Merge branch 'master' into bug-3177-dae-geo-id

pull/3188/head
Kim Kulling 2020-05-13 20:24:53 +02:00 committed by GitHub
commit 2571b47a28
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137 changed files with 1142 additions and 19715 deletions

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -3315,6 +3315,7 @@ void FBXConverter::InterpolateKeys(aiQuatKey *valOut, const KeyTimeList &keys, c
// http://www.3dkingdoms.com/weekly/weekly.php?a=36
if (quat.x * lastq.x + quat.y * lastq.y + quat.z * lastq.z + quat.w * lastq.w < 0) {
quat.Conjugate();
quat.w = -quat.w;
}
lastq = quat;

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@ -1,114 +0,0 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp 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 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.
---------------------------------------------------------------------------
*/
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
#include "StepFileImporter.h"
#include "../../Importer/STEPParser/STEPFileReader.h"
#include <assimp/importerdesc.h>
#include <assimp/DefaultIOSystem.h>
namespace Assimp {
namespace StepFile {
using namespace STEP;
static const aiImporterDesc desc = { "StepFile Importer",
"",
"",
"",
0,
0,
0,
0,
0,
"stp" };
StepFileImporter::StepFileImporter()
: BaseImporter() {
}
StepFileImporter::~StepFileImporter() {
}
bool StepFileImporter::CanRead(const std::string& file, IOSystem* pIOHandler, bool checkSig) const {
const std::string &extension = GetExtension(file);
if ( extension == "stp" || extension == "step" ) {
return true;
} else if ((!extension.length() || checkSig) && pIOHandler) {
const char* tokens[] = { "ISO-10303-21" };
const bool found(SearchFileHeaderForToken(pIOHandler, file, tokens, 1));
return found;
}
return false;
}
const aiImporterDesc *StepFileImporter::GetInfo() const {
return &desc;
}
static const std::string mode = "rb";
static const std::string StepFileSchema = "CONFIG_CONTROL_DESIGN";
void StepFileImporter::InternReadFile(const std::string &file, aiScene*, IOSystem* pIOHandler) {
// Read file into memory
std::shared_ptr<IOStream> fileStream(pIOHandler->Open(file, mode));
if (!fileStream.get()) {
throw DeadlyImportError("Failed to open file " + file + ".");
}
std::unique_ptr<STEP::DB> db(STEP::ReadFileHeader(fileStream));
const STEP::HeaderInfo& head = static_cast<const STEP::DB&>(*db).GetHeader();
if (!head.fileSchema.size() || head.fileSchema != StepFileSchema) {
DeadlyImportError("Unrecognized file schema: " + head.fileSchema);
}
}
} // Namespace StepFile
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER

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@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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@ -1002,7 +1002,7 @@ inline void Mesh::Read(Value &pJSON_Object, Asset &pAsset_Root) {
// Valid attribute semantics include POSITION, NORMAL, TANGENT
int undPos = 0;
Mesh::AccessorList *vec = 0;
if (GetAttribTargetVector(prim, i, attr, vec, undPos)) {
if (GetAttribTargetVector(prim, j, attr, vec, undPos)) {
size_t idx = (attr[undPos] == '_') ? atoi(attr + undPos + 1) : 0;
if ((*vec).size() <= idx) {
(*vec).resize(idx + 1);

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@ -1,4 +1,4 @@
/*
/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

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@ -47,8 +47,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace Assimp {
CIOStreamWrapper::~CIOStreamWrapper(void)
{
CIOStreamWrapper::~CIOStreamWrapper(void) {
/* Various places depend on this destructor to close the file */
if (mFile) {
mIO->mFileSystem->CloseProc(mIO->mFileSystem, mFile);
@ -59,8 +58,7 @@ CIOStreamWrapper::~CIOStreamWrapper(void)
// ...................................................................
size_t CIOStreamWrapper::Read(void *pvBuffer,
size_t pSize,
size_t pCount
){
size_t pCount) {
// need to typecast here as C has no void*
return mFile->ReadProc(mFile, (char *)pvBuffer, pSize, pCount);
}
@ -68,16 +66,14 @@ size_t CIOStreamWrapper::Read(void* pvBuffer,
// ...................................................................
size_t CIOStreamWrapper::Write(const void *pvBuffer,
size_t pSize,
size_t pCount
){
size_t pCount) {
// need to typecast here as C has no void*
return mFile->WriteProc(mFile, (const char *)pvBuffer, pSize, pCount);
}
// ...................................................................
aiReturn CIOStreamWrapper::Seek(size_t pOffset,
aiOrigin pOrigin
){
aiOrigin pOrigin) {
return mFile->SeekProc(mFile, pOffset, pOrigin);
}
@ -133,4 +129,4 @@ void CIOSystemWrapper::Close( IOStream* pFile) {
delete pFile;
}
}
} // namespace Assimp

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -56,13 +54,11 @@ class CIOSystemWrapper;
// ------------------------------------------------------------------------------------------------
// Custom IOStream implementation for the C-API
class CIOStreamWrapper : public IOStream
{
class CIOStreamWrapper : public IOStream {
public:
explicit CIOStreamWrapper(aiFile* pFile, CIOSystemWrapper* io)
: mFile(pFile),
mIO(io)
{}
explicit CIOStreamWrapper(aiFile *pFile, CIOSystemWrapper *io) :
mFile(pFile),
mIO(io) {}
~CIOStreamWrapper(void);
size_t Read(void *pvBuffer, size_t pSize, size_t pCount);
@ -77,23 +73,22 @@ private:
CIOSystemWrapper *mIO;
};
class CIOSystemWrapper : public IOSystem
{
class CIOSystemWrapper : public IOSystem {
friend class CIOStreamWrapper;
public:
explicit CIOSystemWrapper(aiFileIO* pFile)
: mFileSystem(pFile)
{}
explicit CIOSystemWrapper(aiFileIO *pFile) :
mFileSystem(pFile) {}
bool Exists(const char *pFile) const;
char getOsSeparator() const;
IOStream *Open(const char *pFile, const char *pMode = "rb");
void Close(IOStream *pFile);
private:
aiFileIO *mFileSystem;
};
}
} // namespace Assimp
#endif

