fix win32-build for assimp_viewer .

Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>
pull/664/head
Kim Kulling 2015-04-17 20:02:55 +02:00
parent f435712273
commit 76dd9467b2
24 changed files with 4278 additions and 4158 deletions

1
.gitignore vendored
View File

@ -58,3 +58,4 @@ test/gtest/src/gtest-stamp/gtest-gitinfo.txt
test/gtest/src/gtest-stamp/gtest-gitclone-lastrun.txt
Assimp.opensdf
contrib/zlib/CTestTestfile.cmake
ipch/assimp_viewer-44bbbcd1/assimp_viewerd-ccc45335.ipch

View File

@ -51,6 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define INCLUDED_AI_STRING_WORKERS_H
#include "../include/assimp/ai_assert.h"
#include "StringComparison.h"
#include <string.h>
#include <stdint.h>
#include <string>

View File

@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
using namespace AssimpView;

View File

@ -43,13 +43,21 @@ 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
class SceneAnimator;
#include <d3d9.h>
#include <d3dx9.h>
#include <d3dx9mesh.h>
//-------------------------------------------------------------------------------
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
#include <assimp/scene.h>
namespace AssimpView {
class SceneAnimator;
//-------------------------------------------------------------------------------
/** \brief Class to wrap ASSIMP's asset output structures
*/
//-------------------------------------------------------------------------------
class AssetHelper
{
public:
enum
@ -66,7 +74,7 @@ class AssetHelper
// default constructor
AssetHelper()
: iNormalSet(ORIGINAL)
: iNormalSet( ORIGINAL )
{
mAnimator = NULL;
apcMeshes = NULL;
@ -88,8 +96,8 @@ class AssetHelper
aiVector3D vBitangent;
aiVector2D vTextureUV;
aiVector2D vTextureUV2;
unsigned char mBoneIndices[4];
unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
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()
@ -135,26 +143,26 @@ class AssetHelper
{
public:
MeshHelper ()
MeshHelper()
:
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),
twosided (false),
pvOriginalNormals (NULL)
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 ),
twosided( false ),
pvOriginalNormals( NULL )
{}
~MeshHelper ()
~MeshHelper()
{
// NOTE: This is done in DeleteAssetData()
// TODO: Make this a proper d'tor
@ -226,12 +234,13 @@ class AssetHelper
// ------------------------------------------------------------------
// set the normal set to be used
void SetNormalSet(unsigned int iSet);
void SetNormalSet( unsigned int iSet );
// ------------------------------------------------------------------
// flip all normal vectors
void FlipNormals();
void FlipNormalsInt();
};
}
#endif // !! IG

View File

@ -39,12 +39,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
extern std::string g_szSkyboxShader;
// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
// ------------------------------------------------------------------------------

View File

@ -38,40 +38,40 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#pragma once
#if (!defined AV_BACKGROUND_H_INCLUDED)
#define AV_BACKGROUND_H_INCLUDED
namespace AssimpView
{
class CBackgroundPainter
class CBackgroundPainter
{
CBackgroundPainter()
:
clrColor(D3DCOLOR_ARGB(0xFF,100,100,100)),
pcTexture(NULL),
piSkyBoxEffect(NULL),
eMode(SIMPLE_COLOR)
clrColor( D3DCOLOR_ARGB( 0xFF, 100, 100, 100 ) ),
pcTexture( NULL ),
piSkyBoxEffect( NULL ),
eMode( SIMPLE_COLOR )
{}
public:
public:
// Supported background draw modi
enum MODE {SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE};
enum MODE { SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE };
// Singleton accessors
static CBackgroundPainter s_cInstance;
inline static CBackgroundPainter& Instance ()
inline static CBackgroundPainter& Instance()
{
return s_cInstance;
}
// set the current background color
// (this removes any textures loaded)
void SetColor (D3DCOLOR p_clrNew);
void SetColor( D3DCOLOR p_clrNew );
// Setup a cubemap/a 2d texture as background
void SetCubeMapBG (const char* p_szPath);
void SetTextureBG (const char* p_szPath);
void SetCubeMapBG( const char* p_szPath );
void SetTextureBG( const char* p_szPath );
// Called by the render loop
void OnPreRender();
@ -84,7 +84,7 @@ public:
void RecreateNativeResource();
// Rotate the skybox
void RotateSB(const aiMatrix4x4* pm);
void RotateSB( const aiMatrix4x4* pm );
// Reset the state of the skybox
void ResetSB();
@ -104,7 +104,7 @@ public:
return this->piSkyBoxEffect;
}
private:
private:
void RemoveSBDeps();
@ -125,4 +125,4 @@ private:
aiMatrix4x4 mMatrix;
};
#endif // !! AV_BACKGROUND_H_INCLUDED
}

View File

@ -38,13 +38,16 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "AnimEvaluator.h"
#include "SceneAnimator.h"
namespace AssimpView {
using namespace Assimp;
extern std::string g_szCheckerBackgroundShader;
struct SVertex
{
float x,y,z,w,u,v;
@ -2240,7 +2243,7 @@ int CDisplay::RenderTextureView()
const float ny = (float)sRect.bottom;
const float x = (float)sDesc.Width;
const float y = (float)sDesc.Height;
float f = std::min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f);
float f = min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f);
float fHalfX = (nx - (f * x)) / 2.0f;
float fHalfY = (ny - (f * y)) / 2.0f;

