2008-05-09 17:24:28 +00:00
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/*
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---------------------------------------------------------------------------
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Free Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development 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 Development 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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2008-05-05 12:36:31 +00:00
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*/
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#if (!defined AV_MAIN_H_INCLUDED)
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#define AV_MAIN_H_INCLUDED
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// include resource definitions
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#include "resource.h"
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// Include ASSIMP headers
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#include "aiAnim.h"
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#include "aiAssert.h"
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#include "aiFileIO.h"
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#include "aiMaterial.h"
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#include "aiPostProcess.h"
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#include "aiMesh.h"
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#include "aiScene.h"
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#include "aiTypes.h"
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#include "IOSystem.h"
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#include "IOStream.h"
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#include "assimp.h"
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#include "assimp.hpp"
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// in order for std::min and std::max to behave properly
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#ifdef min
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#undef min
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#endif // min
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#ifdef max
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#undef max
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#endif // min
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// default movement speed
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#define MOVE_SPEED 10.0f
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namespace AssimpView {
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#include "AssetHelper.h"
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#include "Camera.h"
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#include "RenderOptions.h"
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#include "Shaders.h"
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#include "Background.h"
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#include "LogDisplay.h"
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2008-05-09 17:24:28 +00:00
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#include "LogWindow.h"
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2008-05-05 12:36:31 +00:00
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//-------------------------------------------------------------------------------
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// Function prototypes
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//-------------------------------------------------------------------------------
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int InitD3D(void);
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int ShutdownD3D(void);
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int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
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int CreateDevice (void);
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int Render (void);
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int ShutdownDevice(void);
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int GetProjectionMatrix (aiMatrix4x4& p_mOut);
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int LoadAsset(void);
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int CreateAssetData(void);
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int DeleteAssetData(void);
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int ScaleAsset(void);
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int DeleteAsset(void);
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int SetupFPSView();
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aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
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int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
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void HandleMouseInputFPS( void );
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void HandleMouseInputLightRotate( void );
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void HandleMouseInputLocal( void );
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void HandleKeyboardInputFPS( void );
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void HandleMouseInputLightIntensityAndColor( void );
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void HandleMouseInputSkyBox( void );
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//-------------------------------------------------------------------------------
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//
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// Dialog procedure for the progress bar window
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK ProgressMessageProc(HWND hwndDlg,UINT uMsg,
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WPARAM wParam,LPARAM lParam);
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//-------------------------------------------------------------------------------
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// Main message procedure of the application
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//
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// The function handles all incoming messages for the main window.
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// However, if does not directly process input commands.
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// NOTE: Due to the impossibility to process WM_CHAR messages in dialogs
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// properly the code for all hotkeys has been moved to the WndMain
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK MessageProc(HWND hwndDlg,UINT uMsg,
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WPARAM wParam,LPARAM lParam);
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//-------------------------------------------------------------------------------
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//
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// Dialog procedure for the about dialog
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
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WPARAM wParam,LPARAM lParam);
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//-------------------------------------------------------------------------------
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//
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// Dialog prcoedure for the help dialog
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//
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//-------------------------------------------------------------------------------
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INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
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WPARAM wParam,LPARAM lParam);
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//-------------------------------------------------------------------------------
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// find a valid path to a texture file
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//
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// Handle 8.3 syntax correctly, search the environment of the
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// executable and the asset for a texture with a name very similar to a given one
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//-------------------------------------------------------------------------------
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int FindValidPath(aiString* p_szString);
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//-------------------------------------------------------------------------------
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// Delete all resources of a given material
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//
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// Must be called before CreateMaterial() to prevent memory leaking
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//-------------------------------------------------------------------------------
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void DeleteMaterial(AssetHelper::MeshHelper* pcIn);
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//-------------------------------------------------------------------------------
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// Recreate all specular materials depending on the current specularity settings
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//
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// Diffuse-only materials are ignored.