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@ -1233,7 +1233,7 @@ if (APPLE)
# add ./Compiler/*.h to assimp.framework via copy command
ADD_CUSTOM_COMMAND(TARGET assimp POST_BUILD
COMMAND "${CMAKE_COMMAND}" -E copy_directory
"../${HEADER_PATH}/Compiler"
"${HEADER_PATH}/Compiler"
assimp.framework/Headers/Compiler
COMMENT "Copying public ./Compiler/ header files to framework bundle's Headers/Compiler/")
ENDIF()

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -52,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <limits>
#include <assimp/TinyFormatter.h>
#include <assimp/Exceptional.h>
#include <set>
using namespace Assimp;
using namespace Assimp::Formatter;
@ -172,7 +173,15 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
const aiBone* bone = pMesh->mBones[a];
for( unsigned int b = 0; b < bone->mNumWeights; ++b)
{
vertexBones[ bone->mWeights[b].mVertexId ].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
if (bone->mWeights[b].mWeight > 0.0f)
{
int vertexId = bone->mWeights[b].mVertexId;
vertexBones[vertexId].push_back( BoneWeight( a, bone->mWeights[b].mWeight));
if (vertexBones[vertexId].size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
}
}
}
@ -188,9 +197,6 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
subMeshFaces.reserve( pMesh->mNumFaces);
// accumulated vertex count of all the faces in this submesh
unsigned int numSubMeshVertices = 0;
// a small local array of new bones for the current face. State of all used bones for that face
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
std::vector<unsigned int> newBonesAtCurrentFace;
// add faces to the new submesh as long as all bones affecting the faces' vertices fit in the limit
for( unsigned int a = 0; a < pMesh->mNumFaces; ++a)
@ -200,6 +206,9 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
{
continue;
}
// a small local set of new bones for the current face. State of all used bones for that face
// can only be updated AFTER the face is completely analysed. Thanks to imre for the fix.
std::set<unsigned int> newBonesAtCurrentFace;
const aiFace& face = pMesh->mFaces[a];
// check every vertex if its bones would still fit into the current submesh
@ -209,24 +218,13 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
for( unsigned int c = 0; c < vb.size(); ++c)
{
unsigned int boneIndex = vb[c].first;
// if the bone is already used in this submesh, it's ok
if( isBoneUsed[boneIndex] )
if( !isBoneUsed[boneIndex] )
{
continue;
}
// if it's not used, yet, we would need to add it. Store its bone index
if( std::find( newBonesAtCurrentFace.begin(), newBonesAtCurrentFace.end(), boneIndex) == newBonesAtCurrentFace.end() )
{
newBonesAtCurrentFace.push_back( boneIndex);
newBonesAtCurrentFace.insert(boneIndex);
}
}
}
if (newBonesAtCurrentFace.size() > mMaxBoneCount)
{
throw DeadlyImportError("SplitByBoneCountProcess: Single face requires more bones than specified max bone count!");
}
// leave out the face if the new bones required for this face don't fit the bone count limit anymore
if( numBones + newBonesAtCurrentFace.size() > mMaxBoneCount )
{
@ -234,18 +232,14 @@ void SplitByBoneCountProcess::SplitMesh( const aiMesh* pMesh, std::vector<aiMesh
}
// mark all new bones as necessary
while( !newBonesAtCurrentFace.empty() )
for (std::set<unsigned int>::iterator it = newBonesAtCurrentFace.begin(); it != newBonesAtCurrentFace.end(); ++it)
{
unsigned int newIndex = newBonesAtCurrentFace.back();
newBonesAtCurrentFace.pop_back(); // this also avoids the deallocation which comes with a clear()
if( isBoneUsed[newIndex] )
if (!isBoneUsed[*it])
{
continue;
}
isBoneUsed[newIndex] = true;
isBoneUsed[*it] = true;
numBones++;
}
}
// store the face index and the vertex count
subMeshFaces.push_back( a);

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -1,4 +1,4 @@
/*
/*
Copyright (c) 2013 Khaled Mammou - Advanced Micro Devices, Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy

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@ -1,4 +1,4 @@
==================
==================
INSTALLATION GUIDE
==================

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@ -196,10 +196,7 @@ if(MINGW)
set(ZLIB_DLL_SRCS ${CMAKE_CURRENT_BINARY_DIR}/zlib1rc.obj)
endif(MINGW)
add_library(zlib SHARED ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_DLL_SRCS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
add_library(zlibstatic STATIC ${ZLIB_SRCS} ${ZLIB_ASMS} ${ZLIB_PUBLIC_HDRS} ${ZLIB_PRIVATE_HDRS})
set_target_properties(zlib PROPERTIES DEFINE_SYMBOL ZLIB_DLL)
set_target_properties(zlib PROPERTIES SOVERSION 1)
INSTALL( TARGETS zlibstatic
LIBRARY DESTINATION ${ASSIMP_LIB_INSTALL_DIR}

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -40,30 +38,19 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include <assimp/cimport.h>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#pragma once
extern "C" int LLVMFuzzerTestOneInput(const uint8_t *data, size_t dataSize) {
aiLogStream stream = aiGetPredefinedLogStream(aiDefaultLogStream_STDOUT,NULL);
aiAttachLogStream(&stream);
#ifndef ASSIMP_BUILD_NO_STEP_IMPORTER
Importer importer;
const aiScene *sc = importer.ReadFileFromMemory(data, dataSize,
aiProcessPreset_TargetRealtime_Quality, nullptr );
#include <assimp/BaseImporter.h>
aiDetachLogStream(&stream);
namespace Assimp {
namespace StepFile {
class StepFileImporter : public BaseImporter {
public:
StepFileImporter();
~StepFileImporter();
bool CanRead(const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const override;
const aiImporterDesc* GetInfo() const override;
protected:
void InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler ) override;
private:
};
} // Namespace StepFile
} // Namespace Assimp
#endif // ASSIMP_BUILD_NO_STEP_IMPORTER
return 0;
}

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@ -1,4 +1,4 @@
/*
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