View File

@ -42,6 +42,10 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_DISPLAY_H_INCLUDED)
#define AV_DISPLAY_H_INCLUDE
#include <windows.h>
#include <shellapi.h>
#include <commctrl.h>
// see CDisplay::m_aiImageList
#define AI_VIEW_IMGLIST_NODE 0x0
#define AI_VIEW_IMGLIST_MATERIAL 0x1
@ -49,48 +53,51 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#define AI_VIEW_IMGLIST_TEXTURE_INVALID 0x3
#define AI_VIEW_IMGLIST_MODEL 0x4
//-------------------------------------------------------------------------------
/* Corresponds to the "Display" combobox in the UI
*/
//-------------------------------------------------------------------------------
class CDisplay
namespace AssimpView
{
//-------------------------------------------------------------------------------
/* Corresponds to the "Display" combobox in the UI
*/
//-------------------------------------------------------------------------------
class CDisplay
{
private:
private:
// helper class
struct Info
{
Info( D3DXVECTOR4* p1,
AssetHelper::MeshHelper* p2,
const char* p3)
: pclrColor(p1),pMesh(p2),szShaderParam(p3) {}
const char* p3 )
: pclrColor( p1 ), pMesh( p2 ), szShaderParam( p3 ) {}
D3DXVECTOR4* pclrColor;
AssetHelper::MeshHelper* pMesh;
const char* szShaderParam;
};
// default constructor
// default constructor
CDisplay()
: m_iViewMode(VIEWMODE_FULL),
m_pcCurrentTexture(NULL),
m_pcCurrentNode(NULL),
m_pcCurrentMaterial(NULL),
m_hImageList(NULL),
m_hRoot(NULL),
m_fTextureZoom(1000.0f)
: m_iViewMode( VIEWMODE_FULL ),
m_pcCurrentTexture( NULL ),
m_pcCurrentNode( NULL ),
m_pcCurrentMaterial( NULL ),
m_hImageList( NULL ),
m_hRoot( NULL ),
m_fTextureZoom( 1000.0f )
{
this->m_aiImageList[0] = 0;
this->m_aiImageList[1] = 1;
this->m_aiImageList[2] = 2;
this->m_aiImageList[3] = 3;
this->m_aiImageList[4] = 4;
this->m_aiImageList[ 0 ] = 0;
this->m_aiImageList[ 1 ] = 1;
this->m_aiImageList[ 2 ] = 2;
this->m_aiImageList[ 3 ] = 3;
this->m_aiImageList[ 4 ] = 4;
this->m_avCheckerColors[0].x = this->m_avCheckerColors[0].y = this->m_avCheckerColors[0].z = 0.4f;
this->m_avCheckerColors[1].x = this->m_avCheckerColors[1].y = this->m_avCheckerColors[1].z = 0.6f;
this->m_avCheckerColors[ 0 ].x = this->m_avCheckerColors[ 0 ].y = this->m_avCheckerColors[ 0 ].z = 0.4f;
this->m_avCheckerColors[ 1 ].x = this->m_avCheckerColors[ 1 ].y = this->m_avCheckerColors[ 1 ].z = 0.6f;
}
public:
public:
//------------------------------------------------------------------
@ -181,7 +188,7 @@ public:
//------------------------------------------------------------------
// Singleton accessors
static CDisplay s_cInstance;
inline static CDisplay& Instance ()
inline static CDisplay& Instance()
{
return s_cInstance;
}
@ -197,7 +204,7 @@ public:
// view the method determines the new view mode and performs all
// required operations
// \param p_hTreeItem Selected tree view item
int OnSetup(HTREEITEM p_hTreeItem);
int OnSetup( HTREEITEM p_hTreeItem );
//------------------------------------------------------------------
// Variant 1: Render the full scene with the asset
@ -223,14 +230,14 @@ public:
// Fill the UI combobox with a list of all supported view modi
//
// The display modes are added in order
int FillDisplayList(void);
int FillDisplayList( void );
//------------------------------------------------------------------
// Add a material and all sub textures to the display mode list
// hRoot - Handle to the root of the tree view
// iIndex - Material index
int AddMaterialToDisplayList(HTREEITEM hRoot,
unsigned int iIndex);
int AddMaterialToDisplayList( HTREEITEM hRoot,
unsigned int iIndex );
//------------------------------------------------------------------
// Add a texture to the display list
@ -240,14 +247,14 @@ public:
// iUVIndex - UV index to be used for the texture
// fBlendFactor - Blend factor to be used for the texture
// eTextureOp - texture operation to be used for the texture
int AddTextureToDisplayList(unsigned int iType,
int AddTextureToDisplayList( unsigned int iType,
unsigned int iIndex,
const aiString* szPath,
HTREEITEM hFX,
unsigned int iUVIndex = 0,
const float fBlendFactor = 0.0f,
aiTextureOp eTextureOp = aiTextureOp_Multiply,
unsigned int iMesh = 0);
unsigned int iMesh = 0 );
//------------------------------------------------------------------
// Add a node to the display list
@ -260,7 +267,7 @@ public:
unsigned int iIndex,
unsigned int iDepth,
aiNode* pcNode,
HTREEITEM hRoot);
HTREEITEM hRoot );
//------------------------------------------------------------------
// Add a mesh to the display list
@ -268,11 +275,11 @@ public:
// hRoot - Parent tree view node
int AddMeshToDisplayList(
unsigned int iIndex,
HTREEITEM hRoot);
HTREEITEM hRoot );
//------------------------------------------------------------------
// Load the image list for the tree view item
int LoadImageList(void);
int LoadImageList( void );
//------------------------------------------------------------------
// Expand all nodes in the tree
@ -281,46 +288,46 @@ public:
//------------------------------------------------------------------
// Fill the UI combobox with a list of all supported animations
// The animations are added in order
int FillAnimList(void);
int FillAnimList( void );
//------------------------------------------------------------------
// Clear the combox box containing the list of animations
int ClearAnimList(void);
int ClearAnimList( void );
//------------------------------------------------------------------
// Clear the combox box containing the list of scenegraph items
int ClearDisplayList(void);
int ClearDisplayList( void );
//------------------------------------------------------------------
// Fill in the default statistics
int FillDefaultStatistics(void);
int FillDefaultStatistics( void );
//------------------------------------------------------------------
// Called by LoadAsset()
// reset the class instance to the default values
int Reset(void);
int Reset( void );
//------------------------------------------------------------------
// Replace the texture that is current selected with
// a new texture
int ReplaceCurrentTexture(const char* szPath);
int ReplaceCurrentTexture( const char* szPath );
//------------------------------------------------------------------
// Display the context menu (if there) for the specified tree item
// hItem Valid tree view item handle
int ShowTreeViewContextMenu(HTREEITEM hItem);
int ShowTreeViewContextMenu( HTREEITEM hItem );
//------------------------------------------------------------------
