Merge branch 'master' into jc3-importer-open-error-handling
commit
6eb15080ec
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@ -115,7 +115,7 @@ static const aiImporterDesc desc = {
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0,
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0,
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0,
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"ifc ifczip stp"
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"ifc ifczip step stp"
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};
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// ------------------------------------------------------------------------------------------------
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@ -57,6 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <iomanip>
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#include <sstream>
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#include <map>
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#ifdef MDL_HALFLIFE_LOG_WARN_HEADER
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#undef MDL_HALFLIFE_LOG_WARN_HEADER
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@ -65,20 +65,6 @@ using namespace Assimp;
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// Constructor to be privately used by Importer
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BaseImporter::BaseImporter() AI_NO_EXCEPT
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: m_progress() {
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/**
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* Assimp Importer
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* unit conversions available
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* if you need another measurment unit add it below.
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* it's currently defined in assimp that we prefer meters.
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*
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* NOTE: Initialised here rather than in the header file
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* to workaround a VS2013 bug with brace initialisers
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* */
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importerUnits[ImporterUnits::M] = 1.0;
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importerUnits[ImporterUnits::CM] = 0.01;
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importerUnits[ImporterUnits::MM] = 0.001;
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importerUnits[ImporterUnits::INCHES] = 0.0254;
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importerUnits[ImporterUnits::FEET] = 0.3048;
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}
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// ------------------------------------------------------------------------------------------------
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@ -70,6 +70,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess() {
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// Returns whether the processing step is present in the given flag field.
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bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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return (pFlags & aiProcess_GenNormals) != 0;
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}
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@ -134,6 +135,8 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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@ -80,6 +80,7 @@ public:
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private:
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bool GenMeshFaceNormals(aiMesh* pcMesh);
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mutable bool force_ = false;
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mutable bool flippedWindingOrder_ = false;
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};
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} // end of namespace Assimp
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@ -70,6 +70,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
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// Returns whether the processing step is present in the given flag field.
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bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
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force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
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flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
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return (pFlags & aiProcess_GenSmoothNormals) != 0;
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}
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@ -142,6 +143,8 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
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const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
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const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
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const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
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if (flippedWindingOrder_)
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std::swap( pV2, pV3 );
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const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
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for (unsigned int i = 0; i < face.mNumIndices; ++i) {
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@ -104,6 +104,7 @@ private:
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/** Configuration option: maximum smoothing angle, in radians*/
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ai_real configMaxAngle;
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mutable bool force_ = false;
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mutable bool flippedWindingOrder_ = false;
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};
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} // end of namespace Assimp
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@ -429,7 +429,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
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const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
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if (configTransform) {
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pScene->mRootNode->mTransformation = configTransformation;
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pScene->mRootNode->mTransformation = configTransformation * pScene->mRootNode->mTransformation;
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}
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// first compute absolute transformation matrices for all nodes
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@ -51,10 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "Exceptional.h"
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#include <assimp/ai_assert.h>
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#include <assimp/types.h>
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#include <assimp/ProgressHandler.hpp>
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#include <map>
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#include <set>
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#include <vector>
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#include <memory>
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@ -179,42 +177,10 @@ public:
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/**
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* Will be called only by scale process when scaling is requested.
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*/
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virtual void SetFileScale(double scale) {
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void SetFileScale(double scale) {
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fileScale = scale;
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}
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virtual double GetFileScale() const {
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return fileScale;
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}
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enum ImporterUnits {
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M,
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MM,
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CM,
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INCHES,
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FEET
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};
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/**
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* Assimp Importer
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* unit conversions available
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* NOTE: Valid options are initialised in the
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* constructor in the implementation file to
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* work around a VS2013 compiler bug if support
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* for that compiler is dropped in the future
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* initialisation can be moved back here
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* */
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std::map<ImporterUnits, double> importerUnits;
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virtual void SetApplicationUnits(const ImporterUnits &unit) {
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importerScale = importerUnits[unit];
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applicationUnits = unit;
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}
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virtual const ImporterUnits &GetApplicationUnits() {
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return applicationUnits;
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}
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// -------------------------------------------------------------------
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/** Called by #Importer::GetExtensionList for each loaded importer.
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* Take the extension list contained in the structure returned by
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@ -223,7 +189,6 @@ public:
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void GetExtensionList(std::set<std::string> &extensions);
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protected:
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ImporterUnits applicationUnits = ImporterUnits::M;
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double importerScale = 1.0;
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double fileScale = 1.0;
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@ -420,7 +385,7 @@ public: // static utilities
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private:
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/* Pushes state into importer for the importer scale */
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virtual void UpdateImporterScale(Importer *pImp);
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void UpdateImporterScale(Importer *pImp);
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protected:
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/// Error description in case there was one.