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@ -4,5 +4,3 @@ http://assimp.sourceforge.net
Sourceforge.net project page:
http://www.sourceforge.net/projects/assimp

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@ -1,4 +1,4 @@
// ---------------------------------------------------------------------------
// ---------------------------------------------------------------------------
// Simple Assimp Directx11 Sample
// This is a very basic sample and only reads diffuse texture
// but this can load both embedded textures in fbx and non-embedded textures

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@ -65,8 +65,7 @@ void TriangulateProcessTest::SetUp() {
pcMesh->mFaces = new aiFace[1000];
pcMesh->mVertices = new aiVector3D[10000];
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE |
aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m) {
++t;

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@ -47,9 +47,10 @@ using namespace AssimpView;
// ------------------------------------------------------------------------------------------------
// Constructor on a given animation.
AnimEvaluator::AnimEvaluator( const aiAnimation *pAnim )
: mAnim(pAnim)
, mLastTime(0.0) {
AnimEvaluator::AnimEvaluator(const aiAnimation *pAnim) :
mAnim(pAnim),
mLastTime(0.0) {
ai_assert(nullptr != pAnim);
mLastPositions.resize(pAnim->mNumChannels, std::make_tuple(0, 0, 0));
}
@ -160,10 +161,18 @@ void AnimEvaluator::Evaluate( double pTime ) {
// build a transformation matrix from it
aiMatrix4x4 &mat = mTransforms[a];
mat = aiMatrix4x4(presentRotation.GetMatrix());
mat.a1 *= presentScaling.x; mat.b1 *= presentScaling.x; mat.c1 *= presentScaling.x;
mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
mat.a1 *= presentScaling.x;
mat.b1 *= presentScaling.x;
mat.c1 *= presentScaling.x;
mat.a2 *= presentScaling.y;
mat.b2 *= presentScaling.y;
mat.c2 *= presentScaling.y;
mat.a3 *= presentScaling.z;
mat.b3 *= presentScaling.z;
mat.c3 *= presentScaling.z;
mat.a4 = presentPosition.x;
mat.b4 = presentPosition.y;
mat.c4 = presentPosition.z;
}
mLastTime = time;

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@ -39,7 +39,6 @@ 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
@ -57,11 +56,9 @@ namespace AssimpView {
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
{
class AssetHelper {
public:
enum
{
enum {
// the original normal set will be used
ORIGINAL = 0x0u,
@ -73,9 +70,8 @@ namespace AssimpView {
};
// default constructor
AssetHelper()
: iNormalSet( ORIGINAL )
{
AssetHelper() :
iNormalSet(ORIGINAL) {
mAnimator = NULL;
apcMeshes = NULL;
pcScene = NULL;
@ -86,8 +82,7 @@ namespace AssimpView {
// (even if tangents, bitangents or normals aren't
// required by the shader they will be committed to the GPU)
//---------------------------------------------------------------
struct Vertex
{
struct Vertex {
aiVector3D vPosition;
aiVector3D vNormal;
@ -100,10 +95,8 @@ namespace AssimpView {
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[] =
{
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 },
@ -123,14 +116,12 @@ namespace AssimpView {
//---------------------------------------------------------------
// FVF vertex structure used for normals
//---------------------------------------------------------------
struct LineVertex
{
struct LineVertex {
aiVector3D vPosition;
DWORD dColorDiffuse;
// retrieves the FVF code of the vertex type
static DWORD GetFVF()
{
static DWORD GetFVF() {
return D3DFVF_DIFFUSE | D3DFVF_XYZ;
}
};
@ -139,12 +130,9 @@ namespace AssimpView {
// Helper class to store GPU related resources created for
// a given aiMesh
//---------------------------------------------------------------
class MeshHelper
{
class MeshHelper {
public:
MeshHelper()
:
MeshHelper() :
eShadingMode(),
piVB(NULL),
piIB(NULL),
@ -163,11 +151,9 @@ namespace AssimpView {
fShininess(),
fSpecularStrength(),
twosided(false),
pvOriginalNormals( NULL )
{}
pvOriginalNormals(NULL) {}
~MeshHelper()
{
~MeshHelper() {
// NOTE: This is done in DeleteAssetData()
// TODO: Make this a proper d'tor
}
@ -245,6 +231,6 @@ namespace AssimpView {
void FlipNormals();
void FlipNormalsInt();
};
}
} // namespace AssimpView
#endif // !! IG

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@ -118,8 +118,9 @@ CBackgroundPainter CBackgroundPainter::s_cInstance;
//-------------------------------------------------------------------------------
void CBackgroundPainter::SetColor(D3DCOLOR p_clrNew) {
if (TEXTURE_CUBE == eMode)
if (TEXTURE_CUBE == eMode) {
RemoveSBDeps();
}
clrColor = p_clrNew;
eMode = SIMPLE_COLOR;

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@ -45,22 +45,19 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "AssetHelper.h"
namespace AssimpView
{
namespace AssimpView {
//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
*/
//-------------------------------------------------------------------------------
class CMaterialManager
{
class CMaterialManager {
private:
friend class CDisplay;
// default constructor
CMaterialManager()
: m_iShaderCount( 0 ), sDefaultTexture() {}
CMaterialManager() :
m_iShaderCount(0), sDefaultTexture() {}
~CMaterialManager() {
if (sDefaultTexture) {
@ -70,12 +67,10 @@ namespace AssimpView
}
public:
//------------------------------------------------------------------
// Singleton accessors
static CMaterialManager s_cInstance;
inline static CMaterialManager& Instance()
{
inline static CMaterialManager &Instance() {
return s_cInstance;
}
@ -137,20 +132,17 @@ namespace AssimpView
// The function tries to find a valid path for a texture
int LoadTexture(IDirect3DTexture9 **p_ppiOut, aiString *szPath);
//------------------------------------------------------------------
// Getter for m_iShaderCount
//
inline unsigned int GetShaderCount()
{
inline unsigned int GetShaderCount() {
return this->m_iShaderCount;
}
//------------------------------------------------------------------
// Reset the state of the class
// Called whenever a new asset is loaded
inline void Reset()
{
inline void Reset() {
this->m_iShaderCount = 0;
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
(*it).second->Release();
@ -159,7 +151,6 @@ namespace AssimpView
}
private:
//------------------------------------------------------------------
// find a valid path to a texture file
//
@ -192,7 +183,6 @@ namespace AssimpView
bool HasAlphaPixels(IDirect3DTexture9 *piTexture);
private:
//
// Specifies the number of different shaders generated for
// the current asset. This number is incremented by CreateMaterial()
@ -205,4 +195,4 @@ namespace AssimpView
TextureCache sCachedTextures;
};
}
} // namespace AssimpView