// Event handling for pop-up menus displayed by th tree view
int HandleTreeViewPopup(WPARAM wParam,LPARAM lParam);
int HandleTreeViewPopup( WPARAM wParam, LPARAM lParam );
//------------------------------------------------------------------
// Enable animation-related parts of the UI
int EnableAnimTools(BOOL hm) ;
int EnableAnimTools( BOOL hm );
//------------------------------------------------------------------
// setter for m_iViewMode
inline void SetViewMode(unsigned int p_iNew)
inline void SetViewMode( unsigned int p_iNew )
{
this->m_iViewMode = p_iNew;
}
@ -334,84 +341,84 @@ public:
//------------------------------------------------------------------
// change the texture view's zoom factor
inline void SetTextureViewZoom(float f)
inline void SetTextureViewZoom( float f )
{
// FIX: Removed log(), seems to make more problems than it fixes
this->m_fTextureZoom += f* 15;
if (this->m_fTextureZoom < 0.05f)this->m_fTextureZoom = 0.05f;
this->m_fTextureZoom += f * 15;
if( this->m_fTextureZoom < 0.05f )this->m_fTextureZoom = 0.05f;
}
//------------------------------------------------------------------
// change the texture view's offset on the x axis
inline void SetTextureViewOffsetX(float f)
inline void SetTextureViewOffsetX( float f )
{
this->m_vTextureOffset.x += f;
}
//------------------------------------------------------------------
// change the texture view's offset on the y axis
inline void SetTextureViewOffsetY(float f)
inline void SetTextureViewOffsetY( float f )
{
this->m_vTextureOffset.y += f;
}
//------------------------------------------------------------------
// add a new texture to the list
inline void AddTexture(const TextureInfo& info)
inline void AddTexture( const TextureInfo& info )
{
this->m_asTextures.push_back(info);
this->m_asTextures.push_back( info );
}
//------------------------------------------------------------------
// add a new node to the list
inline void AddNode(const NodeInfo& info)
inline void AddNode( const NodeInfo& info )
{
this->m_asNodes.push_back(info);
this->m_asNodes.push_back( info );
}
//------------------------------------------------------------------
// add a new mesh to the list
inline void AddMesh(const MeshInfo& info)
inline void AddMesh( const MeshInfo& info )
{
this->m_asMeshes.push_back(info);
this->m_asMeshes.push_back( info );
}
//------------------------------------------------------------------
// add a new material to the list
inline void AddMaterial(const MaterialInfo& info)
inline void AddMaterial( const MaterialInfo& info )
{
this->m_asMaterials.push_back(info);
this->m_asMaterials.push_back( info );
}
//------------------------------------------------------------------
// set the primary color of the checker pattern background
inline void SetFirstCheckerColor(D3DXVECTOR4 c)
inline void SetFirstCheckerColor( D3DXVECTOR4 c )
{
this->m_avCheckerColors[0] = c;
this->m_avCheckerColors[ 0 ] = c;
}
//------------------------------------------------------------------
// set the secondary color of the checker pattern background
inline void SetSecondCheckerColor(D3DXVECTOR4 c)
inline void SetSecondCheckerColor( D3DXVECTOR4 c )
{
this->m_avCheckerColors[1] = c;
this->m_avCheckerColors[ 1 ] = c;
}
//------------------------------------------------------------------
// get the primary color of the checker pattern background
inline const D3DXVECTOR4* GetFirstCheckerColor() const
{
return &this->m_avCheckerColors[0];
return &this->m_avCheckerColors[ 0 ];
}
//------------------------------------------------------------------
// get the secondary color of the checker pattern background
inline const D3DXVECTOR4* GetSecondCheckerColor() const
{
return &this->m_avCheckerColors[1];
return &this->m_avCheckerColors[ 1 ];
}
private:
private:
//------------------------------------------------------------------
// Render a screen-filling square using the checker pattern shader
@ -422,8 +429,8 @@ private:
// piNode Node to be rendered
// piMatrix Current transformation matrix
// bAlpha Render alpha or opaque objects only?
int RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
bool bAlpha = false);
int RenderNode( aiNode* piNode, const aiMatrix4x4& piMatrix,
bool bAlpha = false );
//------------------------------------------------------------------
// Setup the camera for the stereo view rendering mode
@ -432,7 +439,7 @@ private:
//------------------------------------------------------------------
// Render the second view (for the right eye) in stereo mod
// m - World matrix
int RenderStereoView(const aiMatrix4x4& m);
int RenderStereoView( const aiMatrix4x4& m );
//------------------------------------------------------------------
// Handle user input
@ -453,17 +460,17 @@ private:
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to texture view mode
int OnSetupTextureView(TextureInfo* pcNew);
int OnSetupTextureView( TextureInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to material view mode
int OnSetupMaterialView(MaterialInfo* pcNew);
int OnSetupMaterialView( MaterialInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
// Do everything necessary to switch to node view mode
int OnSetupNodeView(NodeInfo* pcNew);
int OnSetupNodeView( NodeInfo* pcNew );
//------------------------------------------------------------------
// Used by OnSetup().
@ -472,16 +479,16 @@ private:
//------------------------------------------------------------------
// Used by HandleTreeViewPopup().
int HandleTreeViewPopup2(WPARAM wParam,LPARAM lParam);
int HandleTreeViewPopup2( WPARAM wParam, LPARAM lParam );
//------------------------------------------------------------------
// Render skeleton
int RenderSkeleton (aiNode* piNode,const aiMatrix4x4& piMatrix,
const aiMatrix4x4& parent);
int RenderSkeleton( aiNode* piNode, const aiMatrix4x4& piMatrix,
const aiMatrix4x4& parent );
private:
private:
// view mode
unsigned int m_iViewMode;
@ -508,7 +515,7 @@ private:
MaterialInfo* m_pcCurrentMaterial;
// indices into the image list of the "display" tree view control
unsigned int m_aiImageList[5]; /* = {0,1,2,3,4};*/
unsigned int m_aiImageList[ 5 ]; /* = {0,1,2,3,4};*/
// Image list
HIMAGELIST m_hImageList;
@ -524,11 +531,12 @@ private:
// Colors used to draw the checker pattern (for the
// texture viewer as background )
D3DXVECTOR4 m_avCheckerColors[2];
D3DXVECTOR4 m_avCheckerColors[ 2 ];
// View projection matrix
aiMatrix4x4 mViewProjection;
aiVector3D vPos;
};
}
#endif // AV_DISPLAY_H_INCLUDE

