].vPosition.z = me.d3; + + g_piDevice->DrawPrimitiveUP(D3DPT_LINELIST,1,&data,sizeof(AssetHelper::LineVertex)); + } + + // render all child nodes + for (unsigned int i = 0; i < piNode->mNumChildren;++i) + RenderSkeleton(piNode->mChildren[i],piMatrix, me ); + + return 1; +} +//------------------------------------------------------------------------------- +// Render a single node +int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix, + bool bAlpha /*= false*/) +{ + aiMatrix4x4 aiMe = g_pcAsset->mAnimator->GetGlobalTransform( piNode); + + aiMe.Transpose(); + aiMe *= piMatrix; + + bool bChangedVM = false; + if (VIEWMODE_NODE == m_iViewMode && m_pcCurrentNode) + { + if (piNode != m_pcCurrentNode->psNode) + { + // directly call our children + for (unsigned int i = 0; i < piNode->mNumChildren;++i) + RenderNode(piNode->mChildren[i],piMatrix,bAlpha ); + + return 1; + } + m_iViewMode = VIEWMODE_FULL; + bChangedVM = true; + } + + aiMatrix4x4 pcProj = aiMe * mViewProjection; + + aiMatrix4x4 pcCam = aiMe; + pcCam.Inverse().Transpose(); + + // VERY UNOPTIMIZED, much stuff is redundant. Who cares? + if (!g_sOptions.bRenderMats && !bAlpha) + { + // this is very similar to the code in SetupMaterial() + ID3DXEffect* piEnd = g_piDefaultEffect; + + // commit transformation matrices to the shader + piEnd->SetMatrix("WorldViewProjection", + (const D3DXMATRIX*)&pcProj); + + piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe); + piEnd->SetMatrix("WorldInverseTranspose", + (const D3DXMATRIX*)&pcCam); + + if ( CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode()) + { + pcCam = pcCam * pcProj; + piEnd->SetMatrix("ViewProj",(const D3DXMATRIX*)&pcCam); + pcCam.Inverse(); + piEnd->SetMatrix("InvViewProj",(const D3DXMATRIX*)&pcCam); + } + + // commit light colors and direction to the shader + D3DXVECTOR4 apcVec[5]; + apcVec[0].x = g_avLightDirs[0].x; + apcVec[0].y = g_avLightDirs[0].y; + apcVec[0].z = g_avLightDirs[0].z; + apcVec[0].w = 0.0f; + apcVec[1].x = g_avLightDirs[0].x * -1.0f; + apcVec[1].y = g_avLightDirs[0].y * -1.0f; + apcVec[1].z = g_avLightDirs[0].z * -1.0f; + apcVec[1].w = 0.0f; + + D3DXVec4Normalize(&apcVec[0],&apcVec[0]); + D3DXVec4Normalize(&apcVec[1],&apcVec[1]); + piEnd->SetVectorArray("afLightDir",apcVec,5); + + apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f; + apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f; + apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f; + apcVec[0].w = 1.0f; + + if( g_sOptions.b3Lights) + { + apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f; + apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f; + apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f; + apcVec[1].w = 0.0f; + } else + { + apcVec[1].x = 0.0f; + apcVec[1].y = 0.0f; + apcVec[1].z = 0.0f; + apcVec[1].w = 0.0f; + } + + apcVec[0] *= g_fLightIntensity; + apcVec[1] *= g_fLightIntensity; + piEnd->SetVectorArray("afLightColor",apcVec,5); + + apcVec[0].x = vPos.x; + apcVec[0].y = vPos.y; + apcVec[0].z = vPos.z; + piEnd->SetVector( "vCameraPos",&apcVec[0]); + + // setup the best technique + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + { + g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF"); + } else + if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality) + { + if (g_sOptions.b3Lights) + piEnd->SetTechnique("DefaultFXSpecular_PS20_D2"); + else piEnd->SetTechnique("DefaultFXSpecular_PS20_D1"); + } + else + { + if (g_sOptions.b3Lights) + piEnd->SetTechnique("DefaultFXSpecular_D2"); + else piEnd->SetTechnique("DefaultFXSpecular_D1"); + } + + // setup the default material + UINT dwPasses = 0; + piEnd->Begin(&dwPasses,0); + piEnd->BeginPass(0); + } + D3DXVECTOR4 vVector = g_aclNormalColors[g_iCurrentColor]; + if (++g_iCurrentColor == 14) + { + g_iCurrentColor = 0; + } + if (! (!g_sOptions.bRenderMats && bAlpha )) + { + for (unsigned int i = 0; i < piNode->mNumMeshes;++i) + { + const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]; + AssetHelper::MeshHelper* helper = g_pcAsset->apcMeshes[piNode->mMeshes[i]]; + + // don't render the mesh if the render pass is incorrect + if (g_sOptions.bRenderMats && (helper->piOpacityTexture || helper->fOpacity != 1.0f) && !mesh->HasBones()) + { + if (!bAlpha)continue; + } + else if (bAlpha)continue; + + // Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow + if( mesh->HasBones()) + { + if( helper->piEffect) + { + static float matrices[4*4*60]; + float* tempmat = matrices; + const std::vector& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i); + ai_assert( boneMats.size() == mesh->mNumBones); + + for( unsigned int a = 0; a < mesh->mNumBones; a++) + { + const aiMatrix4x4& mat = boneMats[a]; + *tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4; + *tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4; + *tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4; + *tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4; + //tempmat += 4; + } + + if( g_sOptions.bRenderMats) + { + helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60); + } else + { + g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60); + g_piDefaultEffect->CommitChanges(); + } + } + } else + { + // upload identity matrices instead. Only the first is ever going to be used in meshes without bones + if( !g_sOptions.bRenderMats) + { + D3DXMATRIX identity( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); + g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", &identity, 1); + g_piDefaultEffect->CommitChanges(); + } + } + + // now setup the material + if (g_sOptions.bRenderMats) + { + CMaterialManager::Instance().SetupMaterial( helper, pcProj, aiMe, pcCam, vPos); + } + g_piDevice->SetVertexDeclaration( gDefaultVertexDecl); + + if (g_sOptions.bNoAlphaBlending) { + // manually disable alpha-blending + g_piDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE); + } + + if (bAlpha)CMeshRenderer::Instance().DrawSorted(piNode->mMeshes[i],aiMe); + else CMeshRenderer::Instance().DrawUnsorted(piNode->mMeshes[i]); + + // now end the material + if (g_sOptions.bRenderMats) + { + CMaterialManager::Instance().EndMaterial( helper); + } + + // render normal vectors? + if (g_sOptions.bRenderNormals && helper->piVBNormals) + { + // this is very similar to the code in SetupMaterial() + ID3DXEffect* piEnd = g_piNormalsEffect; + + piEnd->SetVector("OUTPUT_COLOR",&vVector); + piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj); + + UINT dwPasses = 0; + piEnd->Begin(&dwPasses,0); + piEnd->BeginPass(0); + + g_piDevice->SetStreamSource(0, helper->piVBNormals, 0, sizeof(AssetHelper::LineVertex)); + g_piDevice->DrawPrimitive(D3DPT_LINELIST,0, g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices); + + piEnd->EndPass(); + piEnd->End(); + } + } + // end the default material + if (!g_sOptions.bRenderMats) + { + g_piDefaultEffect->EndPass(); + g_piDefaultEffect->End(); + } + } + // render all child nodes + for (unsigned int i = 0; i < piNode->mNumChildren;++i) + RenderNode(piNode->mChildren[i],piMatrix,bAlpha ); + + // need to reset the viewmode? + if (bChangedVM) + m_iViewMode = VIEWMODE_NODE; + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::RenderPatternBG() +{ + if (!g_piPatternEffect) + { + // the pattern effect won't work on ps_2_0 cards + if (g_sCaps.PixelShaderVersion >= D3DPS_VERSION(3,0)) + { + // seems we have not yet compiled this shader. + // and NOW is the best time to do that ... + ID3DXBuffer* piBuffer = nullptr; + if(FAILED( D3DXCreateEffect(g_piDevice, + g_szCheckerBackgroundShader.c_str(), + (UINT)g_szCheckerBackgroundShader.length(), + nullptr, + nullptr, + D3DXSHADER_USE_LEGACY_D3DX9_31_DLL, + nullptr, + &g_piPatternEffect,&piBuffer))) + { + if( piBuffer) + { + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); + piBuffer->Release(); + } + return 0; + } + if( piBuffer) + { + piBuffer->Release(); + piBuffer = nullptr; + } + } + else + { + // clear the color buffer in magenta + // (hopefully this is ugly enough that every ps_2_0 cards owner + // runs to the next shop to buy himself a new card ...) + g_piDevice->Clear(0,nullptr,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, + D3DCOLOR_ARGB(0xFF,0xFF,0,0xFF), 1.0f,0 ); + return 1; + } + } + + // clear the depth buffer only + g_piDevice->Clear(0,nullptr,D3DCLEAR_ZBUFFER, + D3DCOLOR_ARGB(0xFF,0xFF,0,0xFF), 1.0f,0 ); + + // setup the colors to be used ... + g_piPatternEffect->SetVector("COLOR_ONE",&m_avCheckerColors[0]); + g_piPatternEffect->SetVector("COLOR_TWO",&m_avCheckerColors[1]); + + // setup the shader + UINT dw; + g_piPatternEffect->Begin(&dw,0); + g_piPatternEffect->BeginPass(0); + + RECT sRect; + GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); + sRect.right -= sRect.left; + sRect.bottom -= sRect.top; + + struct SVertex + { + float x,y,z,w; + }; + // build the screen-filling rectangle + SVertex as[4]; + as[1].x = 0.0f; + as[1].y = 0.0f; + as[1].z = 0.2f; + as[3].x = (float)sRect.right; + as[3].y = 0.0f; + as[3].z = 0.2f; + as[0].x = 0.0f; + as[0].y = (float)sRect.bottom; + as[0].z = 0.2f; + as[2].x = (float)sRect.right; + as[2].y = (float)sRect.bottom; + as[2].z = 0.2f; + + as[0].w = 1.0f; + as[1].w = 1.0f; + as[2].w = 1.0f; + as[3].w = 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; + + // draw the rectangle + DWORD dw2;g_piDevice->GetFVF(&dw2); + g_piDevice->SetFVF(D3DFVF_XYZRHW); + g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2, + &as,sizeof(SVertex)); + g_piDevice->SetFVF(dw2); + + // cleanup + g_piPatternEffect->EndPass(); + g_piPatternEffect->End(); + return 1; +} +//------------------------------------------------------------------------------- +int CDisplay::RenderTextureView() +{ + if (!g_pcAsset || !g_pcAsset->pcScene)return 0; + + // handle input + this->HandleInputTextureView(); + + // render the background + RenderPatternBG(); + + // it might be that there is no texture ... + if (!m_pcCurrentTexture->piTexture) + { + return 0; + } + + + RECT sRect; + GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); + sRect.right -= sRect.left; + sRect.bottom -= sRect.top; + + // commit the texture to the shader + g_piPassThroughEffect->SetTexture("TEXTURE_2D",*m_pcCurrentTexture->piTexture); + + if (aiTextureType_OPACITY == m_pcCurrentTexture->iType) + { + g_piPassThroughEffect->SetTechnique("PassThroughAlphaFromR"); + } + else if ((aiTextureType_OPACITY | 0x40000000) == m_pcCurrentTexture->iType) + { + g_piPassThroughEffect->SetTechnique("PassThroughAlphaFromA"); + } + else if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + g_piPassThroughEffect->SetTechnique( "PassThrough_FF"); + else + g_piPassThroughEffect->SetTechnique("PassThrough"); + + UINT dw; + g_piPassThroughEffect->Begin(&dw,0); + g_piPassThroughEffect->BeginPass(0); + + if (aiTextureType_HEIGHT == m_pcCurrentTexture->iType || + aiTextureType_NORMALS == m_pcCurrentTexture->iType || g_sOptions.bNoAlphaBlending) + { + // manually disable alpha blending + g_piDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE); + } + + // build a rectangle which centers the texture + // scaling is OK, but no stretching + D3DSURFACE_DESC sDesc; + if ( m_pcCurrentTexture->piTexture && *m_pcCurrentTexture->piTexture) { /* just a dirty fix */ + (*m_pcCurrentTexture->piTexture)->GetLevelDesc(0,&sDesc); + + struct SVertex{float x,y,z,w,u,v;}; + SVertex as[4]; + + const float nx = (float)sRect.right; + const float ny = (float)sRect.bottom; + const float x = (float)sDesc.Width; + const float y = (float)sDesc.Height; + float f = std::min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f); + + float fHalfX = (nx - (f * x)) / 2.0f; + float fHalfY = (ny - (f * y)) / 2.0f; + as[1].x = fHalfX + m_vTextureOffset.x; + as[1].y = fHalfY + m_vTextureOffset.y; + as[1].z = 0.2f; + as[1].w = 1.0f; + as[1].u = 0.0f; + as[1].v = 0.0f; + as[3].x = nx-fHalfX + m_vTextureOffset.x; + as[3].y = fHalfY + m_vTextureOffset.y; + as[3].z = 0.2f; + as[3].w = 1.0f; + as[3].u = 1.0f; + as[3].v = 0.0f; + as[0].x = fHalfX + m_vTextureOffset.x; + as[0].y = ny-fHalfY + m_vTextureOffset.y; + as[0].z = 0.2f; + as[0].w = 1.0f; + as[0].u = 0.0f; + as[0].v = 1.0f; + as[2].x = nx-fHalfX + m_vTextureOffset.x; + as[2].y = ny-fHalfY + m_vTextureOffset.y; + 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; + + // draw the rectangle + DWORD dw2;g_piDevice->GetFVF(&dw2); + g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1); + g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2, + &as,sizeof(SVertex)); + g_piDevice->SetFVF(dw2); + } + + g_piPassThroughEffect->EndPass(); + g_piPassThroughEffect->End(); + + // do we need to draw UV coordinates? + return 1; +} + +} + -- cgit v1.2.1