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@ -71,24 +71,14 @@ struct SceneAnimNode {
int mChannelIndex;
//! Default construction
SceneAnimNode()
: mName()
, mParent(nullptr)
, mChildren()
, mLocalTransform()
, mGlobalTransform()
, mChannelIndex(-1) {
SceneAnimNode() :
mName(), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
// empty
}
//! Construction from a given name
SceneAnimNode( const std::string& pName)
: mName( pName)
, mParent(nullptr)
, mChildren()
, mLocalTransform()
, mGlobalTransform()
, mChannelIndex(-1) {
SceneAnimNode(const std::string &pName) :
mName(pName), mParent(nullptr), mChildren(), mLocalTransform(), mGlobalTransform(), mChannelIndex(-1) {
// empty
}
@ -112,7 +102,6 @@ struct SceneAnimNode {
*/
class SceneAnimator {
public:
// ----------------------------------------------------------------------------
/** Constructor for a given scene.
*
@ -205,7 +194,6 @@ public:
}
protected:
/** Recursively creates an internal node structure matching the
* current scene and animation.
*/

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@ -1394,4 +1394,4 @@ std::string g_szCheckerBackgroundShader = std::string(
"VertexShader = compile vs_3_0 DefaultVShader();\n"
"}\n"
"};\n");
}; // namespace AssimpView
} // namespace AssimpView