View File

@ -39,14 +39,12 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "richedit.h"
namespace AssimpView {
//-------------------------------------------------------------------------------
// Message procedure for the help dialog
//-------------------------------------------------------------------------------

View File

@ -39,10 +39,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
//-------------------------------------------------------------------------------

View File

@ -39,14 +39,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
/* extern */ CLogDisplay CLogDisplay::s_cInstance;
CLogDisplay CLogDisplay::s_cInstance;
//-------------------------------------------------------------------------------
void CLogDisplay::AddEntry(const std::string& szText,

View File

@ -38,28 +38,31 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#pragma once
#if (!defined AV_LOG_DISPLAY_H_INCLUDED)
#define AV_LOG_DISPLAY_H_INCLUDE
#include <list>
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in the upper right corner of the view
*/
//-------------------------------------------------------------------------------
class CLogDisplay
namespace AssimpView
{
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in the upper right corner of the view
*/
//-------------------------------------------------------------------------------
class CLogDisplay
{
private:
private:
CLogDisplay() {}
public:
public:
// data structure for an entry in the log queue
struct SEntry
{
SEntry ()
SEntry()
:
clrColor(D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00)), dwStartTicks(0)
clrColor( D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) ), dwStartTicks( 0 )
{}
std::string szText;
@ -69,14 +72,14 @@ public:
// Singleton accessors
static CLogDisplay s_cInstance;
inline static CLogDisplay& Instance ()
inline static CLogDisplay& Instance()
{
return s_cInstance;
}
// Add an entry to the log queue
void AddEntry(const std::string& szText,
const D3DCOLOR clrColor = D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00));
void AddEntry( const std::string& szText,
const D3DCOLOR clrColor = D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) );
// Release any native resources associated with the instance
void ReleaseNativeResource();
@ -87,10 +90,10 @@ public:
// Called during the render loop
void OnRender();
private:
private:
std::list<SEntry> asEntries;
ID3DXFont* piFont;
};
#endif // AV_LOG_DISPLAY_H_INCLUDE
}

