assimp/tools/assimp_view/AssetHelper.h

135 lines
3.6 KiB
C
Raw Normal View History

//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
*/
//-------------------------------------------------------------------------------
#if (!defined AV_ASSET_HELPER_H_INCLUDED)
#define AV_ASSET_HELPER_H_INCLUDED
//-------------------------------------------------------------------------------
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
{
public:
//---------------------------------------------------------------
// default vertex data structure
// (even if tangents, bitangents or normals aren't
// required by the shader they will be committed to the GPU)
//---------------------------------------------------------------
struct Vertex
{
aiVector3D vPosition;
aiVector3D vNormal;
D3DCOLOR dColorDiffuse;
aiVector3D vTangent;
aiVector3D vBitangent;
aiVector2D vTextureUV;
// retrieves the FVF code of the vertex type
static DWORD GetFVF()
{
return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_NORMAL |
D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 |
D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE3(1);
}
};
//---------------------------------------------------------------
// FVF vertex structure used for normals
//---------------------------------------------------------------
struct LineVertex
{
aiVector3D vPosition;
DWORD dColorDiffuse;
// retrieves the FVF code of the vertex type
static DWORD GetFVF()
{
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
}
};
//---------------------------------------------------------------
// Helper class to store GPU related resources created for
// a given aiMesh
//---------------------------------------------------------------
class MeshHelper
{
public:
MeshHelper ()
:
piVB (NULL),
piIB (NULL),
piVBNormals (NULL),
piDiffuseTexture (NULL),
piSpecularTexture (NULL),
piAmbientTexture (NULL),
piNormalTexture (NULL),
piEmissiveTexture (NULL),
piOpacityTexture (NULL),
bSharedFX(false) {}
~MeshHelper ()
{
// NOTE: This is done in DeleteAssetData()
// TODO: Make this a proper d'tor
}
// shading mode to use. Either Lambert or otherwise phong
// will be used in every case
aiShadingMode eShadingMode;
// vertex buffer
IDirect3DVertexBuffer9* piVB;
// index buffer
IDirect3DIndexBuffer9* piIB;
// vertex buffer to be used to draw vertex normals
// (vertex normals are generated in every case)
IDirect3DVertexBuffer9* piVBNormals;
// shader to be used
ID3DXEffect* piEffect;
bool bSharedFX;
// material textures
IDirect3DTexture9* piDiffuseTexture;
IDirect3DTexture9* piSpecularTexture;
IDirect3DTexture9* piAmbientTexture;
IDirect3DTexture9* piEmissiveTexture;
IDirect3DTexture9* piNormalTexture;
IDirect3DTexture9* piOpacityTexture;
// material colors
D3DXVECTOR4 vDiffuseColor;
D3DXVECTOR4 vSpecularColor;
D3DXVECTOR4 vAmbientColor;
D3DXVECTOR4 vEmissiveColor;
// opacity for the material
float fOpacity;
// shininess for the material
float fShininess;
};
// One instance per aiMesh in the globally loaded asset
MeshHelper** apcMeshes;
// Scene wrapper instance
const aiScene* pcScene;
};
#endif // !! IG