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@ -5,8 +5,6 @@ Open Asset Import Library (assimp)
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
@ -41,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "assimp_view.h"
#include <assimp/StringUtils.h>
#include <map>
@ -113,11 +110,9 @@ aiMatrix4x4 g_mWorldRotate;
aiVector3D g_vRotateSpeed = aiVector3D(0.5f, 0.5f, 0.5f);
// NOTE: The second light direction is now computed from the first
aiVector3D g_avLightDirs[1] =
{ aiVector3D(-0.5f,0.6f,0.2f) };
aiVector3D g_avLightDirs[1] = { aiVector3D(-0.5f, 0.6f, 0.2f) };
D3DCOLOR g_avLightColors[3] =
{
D3DCOLOR g_avLightColors[3] = {
D3DCOLOR_ARGB(0xFF, 0xFF, 0xFF, 0xFF),
D3DCOLOR_ARGB(0xFF, 0xFF, 0x00, 0x00),
D3DCOLOR_ARGB(0xFF, 0x05, 0x05, 0x05),
@ -145,14 +140,12 @@ unsigned char* g_szImageMask = nullptr;
float g_fLoadTime = 0.0f;
//-------------------------------------------------------------------------------
// Entry point for the loader thread
// The loader thread loads the asset while the progress dialog displays the
// smart progress bar
//-------------------------------------------------------------------------------
DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
{
DWORD WINAPI LoadThreadProc(LPVOID lpParameter) {
UNREFERENCED_PARAMETER(lpParameter);
// get current time
@ -186,8 +179,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
g_bLoadingFinished = true;
// check whether the loading process has failed ...
if (nullptr == g_pcAsset->pcScene)
{
if (nullptr == g_pcAsset->pcScene) {
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:",
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
@ -204,8 +196,7 @@ DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
// load the current asset
// THe path to the asset is specified in the global path variable
//-------------------------------------------------------------------------------
int LoadAsset()
{
int LoadAsset() {
// set the world and world rotation matrices to the identity
g_mWorldRotate = aiMatrix4x4();
g_mWorld = aiMatrix4x4();
@ -225,8 +216,7 @@ int LoadAsset()
g_pcAsset = new AssetHelper();
g_hThreadHandle = CreateThread(nullptr, 0, &LoadThreadProc, nullptr, 0, &dwID);
if (!g_hThreadHandle)
{
if (!g_hThreadHandle) {
CLogDisplay::Instance().AddEntry(
"[ERROR] Unable to create helper thread for loading",
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
@ -243,10 +233,8 @@ int LoadAsset()
// now we should have loaded the asset. Check this ...
g_bLoadingFinished = false;
if (!g_pcAsset || !g_pcAsset->pcScene)
{
if (g_pcAsset)
{
if (!g_pcAsset || !g_pcAsset->pcScene) {
if (g_pcAsset) {
delete g_pcAsset;
g_pcAsset = nullptr;
}
@ -259,7 +247,6 @@ int LoadAsset()
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i)
g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
// create animator
g_pcAsset->mAnimator = new SceneAnimator(g_pcAsset->pcScene);
@ -285,8 +272,7 @@ int LoadAsset()
if (!g_pcAsset->pcScene->HasAnimations()) {
EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), FALSE);
EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), FALSE);
}
else {
} else {
EnableWindow(GetDlgItem(g_hDlg, IDC_PLAY), TRUE);
EnableWindow(GetDlgItem(g_hDlg, IDC_SLIDERANIM), TRUE);
}
@ -305,7 +291,6 @@ int LoadAsset()
return 1;
}
//-------------------------------------------------------------------------------
// Delete the loaded asset
// The function does nothing is no asset is loaded
@ -320,8 +305,7 @@ int DeleteAsset(void) {
// delete everything
DeleteAssetData();
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
delete g_pcAsset->apcMeshes[i];
}
aiReleaseImport(g_pcAsset->pcScene);
@ -342,7 +326,6 @@ int DeleteAsset(void) {
return 1;
}
//-------------------------------------------------------------------------------
// Calculate the boundaries of a given node and all of its children
// The boundaries are in Worldspace (AABB)
@ -358,11 +341,8 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
mTemp.Transpose();
aiMatrix4x4 aiMe = mTemp * piMatrix;
for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
{
for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[
piNode->mMeshes[i]]->mNumVertices;++a)
{
for (unsigned int i = 0; i < piNode->mNumMeshes; ++i) {
for (unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices; ++a) {
aiVector3D pc = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a];
aiVector3D pc1;
@ -377,8 +357,7 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
p_avOut[1].z = max(p_avOut[1].z, pc1.z);
}
}
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
{
for (unsigned int i = 0; i < piNode->mNumChildren; ++i) {
CalculateBounds(piNode->mChildren[i], p_avOut, aiMe);
}
return 1;
@ -388,13 +367,11 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, const aiMatrix4x4& piMa
// The function calculates the boundaries of the mesh and modifies the
// global world transformation matrix according to the aset AABB
//-------------------------------------------------------------------------------
int ScaleAsset(void)
{
int ScaleAsset(void) {
aiVector3D aiVecs[2] = { aiVector3D(1e10f, 1e10f, 1e10f),
aiVector3D(-1e10f, -1e10f, -1e10f) };
if (g_pcAsset->pcScene->mRootNode)
{
if (g_pcAsset->pcScene->mRootNode) {
aiMatrix4x4 m;
CalculateBounds(g_pcAsset->pcScene->mRootNode, aiVecs, m);
}
@ -422,8 +399,7 @@ int ScaleAsset(void)
// pcMesh Input mesh
// pcSource Source mesh from ASSIMP
//-------------------------------------------------------------------------------
int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource)
{
int GenerateNormalsAsLineList(AssetHelper::MeshHelper *pcMesh, const aiMesh *pcSource) {
ai_assert(nullptr != pcMesh);
ai_assert(nullptr != pcSource);
@ -434,8 +410,7 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
pcSource->mNumVertices * 2,
D3DUSAGE_WRITEONLY,
AssetHelper::LineVertex::GetFVF(),
D3DPOOL_DEFAULT, &pcMesh->piVBNormals,nullptr)))
{
D3DPOOL_DEFAULT, &pcMesh->piVBNormals, nullptr))) {
CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list",
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
return 2;
@ -444,8 +419,7 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
// now fill the vertex buffer with data
AssetHelper::LineVertex *pbData2;
pcMesh->piVBNormals->Lock(0, 0, (void **)&pbData2, 0);
for (unsigned int x = 0; x < pcSource->mNumVertices;++x)
{
for (unsigned int x = 0; x < pcSource->mNumVertices; ++x) {
pbData2->vPosition = pcSource->mVertices[x];
++pbData2;
@ -472,16 +446,14 @@ int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSo
// Create the native D3D representation of the asset: vertex buffers,
// index buffers, materials ...
//-------------------------------------------------------------------------------
int CreateAssetData()
{
int CreateAssetData() {
if (!g_pcAsset) return 0;
// reset all subsystems
CMaterialManager::Instance().Reset();
CDisplay::Instance().Reset();
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
const aiMesh *mesh = g_pcAsset->pcScene->mMeshes[i];
// create the material for the mesh
@ -534,8 +506,7 @@ int CreateAssetData()
D3DFMT_INDEX32,
D3DPOOL_DEFAULT,
&g_pcAsset->apcMeshes[i]->piIB,
nullptr)))
{
nullptr))) {
MessageBox(g_hDlg, "Failed to create 32 Bit index buffer",
"ASSIMP Viewer Utility", MB_OK);
return 2;
@ -544,15 +515,12 @@ int CreateAssetData()
// now fill the index buffer
unsigned int *pbData;
g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0);
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