View File

@ -39,13 +39,13 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "richedit.h"
namespace AssimpView {
/* extern */ CLogWindow CLogWindow::s_cInstance;
CLogWindow CLogWindow::s_cInstance;
extern HKEY g_hRegistry;
// header for the RTF log file

View File

@ -42,46 +42,49 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_LOG_WINDOW_H_INCLUDED)
#define AV_LOG_WINDOW_H_INCLUDE
//-------------------------------------------------------------------------------
/** \brief Subclass of Assimp::LogStream used to add all log messages to the
* log window.
*/
//-------------------------------------------------------------------------------
class CMyLogStream : public Assimp::LogStream
namespace AssimpView
{
public:
/** @brief Implementation of the abstract method */
void write(const char* message);
};
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in a separate window
*/
//-------------------------------------------------------------------------------
class CLogWindow
//-------------------------------------------------------------------------------
/** \brief Subclass of Assimp::LogStream used to add all log messages to the
* log window.
*/
//-------------------------------------------------------------------------------
class CMyLogStream : public Assimp::LogStream
{
private:
public:
/** @brief Implementation of the abstract method */
void write( const char* message );
};
//-------------------------------------------------------------------------------
/** \brief Class to display log strings in a separate window
*/
//-------------------------------------------------------------------------------
class CLogWindow
{
private:
friend class CMyLogStream;
friend INT_PTR CALLBACK LogDialogProc(HWND hwndDlg,UINT uMsg,
WPARAM wParam,LPARAM lParam);
friend INT_PTR CALLBACK LogDialogProc( HWND hwndDlg, UINT uMsg,
WPARAM wParam, LPARAM lParam );
CLogWindow() : hwnd(NULL), bIsVisible(false), bUpdate(true) {}
CLogWindow() : hwnd( NULL ), bIsVisible( false ), bUpdate( true ) {}
public:
public:
// Singleton accessors
static CLogWindow s_cInstance;
inline static CLogWindow& Instance ()
inline static CLogWindow& Instance()
{
return s_cInstance;
}
// initializes the log window
void Init ();
void Init();
// Shows the log window
void Show();
@ -93,10 +96,10 @@ public:
void Save();
// write a line to the log window
void WriteLine(const char* message);
void WriteLine( const char* message );
// Set the bUpdate member
inline void SetAutoUpdate(bool b)
inline void SetAutoUpdate( bool b )
{
this->bUpdate = b;
}
@ -104,7 +107,7 @@ public:
// updates the log file
void Update();
private:
private:
// Window handle
HWND hwnd;
@ -120,9 +123,11 @@ private:
bool bUpdate;
public:
public:
// associated log stream
CMyLogStream* pcStream;
};
}
#endif // AV_LOG_DISPLA

