2015-06-30 02:54:59 +00:00
|
|
|
/*
|
|
|
|
---------------------------------------------------------------------------
|
|
|
|
Open Asset Import Library (assimp)
|
|
|
|
---------------------------------------------------------------------------
|
|
|
|
|
2022-01-10 20:13:43 +00:00
|
|
|
Copyright (c) 2006-2022, assimp team
|
2015-06-30 02:54:59 +00:00
|
|
|
|
|
|
|
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.
|
|
|
|
---------------------------------------------------------------------------
|
|
|
|
*/
|
|
|
|
|
|
|
|
#if (!defined AV_ASSET_HELPER_H_INCLUDED)
|
|
|
|
#define AV_ASSET_HELPER_H_INCLUDED
|
|
|
|
|
|
|
|
#include <d3d9.h>
|
|
|
|
#include <d3dx9.h>
|
|
|
|
#include <d3dx9mesh.h>
|
|
|
|
|
|
|
|
#include <assimp/scene.h>
|
|
|
|
|
|
|
|
namespace AssimpView {
|
|
|
|
|
2020-05-07 12:00:40 +00:00
|
|
|
class SceneAnimator;
|
2015-06-30 02:54:59 +00:00
|
|
|
|
2020-05-07 12:00:40 +00:00
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
/** \brief Class to wrap ASSIMP's asset output structures
|
2015-06-30 02:54:59 +00:00
|
|
|
*/
|
2020-05-07 12:00:40 +00:00
|
|
|
//-------------------------------------------------------------------------------
|
|
|
|
class AssetHelper {
|
|
|
|
public:
|
|
|
|
enum {
|
|
|
|
// the original normal set will be used
|
|
|
|
ORIGINAL = 0x0u,
|
|
|
|
|
|
|
|
// a smoothed normal set will be used
|
|
|
|
SMOOTH = 0x1u,
|
|
|
|
|
|
|
|
// a hard normal set will be used
|
|
|
|
HARD = 0x2u,
|
|
|
|
};
|
|
|
|
|
|
|
|
// default constructor
|
|
|
|
AssetHelper() :
|
|
|
|
iNormalSet(ORIGINAL) {
|
|
|
|
mAnimator = NULL;
|
|
|
|
apcMeshes = NULL;
|
|
|
|
pcScene = NULL;
|
|
|
|
}
|
|
|
|
|
2023-03-01 20:40:45 +00:00
|
|
|
// set the normal set to be used
|
|
|
|
void SetNormalSet(unsigned int iSet);
|
|
|
|
|
|
|
|
// flip all normal vectors
|
|
|
|
void FlipNormals();
|
|
|
|
void FlipNormalsInt();
|
|
|
|
|
2020-05-07 12:00:40 +00:00
|
|
|
//---------------------------------------------------------------
|
|
|
|
// 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;
|
|
|
|
aiVector2D vTextureUV2;
|
|
|
|
unsigned char mBoneIndices[4];
|
|
|
|
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
|
|
|
|
|
|
|
|
/** Returns the vertex declaration elements to create a declaration from. */
|
|
|
|
static D3DVERTEXELEMENT9 *GetDeclarationElements() {
|
|
|
|
static D3DVERTEXELEMENT9 decl[] = {
|
|
|
|
{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
|
|
|
|
{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
|
|
|
|
{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
|
|
|
|
{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
|
|
|
|
{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
|
|
|
|
{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
|
|
|
|
{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
|
|
|
|
{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
|
|
|
|
{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
|
|
|
|
D3DDECL_END()
|
|
|
|
};
|
|
|
|
|
|
|
|
return decl;
|
2015-06-30 02:54:59 +00:00
|
|
|
}
|
2020-05-07 12:00:40 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
//---------------------------------------------------------------
|
|
|
|
// FVF vertex structure used for normals
|
|
|
|
//---------------------------------------------------------------
|
|
|
|
struct LineVertex {
|
|
|
|
aiVector3D vPosition;
|
|
|
|
DWORD dColorDiffuse;
|
2015-06-30 02:54:59 +00:00
|
|
|
|
2020-05-07 12:00:40 +00:00
|
|
|
// 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() :
|
2015-07-02 11:46:33 +00:00
|
|
|
eShadingMode(),
|
2020-05-07 12:00:40 +00:00
|
|
|
piVB(NULL),
|
|
|
|
piIB(NULL),
|
|
|
|
piVBNormals(NULL),
|
|
|
|
piEffect(NULL),
|
|
|
|
bSharedFX(false),
|
|
|
|
piDiffuseTexture(NULL),
|
|
|
|
piSpecularTexture(NULL),
|
|
|
|
piAmbientTexture(NULL),
|
|
|
|
piEmissiveTexture(NULL),
|
|
|
|
piNormalTexture(NULL),
|
|
|
|
piOpacityTexture(NULL),
|
|
|
|
piShininessTexture(NULL),
|
|
|
|
piLightmapTexture(NULL),
|
2015-07-02 11:46:33 +00:00
|
|
|
fOpacity(),
|
|
|
|
fShininess(),
|
2015-07-04 07:22:11 +00:00
|
|
|
fSpecularStrength(),
|
2020-05-07 12:00:40 +00:00
|
|
|
twosided(false),
|
|
|
|
pvOriginalNormals(NULL) {}
|
|
|
|
|
|
|
|
~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. For partially transparent meshes
|
|
|
|
// created with dynamic usage to be able to update
|
|
|
|
// the buffer contents quickly
|
|
|
|
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;
|
|
|
|
IDirect3DTexture9 *piShininessTexture;
|
|
|
|
IDirect3DTexture9 *piLightmapTexture;
|
|
|
|
|
|
|
|
// material colors
|
|
|
|
D3DXVECTOR4 vDiffuseColor;
|
|
|
|
D3DXVECTOR4 vSpecularColor;
|
|
|
|
D3DXVECTOR4 vAmbientColor;
|
|
|
|
D3DXVECTOR4 vEmissiveColor;
|
|
|
|
|
|
|
|
// opacity for the material
|
|
|
|
float fOpacity;
|
|
|
|
|
|
|
|
// shininess for the material
|
|
|
|
float fShininess;
|
|
|
|
|
|
|
|
// strength of the specular highlight
|
|
|
|
float fSpecularStrength;
|
|
|
|
|
|
|
|
// two-sided?
|
|
|
|
bool twosided;
|
|
|
|
|
|
|
|
// Stores a pointer to the original normal set of the asset
|
|
|
|
aiVector3D *pvOriginalNormals;
|
2015-06-30 02:54:59 +00:00
|
|
|
};
|
2020-05-07 12:00:40 +00:00
|
|
|
|
|
|
|
// One instance per aiMesh in the globally loaded asset
|
|
|
|
MeshHelper **apcMeshes;
|
|
|
|
|
|
|
|
// Scene wrapper instance
|
|
|
|
aiScene *pcScene;
|
|
|
|
|
|
|
|
// Animation player to animate the scene if necessary
|
|
|
|
SceneAnimator *mAnimator;
|
|
|
|
|
|
|
|
// Specifies the normal set to be used
|
|
|
|
unsigned int iNormalSet;
|
|
|
|
};
|
2023-03-01 20:40:45 +00:00
|
|
|
|
2020-05-07 12:00:40 +00:00
|
|
|
} // namespace AssimpView
|
2015-06-30 02:54:59 +00:00
|
|
|
|
|
|
|
#endif // !! IG
|