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@ -43,8 +43,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define INCLUDED_AI_IRRXML_WRAPPER
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/ai_assert.h>
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#include "BaseImporter.h"
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#include "IOStream.hpp"
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#include <pugixml.hpp>
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#include <vector>
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@ -42,22 +42,12 @@ void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
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}
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}
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std::string textype;
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Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
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// Data to fill
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std::vector<VERTEX> vertices;
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std::vector<UINT> indices;
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std::vector<Texture> textures;
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if (mesh->mMaterialIndex >= 0) {
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aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
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if (textype.empty()) {
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textype = determineTextureType(scene, mat);
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}
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}
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// Walk through each of the mesh's vertices
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for (UINT i = 0; i < mesh->mNumVertices; i++) {
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VERTEX vertex;
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@ -108,9 +98,10 @@ std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextu
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if (!skip) { // If texture hasn't been loaded already, load it
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HRESULT hr;
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Texture texture;
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if (textype == "embedded compressed texture") {
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int textureindex = getTextureIndex(&str);
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texture.texture = getTextureFromModel(scene, textureindex);
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const aiTexture* embeddedTexture = scene->GetEmbeddedTexture(str.C_Str());
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if (embeddedTexture != nullptr) {
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texture.texture = loadEmbeddedTexture(embeddedTexture);
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} else {
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std::string filename = std::string(str.C_Str());
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filename = directory_ + '/' + filename;
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@ -148,38 +139,46 @@ void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
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}
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}
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std::string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) {
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aiString textypeStr;
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mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
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std::string textypeteststr = textypeStr.C_Str();
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if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") {
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if (scene->mTextures[0]->mHeight == 0) {
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return "embedded compressed texture";
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} else {
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return "embedded non-compressed texture";
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}
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}
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if (textypeteststr.find('.') != std::string::npos) {
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return "textures are on disk";
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}
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return ".";
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}
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int ModelLoader::getTextureIndex(aiString * str) {
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std::string tistr;
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tistr = str->C_Str();
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tistr = tistr.substr(1);
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return stoi(tistr);
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}
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ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) {
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ID3D11ShaderResourceView * ModelLoader::loadEmbeddedTexture(const aiTexture* embeddedTexture) {
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HRESULT hr;
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ID3D11ShaderResourceView *texture;
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ID3D11ShaderResourceView *texture = nullptr;
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int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth);
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if (embeddedTexture->mHeight != 0) {
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// Load an uncompressed ARGB8888 embedded texture
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D3D11_TEXTURE2D_DESC desc;
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desc.Width = embeddedTexture->mWidth;
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desc.Height = embeddedTexture->mHeight;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture);
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D3D11_SUBRESOURCE_DATA subresourceData;
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subresourceData.pSysMem = embeddedTexture->pcData;
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subresourceData.SysMemPitch = embeddedTexture->mWidth * 4;
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subresourceData.SysMemSlicePitch = embeddedTexture->mWidth * embeddedTexture->mHeight * 4;
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ID3D11Texture2D *texture2D = nullptr;
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hr = dev_->CreateTexture2D(&desc, &subresourceData, &texture2D);
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if (FAILED(hr))
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MessageBox(hwnd_, "CreateTexture2D failed!", "Error!", MB_ICONERROR | MB_OK);
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hr = dev_->CreateShaderResourceView(texture2D, nullptr, &texture);
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if (FAILED(hr))
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MessageBox(hwnd_, "CreateShaderResourceView failed!", "Error!", MB_ICONERROR | MB_OK);
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return texture;
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}
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// mHeight is 0, so try to load a compressed texture of mWidth bytes
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const size_t size = embeddedTexture->mWidth;
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hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<const unsigned char*>(embeddedTexture->pcData), size, nullptr, &texture);
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if (FAILED(hr))
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MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
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@ -35,9 +35,7 @@ private:
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void processNode(aiNode* node, const aiScene* scene);
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Mesh processMesh(aiMesh* mesh, const aiScene* scene);
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std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName, const aiScene* scene);
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std::string determineTextureType(const aiScene* scene, aiMaterial* mat);
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int getTextureIndex(aiString* str);
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ID3D11ShaderResourceView* getTextureFromModel(const aiScene* scene, int textureindex);
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ID3D11ShaderResourceView* loadEmbeddedTexture(const aiTexture* embeddedTexture);
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};
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#endif // !MODEL_LOADER_H
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