View File

@ -38,15 +38,106 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include "MaterialManager.h"
#include "AssetHelper.h"
#include <assimp/cimport.h>
#include <assimp/Importer.hpp>
#include <assimp/ai_assert.h>
#include <assimp/cfileio.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 <../code/StringComparison.h>
#include <vector>
#include <algorithm>
namespace AssimpView {
using namespace Assimp;
/*static */ CMaterialManager CMaterialManager::s_cInstance;
extern std::string g_szMaterialShader;
extern HINSTANCE g_hInstance /*= NULL*/;
extern HWND g_hDlg /*= NULL*/;
extern IDirect3D9* g_piD3D /*= NULL*/;
extern IDirect3DDevice9* g_piDevice /*= NULL*/;
extern IDirect3DVertexDeclaration9* gDefaultVertexDecl /*= NULL*/;
extern double g_fFPS /*= 0.0f*/;
extern char g_szFileName[ MAX_PATH ];
extern ID3DXEffect* g_piDefaultEffect /*= NULL*/;
extern ID3DXEffect* g_piNormalsEffect /*= NULL*/;
extern ID3DXEffect* g_piPassThroughEffect /*= NULL*/;
extern ID3DXEffect* g_piPatternEffect /*= NULL*/;
extern bool g_bMousePressed /*= false*/;
extern bool g_bMousePressedR /*= false*/;
extern bool g_bMousePressedM /*= false*/;
extern bool g_bMousePressedBoth /*= false*/;
extern float g_fElpasedTime /*= 0.0f*/;
extern D3DCAPS9 g_sCaps;
extern bool g_bLoadingFinished /*= false*/;
extern HANDLE g_hThreadHandle /*= NULL*/;
extern float g_fWheelPos /*= -10.0f*/;
extern bool g_bLoadingCanceled /*= false*/;
extern IDirect3DTexture9* g_pcTexture /*= NULL*/;
extern aiMatrix4x4 g_mWorld;
extern aiMatrix4x4 g_mWorldRotate;
extern aiVector3D g_vRotateSpeed /*= aiVector3D(0.5f,0.5f,0.5f)*/;
extern aiVector3D g_avLightDirs[ 1 ] /* =
{ aiVector3D(-0.5f,0.6f,0.2f) ,
aiVector3D(-0.5f,0.5f,0.5f)} */;
extern POINT g_mousePos /*= {0,0};*/;
extern POINT g_LastmousePos /*= {0,0}*/;
extern bool g_bFPSView /*= false*/;
extern bool g_bInvert /*= false*/;
extern EClickPos g_eClick;
extern unsigned int g_iCurrentColor /*= 0*/;
// NOTE: The light intensity is separated from the color, it can
// directly be manipulated using the middle mouse button.
// When the user chooses a color from the palette the intensity
// is reset to 1.0
// index[2] is the ambient color
extern float g_fLightIntensity /*=0.0f*/;
extern D3DCOLOR g_avLightColors[ 3 ];
extern RenderOptions g_sOptions;
extern Camera g_sCamera;
extern AssetHelper *g_pcAsset /*= NULL*/;
//
// Contains the mask image for the HUD
// (used to determine the position of a click)
//
// The size of the image is identical to the size of the main
// HUD texture
//
extern unsigned char* g_szImageMask /*= NULL*/;
extern float g_fACMR /*= 3.0f*/;
extern IDirect3DQuery9* g_piQuery;
extern bool g_bPlay /*= false*/;
extern double g_dCurrent;
extern float g_smoothAngle /*= 80.f*/;
extern unsigned int ppsteps, ppstepsdefault;
extern bool nopointslines;
CMaterialManager CMaterialManager::s_cInstance;
//-------------------------------------------------------------------------------
// D3DX callback function to fill a texture with a checkers pattern
@ -184,7 +275,7 @@ bool CMaterialManager::TryLongerPath(char* szTemp,aiString* p_szString)
for (unsigned int i = 0; i < iSizeFound;++i)
info.cFileName[i] = (CHAR)tolower(info.cFileName[i]);
if (0 == memcmp(info.cFileName,szFile2, std::min(iSizeFound,iSize)))
if (0 == memcmp(info.cFileName,szFile2, min(iSizeFound,iSize)))
{
// we have it. Build the full path ...
char* sz = strrchr(szTempB,'*');

View File

@ -39,36 +39,42 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#if (!defined AV_MATERIAL_H_INCLUDED)
#define AV_MATERIAL_H_INCLUDE
#pragma once
//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
*/
//-------------------------------------------------------------------------------
class CMaterialManager
#include <map>
#include "AssetHelper.h"
namespace AssimpView
{
private:
//-------------------------------------------------------------------------------
/* Helper class to create, access and destroy materials
*/
//-------------------------------------------------------------------------------
class CMaterialManager
{
private:
friend class CDisplay;
// default constructor
CMaterialManager()
: m_iShaderCount (0), sDefaultTexture() {}
: m_iShaderCount( 0 ), sDefaultTexture() {}
~CMaterialManager() {
if (sDefaultTexture) {
if( sDefaultTexture ) {
sDefaultTexture->Release();
}
Reset();
}
public:
public:
//------------------------------------------------------------------
// Singleton accessors
static CMaterialManager s_cInstance;
inline static CMaterialManager& Instance ()
inline static CMaterialManager& Instance()
{
return s_cInstance;
}
@ -77,7 +83,7 @@ public:
// Delete all resources of a given material
//
// Must be called before CreateMaterial() to prevent memory leaking
void DeleteMaterial(AssetHelper::MeshHelper* pcIn);
void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
//------------------------------------------------------------------
// Create the material for a mesh.
@ -85,8 +91,8 @@ public:
// The function checks whether an identical shader is already in use.
// A shader is considered to be identical if it has the same input
// signature and takes the same number of texture channels.
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,
const aiMesh* pcSource);
int CreateMaterial( AssetHelper::MeshHelper* pcMesh,
const aiMesh* pcSource );
//------------------------------------------------------------------
// Setup the material for a given mesh
@ -97,17 +103,17 @@ public:
// vPos Position of the camera
// TODO: Extract camera position from matrix ...
//
int SetupMaterial (AssetHelper::MeshHelper* pcMesh,
int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
const aiMatrix4x4& pcProj,
const aiMatrix4x4& aiMe,
const aiMatrix4x4& pcCam,
const aiVector3D& vPos);
const aiVector3D& vPos );
//------------------------------------------------------------------
// End the material for a given mesh
// Called after mesh rendering is complete
// pcMesh Mesh object
int EndMaterial (AssetHelper::MeshHelper* pcMesh);
int EndMaterial( AssetHelper::MeshHelper* pcMesh );
//------------------------------------------------------------------
// Recreate all specular materials depending on the current
@ -123,13 +129,13 @@ public:
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
int FindValidPath(aiString* p_szString);
int FindValidPath( aiString* p_szString );
//------------------------------------------------------------------
// Load a texture into memory and create a native D3D texture resource
//
// The function tries to find a valid path for a texture
int LoadTexture(IDirect3DTexture9** p_ppiOut,aiString* szPath);
int LoadTexture( IDirect3DTexture9** p_ppiOut, aiString* szPath );
//------------------------------------------------------------------
@ -146,13 +152,13 @@ public:
inline void Reset()
{
this->m_iShaderCount = 0;
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
(*it).second->Release();
for( TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it ) {
( *it ).second->Release();
}
sCachedTextures.clear();
}
private:
private:
//------------------------------------------------------------------
// find a valid path to a texture file
@ -160,22 +166,22 @@ private:
// Handle 8.3 syntax correctly, search the environment of the
// executable and the asset for a texture with a name very similar
// to a given one
bool TryLongerPath(char* szTemp,aiString* p_szString);
bool TryLongerPath( char* szTemp, aiString* p_szString );
//------------------------------------------------------------------
// Setup the default texture for a texture channel
//
// Generates a default checker pattern for a texture
int SetDefaultTexture(IDirect3DTexture9** p_ppiOut);
int SetDefaultTexture( IDirect3DTexture9** p_ppiOut );
//------------------------------------------------------------------
// Convert a height map to a normal map if necessary
//
// The function tries to detect the type of a texture automatically.
// However, this wont work in every case.
void HMtoNMIfNecessary(IDirect3DTexture9* piTexture,
void HMtoNMIfNecessary( IDirect3DTexture9* piTexture,
IDirect3DTexture9** piTextureOut,
bool bWasOriginallyHM = true);
bool bWasOriginallyHM = true );
//------------------------------------------------------------------
// Search for non-opaque pixels in a texture
@ -183,9 +189,9 @@ private:
// A pixel is considered to be non-opaque if its alpha value is
// less than 255
//------------------------------------------------------------------
bool HasAlphaPixels(IDirect3DTexture9* piTexture);
bool HasAlphaPixels( IDirect3DTexture9* piTexture );
private:
private:
//
// Specifies the number of different shaders generated for
@ -195,8 +201,8 @@ private:
unsigned int m_iShaderCount;
IDirect3DTexture9* sDefaultTexture;
typedef std::map<std::string,IDirect3DTexture9*> TextureCache;
typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
TextureCache sCachedTextures;
};
};
#endif //!! include guard
}