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// Must be called after specular highlights have been toggled
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//-------------------------------------------------------------------------------
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void UpdateSpecularMaterials();
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//-------------------------------------------------------------------------------
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// Handle command line parameters
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//
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// The function loads an asset specified on the command line as first argument
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// Other command line parameters are not handled
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//-------------------------------------------------------------------------------
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void HandleCommandLine(char* p_szCommand);
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//-------------------------------------------------------------------------------
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// Position of the cursor relative to the 3ds max' like control circle
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//-------------------------------------------------------------------------------
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enum EClickPos
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{
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// The click was inside the inner circle (x,y axis)
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EClickPos_Circle,
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2008-05-09 17:24:28 +00:00
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// The click was inside one of tghe vertical snap-ins
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EClickPos_CircleVert,
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2008-05-09 17:24:28 +00:00
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// The click was inside onf of the horizontal snap-ins
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EClickPos_CircleHor,
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2008-05-09 17:24:28 +00:00
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// the cklick was outside the circle (z-axis)
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EClickPos_Outside
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2008-05-09 17:24:28 +00:00
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};
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2008-05-05 12:36:31 +00:00
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2008-05-09 17:24:28 +00:00
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#if (!defined AI_VIEW_CAPTION_BASE)
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# define AI_VIEW_CAPTION_BASE "AssimpView 1.0"
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#endif // !! AI_VIEW_CAPTION_BASE
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2008-05-05 12:36:31 +00:00
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//-------------------------------------------------------------------------------
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// Evil globals
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//-------------------------------------------------------------------------------
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extern HINSTANCE g_hInstance /*= NULL*/;
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extern HWND g_hDlg /*= NULL*/;
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extern IDirect3D9* g_piD3D /*= NULL*/;
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extern IDirect3DDevice9* g_piDevice /*= NULL*/;
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extern double g_fFPS /*= 0.0f*/;
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extern char g_szFileName[MAX_PATH];
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extern ID3DXEffect* g_piDefaultEffect /*= NULL*/;
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extern ID3DXEffect* g_piNormalsEffect /*= NULL*/;
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extern ID3DXEffect* g_piPassThroughEffect /*= NULL*/;
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extern bool g_bMousePressed /*= false*/;
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extern bool g_bMousePressedR /*= false*/;
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extern bool g_bMousePressedM /*= false*/;
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extern bool g_bMousePressedBoth /*= false*/;
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extern float g_fElpasedTime /*= 0.0f*/;
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extern D3DCAPS9 g_sCaps;
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extern bool g_bLoadingFinished /*= false*/;
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extern HANDLE g_hThreadHandle /*= NULL*/;
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extern float g_fWheelPos /*= -10.0f*/;
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extern bool g_bLoadingCanceled /*= false*/;
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extern IDirect3DTexture9* g_pcTexture /*= NULL*/;
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extern aiMatrix4x4 g_mWorld;
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extern aiMatrix4x4 g_mWorldRotate;
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extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/;
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extern aiVector3D g_avLightDirs[1] /* =
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{ aiVector3D(-0.5f,0.6f,0.2f) ,
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aiVector3D(-0.5f,0.5f,0.5f)} */;
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extern POINT g_mousePos /*= {0,0};*/;
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extern POINT g_LastmousePos /*= {0,0}*/;
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extern bool g_bFPSView /*= false*/;
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extern bool g_bInvert /*= false*/;
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extern EClickPos g_eClick;
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extern unsigned int g_iCurrentColor /*= 0*/;
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extern float g_fLightIntensity /*=0.0f*/;
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extern float g_fLightColor /*=0.0f*/;
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extern RenderOptions g_sOptions;
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extern Camera g_sCamera;
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extern AssetHelper *g_pcAsset /*= NULL*/;
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//
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// Contains the mask image for the HUD
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// (used to determine the position of a click)
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//
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// The size of the image is identical to the size of the main
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// HUD texture
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//
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extern unsigned char* g_szImageMask /*= NULL*/;
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//
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// Specifies the number of different shaders generated for
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// the current asset. This number is incremented by CreateMaterial()
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// each time a shader isn't found in cache and needs to be created
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//
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extern unsigned int g_iShaderCount /* = 0 */;
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};
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#endif // !! AV_MAIN_H_INCLUDED
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