{
for (unsigned int a = 0; a < nidx;++a)
{
for (unsigned int x = 0; x < mesh->mNumFaces; ++x) {
for (unsigned int a = 0; a < nidx; ++a) {
*pbData++ = mesh->mFaces[x].mIndices[a];
}
}
}
else {
} else {
// create 16 bit index buffer
if (FAILED(g_piDevice->CreateIndexBuffer(2 *
numIndices,
@ -560,8 +528,7 @@ int CreateAssetData()
D3DFMT_INDEX16,
D3DPOOL_DEFAULT,
&g_pcAsset->apcMeshes[i]->piIB,
nullptr)))
{
nullptr))) {
MessageBox(g_hDlg, "Failed to create 16 Bit index buffer",
"ASSIMP Viewer Utility", MB_OK);
return 2;
@ -570,10 +537,8 @@ int CreateAssetData()
// now fill the index buffer
uint16_t *pbData;
g_pcAsset->apcMeshes[i]->piIB->Lock(0, 0, (void **)&pbData, 0);
for (unsigned int x = 0; x < mesh->mNumFaces;++x)
{
for (unsigned int a = 0; a < nidx;++a)
{
for (unsigned int x = 0; x < mesh->mNumFaces; ++x) {
for (unsigned int a = 0; a < nidx; ++a) {
*pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a];
}
}
@ -591,19 +556,18 @@ int CreateAssetData()
// now fill the vertex buffer
AssetHelper::Vertex *pbData2;
g_pcAsset->apcMeshes[i]->piVB->Lock(0, 0, (void **)&pbData2, 0);
for (unsigned int x = 0; x < mesh->mNumVertices;++x)
{
for (unsigned int x = 0; x < mesh->mNumVertices; ++x) {
pbData2->vPosition = mesh->mVertices[x];
if (nullptr == mesh->mNormals)
pbData2->vNormal = aiVector3D(0.0f, 0.0f, 0.0f);
else pbData2->vNormal = mesh->mNormals[x];
else
pbData2->vNormal = mesh->mNormals[x];
if (nullptr == mesh->mTangents) {
pbData2->vTangent = aiVector3D(0.0f, 0.0f, 0.0f);
pbData2->vBitangent = aiVector3D(0.0f, 0.0f, 0.0f);
}
else {
} else {
pbData2->vTangent = mesh->mTangents[x];
pbData2->vBitangent = mesh->mBitangents[x];
}
@ -614,39 +578,37 @@ int CreateAssetData()
((unsigned char)max(min(mesh->mColors[0][x].r * 255.0f, 255.0f), 0.0f)),
((unsigned char)max(min(mesh->mColors[0][x].g * 255.0f, 255.0f), 0.0f)),
((unsigned char)max(min(mesh->mColors[0][x].b * 255.0f, 255.0f), 0.0f)));
}
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff);
} else
pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF, 0xff, 0xff, 0xff);
// ignore a third texture coordinate component
if (mesh->HasTextureCoords(0)) {
pbData2->vTextureUV = aiVector2D(
mesh->mTextureCoords[0][x].x,
mesh->mTextureCoords[0][x].y);
}
else pbData2->vTextureUV = aiVector2D(0.5f,0.5f);
} else
pbData2->vTextureUV = aiVector2D(0.5f, 0.5f);
if (mesh->HasTextureCoords(1)) {
pbData2->vTextureUV2 = aiVector2D(
mesh->mTextureCoords[1][x].x,
mesh->mTextureCoords[1][x].y);
}
else pbData2->vTextureUV2 = aiVector2D(0.5f,0.5f);
} else
pbData2->vTextureUV2 = aiVector2D(0.5f, 0.5f);
// Bone indices and weights
if (mesh->HasBones()) {
unsigned char boneIndices[4] = { 0, 0, 0, 0 };
unsigned char boneWeights[4] = { 0, 0, 0, 0 };
ai_assert(weightsPerVertex[x].size() <= 4);
for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
{
for (unsigned int a = 0; a < weightsPerVertex[x].size(); a++) {
boneIndices[a] = static_cast<unsigned char>(weightsPerVertex[x][a].mVertexId);
boneWeights[a] = (unsigned char)(weightsPerVertex[x][a].mWeight * 255.0f);
}
memcpy(pbData2->mBoneIndices, boneIndices, sizeof(boneIndices));
memcpy(pbData2->mBoneWeights, boneWeights, sizeof(boneWeights));
} else
{
} else {
memset(pbData2->mBoneIndices, 0, sizeof(pbData2->mBoneIndices));
memset(pbData2->mBoneWeights, 0, sizeof(pbData2->mBoneWeights));
}
@ -667,25 +629,20 @@ int CreateAssetData()
// Delete all effects, textures, vertex buffers ... associated with
// an asset
//-------------------------------------------------------------------------------
int DeleteAssetData(bool bNoMaterials)
{
int DeleteAssetData(bool bNoMaterials) {
if (!g_pcAsset) return 0;
// TODO: Move this to a proper destructor
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if(g_pcAsset->apcMeshes[i]->piVB)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
if (g_pcAsset->apcMeshes[i]->piVB) {
g_pcAsset->apcMeshes[i]->piVB->Release();
g_pcAsset->apcMeshes[i]->piVB = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piVBNormals)
{
if (g_pcAsset->apcMeshes[i]->piVBNormals) {
g_pcAsset->apcMeshes[i]->piVBNormals->Release();
g_pcAsset->apcMeshes[i]->piVBNormals = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piIB)
{
if (g_pcAsset->apcMeshes[i]->piIB) {
g_pcAsset->apcMeshes[i]->piIB->Release();
g_pcAsset->apcMeshes[i]->piIB = nullptr;
}
@ -698,45 +655,36 @@ int DeleteAssetData(bool bNoMaterials)
// delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals;
//}
if (!bNoMaterials)
{
if(g_pcAsset->apcMeshes[i]->piEffect)
{
if (!bNoMaterials) {
if (g_pcAsset->apcMeshes[i]->piEffect) {
g_pcAsset->apcMeshes[i]->piEffect->Release();
g_pcAsset->apcMeshes[i]->piEffect = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piDiffuseTexture)
{
if (g_pcAsset->apcMeshes[i]->piDiffuseTexture) {
g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release();
g_pcAsset->apcMeshes[i]->piDiffuseTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piNormalTexture)
{
if (g_pcAsset->apcMeshes[i]->piNormalTexture) {
g_pcAsset->apcMeshes[i]->piNormalTexture->Release();
g_pcAsset->apcMeshes[i]->piNormalTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piSpecularTexture)
{
if (g_pcAsset->apcMeshes[i]->piSpecularTexture) {
g_pcAsset->apcMeshes[i]->piSpecularTexture->Release();
g_pcAsset->apcMeshes[i]->piSpecularTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piAmbientTexture)
{
if (g_pcAsset->apcMeshes[i]->piAmbientTexture) {
g_pcAsset->apcMeshes[i]->piAmbientTexture->Release();
g_pcAsset->apcMeshes[i]->piAmbientTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piEmissiveTexture)
{
if (g_pcAsset->apcMeshes[i]->piEmissiveTexture) {
g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release();
g_pcAsset->apcMeshes[i]->piEmissiveTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piOpacityTexture)
{
if (g_pcAsset->apcMeshes[i]->piOpacityTexture) {
g_pcAsset->apcMeshes[i]->piOpacityTexture->Release();
g_pcAsset->apcMeshes[i]->piOpacityTexture = nullptr;
}
if(g_pcAsset->apcMeshes[i]->piShininessTexture)
{
if (g_pcAsset->apcMeshes[i]->piShininessTexture) {
g_pcAsset->apcMeshes[i]->piShininessTexture->Release();
g_pcAsset->apcMeshes[i]->piShininessTexture = nullptr;
}
@ -745,22 +693,17 @@ int DeleteAssetData(bool bNoMaterials)
return 1;
}
//-------------------------------------------------------------------------------
// Switch between zoom/rotate view and the standard FPS view
// g_bFPSView specifies the view mode to setup
//-------------------------------------------------------------------------------
int SetupFPSView()
{
if (!g_bFPSView)
{
int SetupFPSView() {
if (!g_bFPSView) {
g_sCamera.vPos = aiVector3D(0.0f, 0.0f, g_fWheelPos);
g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f);
g_sCamera.vUp = aiVector3D(0.0f, 1.0f, 0.0f);
g_sCamera.vRight = aiVector3D(0.0f, 1.0f, 0.0f);
}
else
{
} else {
g_fWheelPos = g_sCamera.vPos.z;
g_sCamera.vPos = aiVector3D(0.0f, 0.0f, -10.0f);
g_sCamera.vLookAt = aiVector3D(0.0f, 0.0f, 1.0f);
@ -774,26 +717,21 @@ int SetupFPSView()
// Initialize the IDIrect3D interface
// Called by the WinMain
//-------------------------------------------------------------------------------
int InitD3D(void)
{
if (nullptr == g_piD3D)
{
int InitD3D(void) {
if (nullptr == g_piD3D) {
g_piD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (nullptr == g_piD3D) return 0;
}
return 1;
}
//-------------------------------------------------------------------------------