View File

@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <map>
@ -47,7 +46,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace AssimpView {
CMeshRenderer CMeshRenderer::s_cInstance;
//-------------------------------------------------------------------------------

View File

@ -42,15 +42,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#if (!defined AV_MESH_RENDERER_H_INCLUDED)
#define AV_MESH_RENDERER_H_INCLUDED
namespace AssimpView {
//-------------------------------------------------------------------------------
/* Helper class tp render meshes
*/
//-------------------------------------------------------------------------------
class CMeshRenderer
{
private:
//-------------------------------------------------------------------------------
/* Helper class tp render meshes
*/
//-------------------------------------------------------------------------------
class CMeshRenderer
{
private:
// default constructor
CMeshRenderer()
@ -59,12 +60,12 @@ private:
// no other members to initialize
}
public:
public:
//------------------------------------------------------------------
// Singleton accessors
static CMeshRenderer s_cInstance;
inline static CMeshRenderer& Instance ()
inline static CMeshRenderer& Instance()
{
return s_cInstance;
}
@ -75,7 +76,7 @@ public:
// iIndex Index of the mesh to be drawn
//
// The function draws all faces in order, regardless of their distance
int DrawUnsorted(unsigned int iIndex);
int DrawUnsorted( unsigned int iIndex );
//------------------------------------------------------------------
// Draw a mesh in the global mesh list using the current pipeline state
@ -84,14 +85,15 @@ public:
// The method sorts all vertices by their distance (back to front)
//
// mWorld World matrix for the node
int DrawSorted(unsigned int iIndex,
const aiMatrix4x4& mWorld);
int DrawSorted( unsigned int iIndex,
const aiMatrix4x4& mWorld );
private:
private:
};
};
}
#endif //!! include guard

View File

@ -39,12 +39,16 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <assimp/Exporter.hpp>
#include <algorithm>
#include <windowsx.h>
namespace AssimpView {
using namespace Assimp;
// Static array to keep custom color values
COLORREF g_aclCustomColors[16] = {0};
@ -1044,9 +1048,9 @@ void DoExport(size_t formatId)
ai_assert(strlen(szFileName) <= MAX_PATH);
// invent a nice default file name
char* sz = std::max(strrchr(szFileName,'\\'),strrchr(szFileName,'/'));
char* sz = max(strrchr(szFileName,'\\'),strrchr(szFileName,'/'));
if (sz) {
strncpy(sz,std::max(strrchr(g_szFileName,'\\'),strrchr(g_szFileName,'/')),MAX_PATH);
strncpy(sz,max(strrchr(g_szFileName,'\\'),strrchr(g_szFileName,'/')),MAX_PATH);
}
}
else {

