assimp/tools/assimp_view/Background.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development 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 Development 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 "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
// 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 = NULL;
}
}
//-------------------------------------------------------------------------------
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 = NULL;
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 = NULL;
}
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,NULL,D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET,
D3DCOLOR_ARGB(0xff,100,100,100),1.0f,0);
}
else
{
g_piDevice->Clear(0,NULL,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,NULL,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 = NULL;
}
if (pcTexture)
{
pcTexture->Release();
pcTexture = NULL;
}
}
//-------------------------------------------------------------------------------
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,
NULL,
NULL,
(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];
sprintf(szTemp,"[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,
NULL,
NULL,
(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];
sprintf(szTemp,"[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 = NULL;
if(FAILED( D3DXCreateEffect(
g_piDevice,
g_szSkyboxShader.c_str(),
(UINT)g_szSkyboxShader.length(),
NULL,
NULL,
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
AI_SHADER_COMPILE_FLAGS,
NULL,
&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");
}
}
};