// Release the IDirect3D interface.
// NOTE: Assumes that the device has already been deleted
//-------------------------------------------------------------------------------
int ShutdownD3D(void)
{
int ShutdownD3D(void) {
ShutdownDevice();
if (nullptr != g_piD3D)
{
if (nullptr != g_piD3D) {
g_piD3D->Release();
g_piD3D = nullptr;
}
@ -801,8 +739,7 @@ int ShutdownD3D(void)
}
template <class TComPtr>
inline
void SafeRelease(TComPtr *&ptr) {
inline void SafeRelease(TComPtr *&ptr) {
if (nullptr != ptr) {
ptr->Release();
ptr = nullptr;
@ -813,8 +750,7 @@ void SafeRelease(TComPtr *&ptr) {
// Shutdown the D3D device object and all resources associated with it
// NOTE: Assumes that the asset has already been deleted
//-------------------------------------------------------------------------------
int ShutdownDevice(void)
{
int ShutdownDevice(void) {
// release other subsystems
CBackgroundPainter::Instance().ReleaseNativeResource();
CLogDisplay::Instance().ReleaseNativeResource();
@ -837,11 +773,9 @@ int ShutdownDevice(void)
return 1;
}
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------
int CreateHUDTexture()
{
int CreateHUDTexture() {
// lock the memory resource ourselves
HRSRC res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUD), RT_RCDATA);
HGLOBAL hg = LoadResource(nullptr, res);
@ -860,8 +794,7 @@ int CreateHUDTexture()
0,
nullptr,
nullptr,
&g_pcTexture)))
{
&g_pcTexture))) {
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture",
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
@ -877,7 +810,6 @@ int CreateHUDTexture()
D3DSURFACE_DESC sDesc;
g_pcTexture->GetLevelDesc(0, &sDesc);
// lock the memory resource ourselves
res = FindResource(nullptr, MAKEINTRESOURCE(IDR_HUDMASK), RT_RCDATA);
hg = LoadResource(nullptr, res);
@ -897,8 +829,7 @@ int CreateHUDTexture()
0,
nullptr,
nullptr,
&pcTex)))
{
&pcTex))) {
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture",
D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
g_szImageMask = nullptr;
@ -917,8 +848,7 @@ int CreateHUDTexture()
unsigned char *_szOut = szOut;
unsigned char *szCur = (unsigned char *)sRect.pBits;
for (unsigned int y = 0; y < sDesc.Height;++y)
{
for (unsigned int y = 0; y < sDesc.Height; ++y) {
memcpy(_szOut, szCur, sDesc.Width);
szCur += sRect.Pitch;
@ -933,8 +863,7 @@ int CreateHUDTexture()
//-------------------------------------------------------------------------------
//-------------------------------------------------------------------------------
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
{
int CreateDevice(bool p_bMultiSample, bool p_bSuperSample, bool bHW /*= true*/) {
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
// get the client rectangle of the window.
@ -962,30 +891,25 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
// check whether we can use a D32 depth buffer format
if (SUCCEEDED(g_piD3D->CheckDepthStencilMatch(0, eType,
D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
{
D3DFMT_X8R8G8B8, D3DFMT_X8R8G8B8, D3DFMT_D32))) {
sParams.AutoDepthStencilFormat = D3DFMT_D32;
}
else sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
} else
sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
// find the highest multisample type available on this device
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
DWORD dwQuality = 0;
if (p_bMultiSample)
{
if (p_bMultiSample) {
while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
{
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) {
if (SUCCEEDED(g_piD3D->CheckDeviceMultiSampleType(0, eType,
sMode.Format,TRUE,sMS,&dwQuality)))
{
sMode.Format, TRUE, sMS, &dwQuality))) {
sMSOut = sMS;
}
}
if (0 != dwQuality) dwQuality -= 1;
sParams.MultiSampleQuality = dwQuality;
sParams.MultiSampleType = sMSOut;
}
@ -999,8 +923,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware
if(FAILED(g_piD3D->CreateDevice(0,eType, g_hDlg, creationFlags ,&sParams,&g_piDevice)))
{
if (FAILED(g_piD3D->CreateDevice(0, eType, g_hDlg, creationFlags, &sParams, &g_piDevice))) {
// if hardware fails use software rendering instead
if (bHW) return CreateDevice(p_bMultiSample, p_bSuperSample, false);
return 0;
@ -1008,8 +931,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
// create a vertex declaration to match the vertex
D3DVERTEXELEMENT9 *vdecl = AssetHelper::Vertex::GetDeclarationElements();
if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl)))
{
if (FAILED(g_piDevice->CreateVertexDeclaration(vdecl, &gDefaultVertexDecl))) {
MessageBox(g_hDlg, "Failed to create vertex declaration", "Init", MB_OK);
return 0;
}
@ -1017,8 +939,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
// get the capabilities of the device object
g_piDevice->GetDeviceCaps(&g_sCaps);
if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
{
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3, 0)) {
EnableWindow(GetDlgItem(g_hDlg, IDC_LOWQUALITY), FALSE);
}
@ -1031,17 +952,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
nullptr,
AI_SHADER_COMPILE_FLAGS,
nullptr,
&g_piDefaultEffect,&piBuffer)))
{
if( piBuffer)
{
&g_piDefaultEffect, &piBuffer))) {
if (piBuffer) {
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
piBuffer->Release();
}
return 0;
}
if( piBuffer)
{
if (piBuffer) {
piBuffer->Release();
piBuffer = nullptr;
}
@ -1053,17 +971,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
// create the shader used to draw the HUD
if (FAILED(D3DXCreateEffect(g_piDevice,
g_szPassThroughShader.c_str(), (UINT)g_szPassThroughShader.length(),
nullptr,nullptr,AI_SHADER_COMPILE_FLAGS,nullptr,&g_piPassThroughEffect,&piBuffer)))
{
if( piBuffer)
{
nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piPassThroughEffect, &piBuffer))) {
if (piBuffer) {
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
piBuffer->Release();
}
return 0;
}
if( piBuffer)
{
if (piBuffer) {
piBuffer->Release();
piBuffer = nullptr;
}
@ -1075,17 +990,14 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
// create the shader used to visualize normal vectors
if (FAILED(D3DXCreateEffect(g_piDevice,
g_szNormalsShader.c_str(), (UINT)g_szNormalsShader.length(),
nullptr,nullptr,AI_SHADER_COMPILE_FLAGS,nullptr,&g_piNormalsEffect, &piBuffer)))
{
if( piBuffer)
{
nullptr, nullptr, AI_SHADER_COMPILE_FLAGS, nullptr, &g_piNormalsEffect, &piBuffer))) {
if (piBuffer) {
MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
piBuffer->Release();
}
return 0;
}
if( piBuffer)
{
if (piBuffer) {
piBuffer->Release();
piBuffer = nullptr;
}
@ -1108,15 +1020,13 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
}
//-------------------------------------------------------------------------------
int CreateDevice()
{
int CreateDevice() {
return CreateDevice(g_sOptions.bMultiSample,
g_sOptions.bSuperSample);
}
//-------------------------------------------------------------------------------
int GetProjectionMatrix (aiMatrix4x4& p_mOut)
{
int GetProjectionMatrix(aiMatrix4x4 &p_mOut) {
const float fFarPlane = 100.0f;
const float fNearPlane = 0.1f;
const float fFOV = (float)(45.0 * 0.0174532925);
@ -1139,8 +1049,7 @@ int GetProjectionMatrix (aiMatrix4x4& p_mOut)
}
//-------------------------------------------------------------------------------
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
{
aiVector3D GetCameraMatrix(aiMatrix4x4 &p_mOut) {
D3DXMATRIX view;
D3DXMatrixIdentity(&view);
@ -1175,4 +1084,4 @@ aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
return g_sCamera.vPos;
}
}
} // namespace AssimpView

