2015-06-30 02:54:59 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2015, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "assimp_view.h"
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#include <map>
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#include <functional>
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namespace AssimpView {
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CMeshRenderer CMeshRenderer::s_cInstance;
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//-------------------------------------------------------------------------------
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int CMeshRenderer::DrawUnsorted(unsigned int iIndex)
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{
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ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
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// set vertex and index buffer
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g_piDevice->SetStreamSource(0,g_pcAsset->apcMeshes[iIndex]->piVB,0,
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sizeof(AssetHelper::Vertex));
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g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB);
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D3DPRIMITIVETYPE type = D3DPT_POINTLIST;
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switch (g_pcAsset->pcScene->mMeshes[iIndex]->mPrimitiveTypes) {
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case aiPrimitiveType_POINT:
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type = D3DPT_POINTLIST;break;
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case aiPrimitiveType_LINE:
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type = D3DPT_LINELIST;break;
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case aiPrimitiveType_TRIANGLE:
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type = D3DPT_TRIANGLELIST;break;
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}
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// and draw the mesh
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g_piDevice->DrawIndexedPrimitive(type,
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0,0,
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g_pcAsset->pcScene->mMeshes[iIndex]->mNumVertices,0,
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g_pcAsset->pcScene->mMeshes[iIndex]->mNumFaces);
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return 1;
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}
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//-------------------------------------------------------------------------------
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int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
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{
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ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
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AssetHelper::MeshHelper* pcHelper = g_pcAsset->apcMeshes[iIndex];
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const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
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if (!pcHelper || !pcMesh || !pcHelper->piIB)
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return -5;
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if (pcMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE || pcMesh->HasBones() || g_sOptions.bNoAlphaBlending)
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return DrawUnsorted(iIndex);
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// compute the position of the camera in worldspace
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aiMatrix4x4 mWorldInverse = mWorld;
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mWorldInverse.Inverse();
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mWorldInverse.Transpose();
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const aiVector3D vLocalCamera = mWorldInverse * g_sCamera.vPos;
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// well ... this is really funny now. We must compute their distance
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// from the camera. We take the average distance of a face and add it
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// to a map which sorts it
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std::map<float,unsigned int, std::greater<float> > smap;
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for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
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{
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const aiFace* pcFace = &pcMesh->mFaces[iFace];
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float fDist = 0.0f;
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for (unsigned int c = 0; c < 3;++c)
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{
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aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]];
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vPos -= vLocalCamera;
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fDist += vPos.SquareLength();
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}
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smap.insert(std::pair<float, unsigned int>(fDist,iFace));
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}
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// now we can lock the index buffer and rebuild it
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D3DINDEXBUFFER_DESC sDesc;
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pcHelper->piIB->GetDesc(&sDesc);
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if (D3DFMT_INDEX16 == sDesc.Format)
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{
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uint16_t* aiIndices;
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pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
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for (std::map<float,unsigned int, std::greater<float> >::const_iterator
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i = smap.begin();
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i != smap.end();++i)
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{
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const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
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*aiIndices++ = (uint16_t)pcFace->mIndices[0];
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*aiIndices++ = (uint16_t)pcFace->mIndices[1];
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*aiIndices++ = (uint16_t)pcFace->mIndices[2];
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}
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}
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else if (D3DFMT_INDEX32 == sDesc.Format)
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{
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uint32_t* aiIndices;
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pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
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for (std::map<float,unsigned int, std::greater<float> >::const_iterator
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i = smap.begin();
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i != smap.end();++i)
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{
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const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
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*aiIndices++ = (uint32_t)pcFace->mIndices[0];
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*aiIndices++ = (uint32_t)pcFace->mIndices[1];
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*aiIndices++ = (uint32_t)pcFace->mIndices[2];
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}
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}
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pcHelper->piIB->Unlock();
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// set vertex and index buffer
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g_piDevice->SetStreamSource(0,pcHelper->piVB,0,sizeof(AssetHelper::Vertex));
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// and draw the mesh
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g_piDevice->SetIndices(pcHelper->piIB);
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g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
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0,0,
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pcMesh->mNumVertices,0,
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pcMesh->mNumFaces);
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return 1;
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}
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2008-05-13 23:26:52 +00:00
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};
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