View File

@ -51,24 +51,24 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include "resource.h"
#include <assert.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <stdio.h>
#include <stdlib.h>
#include <tchar.h>
#include <time.h>
// Include ASSIMP headers (XXX: do we really need all of them?)
#include <assimp/cimport.h>
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include <assimp/cfileio.h>
#include <assimp/cimport.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/IOSystem.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>
#include <assimp/IOStream.hpp>
#include <assimp/IOSystem.hpp>
#include <assimp/Importer.hpp>
#include <assimp/LogStream.hpp>
#include "Material/MaterialSystem.h" // aiMaterial class
#include <assimp/StringComparison.h> // ASSIMP_stricmp and ASSIMP_strincmp
@ -79,23 +79,21 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define MOVE_SPEED 3.f
#include "AssetHelper.h"
#include "Camera.h"
#include "RenderOptions.h"
#include "Shaders.h"
#include "Background.h"
#include "Camera.h"
#include "Display.h"
#include "LogDisplay.h"
#include "LogWindow.h"
#include "Display.h"
#include "MeshRenderer.h"
#include "MaterialManager.h"
#include "MeshRenderer.h"
#include "RenderOptions.h"
#include "Shaders.h"
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
#include "AnimEvaluator.h"
#include "SceneAnimator.h"
namespace AssimpView
{
namespace AssimpView {
//-------------------------------------------------------------------------------
// Function prototypes
@ -125,7 +123,6 @@ void HandleMouseInputSkyBox( void );
void HandleKeyboardInputTextureView(void);
void HandleMouseInputTextureView(void);
//-------------------------------------------------------------------------------
//
// Dialog procedure for the progress bar window
@ -161,7 +158,6 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg, UINT uMsg,
WPARAM wParam, LPARAM lParam);
//-------------------------------------------------------------------------------
// Handle command line parameters
//
@ -170,22 +166,18 @@ INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
//-------------------------------------------------------------------------------
void HandleCommandLine(char *p_szCommand);
//-------------------------------------------------------------------------------
template <class type, class intype>
type clamp(intype in)
{
type clamp(intype in) {
// for unsigned types only ...
intype mask = (0x1u << (sizeof(type) * 8)) - 1;
return (type)std::max((intype)0, std::min(in, mask));
}
//-------------------------------------------------------------------------------
// Position of the cursor relative to the 3ds max' like control circle
//-------------------------------------------------------------------------------
enum EClickPos
{
enum EClickPos {
// The click was inside the inner circle (x,y axis)
EClickPos_Circle,
// The click was inside one of the vertical snap-ins
@ -232,8 +224,8 @@ enum EClickPos
extern aiVector3D g_avLightDirs[1] /* =
{ aiVector3D(-0.5f,0.6f,0.2f) ,
aiVector3D(-0.5f,0.5f,0.5f)} */;
aiVector3D(-0.5f,0.5f,0.5f)} */
;
extern POINT g_mousePos /*= {0,0};*/;
extern POINT g_LastmousePos /*= {0,0}*/;
@ -254,7 +246,6 @@ enum EClickPos
extern Camera g_sCamera;
extern AssetHelper *g_pcAsset /*= NULL*/;
//
// Contains the mask image for the HUD
// (used to determine the position of a click)
@ -264,7 +255,6 @@ enum EClickPos
//
extern unsigned char *g_szImageMask /*= NULL*/;
extern float g_fACMR /*= 3.0f*/;
extern IDirect3DQuery9 *g_piQuery;
@ -275,6 +265,6 @@ enum EClickPos
extern unsigned int ppsteps, ppstepsdefault;
extern bool nopointslines;
}
} // namespace AssimpView
#endif // !! AV_MAIN_H_INCLUDED