View File

@ -40,7 +40,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "stdafx.h"
#include "assimp_view.h"
// note: these are no longer part of the public API, but they are
@ -53,6 +52,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
namespace AssimpView {
using namespace Assimp;
bool g_bWasFlipped = false;
float g_smoothAngle = 80.f;

View File

@ -43,7 +43,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
* @brief Implementation of the utility class SceneAnimator
*/
#include "stdafx.h"
#include "assimp_view.h"
using namespace AssimpView;

View File

@ -38,13 +38,9 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView
{
namespace AssimpView {
// ------------------------------------------------------------------------------------------------
std::string g_szNormalsShader = std::string(

View File

@ -40,16 +40,17 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <map>
using namespace std;
namespace AssimpView {
extern std::string g_szNormalsShader;
extern std::string g_szDefaultShader;
extern std::string g_szPassThroughShader;
//-------------------------------------------------------------------------------
// evil globals
//-------------------------------------------------------------------------------
HINSTANCE g_hInstance = NULL;
HWND g_hDlg = NULL;
@ -361,12 +362,12 @@ int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut,
D3DXVec3TransformCoord((D3DXVECTOR3*)&pc1,(D3DXVECTOR3*)&pc,
(D3DXMATRIX*)&aiMe);
p_avOut[0].x = std::min( p_avOut[0].x, pc1.x);
p_avOut[0].y = std::min( p_avOut[0].y, pc1.y);
p_avOut[0].z = std::min( p_avOut[0].z, pc1.z);
p_avOut[1].x = std::max( p_avOut[1].x, pc1.x);
p_avOut[1].y = std::max( p_avOut[1].y, pc1.y);
p_avOut[1].z = std::max( p_avOut[1].z, pc1.z);
p_avOut[0].x = min( p_avOut[0].x, pc1.x);
p_avOut[0].y = min( p_avOut[0].y, pc1.y);
p_avOut[0].z = min( p_avOut[0].z, pc1.z);
p_avOut[1].x = max( p_avOut[1].x, pc1.x);
p_avOut[1].y = max( p_avOut[1].y, pc1.y);
p_avOut[1].z = max( p_avOut[1].z, pc1.z);
}
}
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
@ -593,10 +594,10 @@ int CreateAssetData()
if (mesh->HasVertexColors( 0)) {
pbData2->dColorDiffuse = D3DCOLOR_ARGB(
((unsigned char)std::max( std::min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
((unsigned char)std::max( std::min( mesh->mColors[0][x].r * 255.0f, 255.0f),0.0f)),
((unsigned char)std::max( std::min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
((unsigned char)std::max( std::min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
((unsigned char)max( min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
((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);

View File

@ -47,6 +47,14 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// include resource definitions
#include "resource.h"
#include <assert.h>
#include <stdlib.h>
#include <malloc.h>
#include <memory.h>
#include <tchar.h>
#include <stdio.h>
#include <time.h>
// Include ASSIMP headers (XXX: do we really need all of them?)
#include <assimp/cimport.h>
#include <assimp/Importer.hpp>
@ -59,29 +67,23 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>
#include "../../code/AssimpPCH.h" /* HACK */
#include "../../code/MaterialSystem.h" // aiMaterial class
#include "../../code/StringComparison.h" // ASSIMP_stricmp and ASSIMP_strincmp
// in order for std::min and std::max to behave properly
#ifdef min
/*#ifdef min
#undef min
#endif // min
#ifdef max
#undef max
#endif // min
#endif // min*/
#include <time.h>
// default movement speed
#define MOVE_SPEED 3.f
using namespace Assimp;
namespace AssimpView
{
#include "AssetHelper.h"
#include "Camera.h"
#include "RenderOptions.h"
@ -93,7 +95,6 @@ namespace AssimpView
#include "MeshRenderer.h"
#include "MaterialManager.h"
} // end of namespace AssimpView - for a while
// outside of namespace, to help Intellisense and solve boost::metatype_stuff_miracle
#include "AnimEvaluator.h"
@ -105,30 +106,30 @@ namespace AssimpView
//-------------------------------------------------------------------------------
// Function prototypes
//-------------------------------------------------------------------------------
int InitD3D(void);
int ShutdownD3D(void);
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
int CreateDevice (void);
int ShutdownDevice(void);
int GetProjectionMatrix (aiMatrix4x4& p_mOut);
int LoadAsset(void);
int CreateAssetData(void);
int DeleteAssetData(bool bNoMaterials = false);
int ScaleAsset(void);
int DeleteAsset(void);
int SetupFPSView();
int InitD3D(void);
int ShutdownD3D(void);
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample, bool bHW = true);
int CreateDevice (void);
int ShutdownDevice(void);
int GetProjectionMatrix (aiMatrix4x4& p_mOut);
int LoadAsset(void);
int CreateAssetData(void);
int DeleteAssetData(bool bNoMaterials = false);
int ScaleAsset(void);
int DeleteAsset(void);
int SetupFPSView();
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut);
int CreateMaterial(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource);
void HandleMouseInputFPS( void );
void HandleMouseInputLightRotate( void );
void HandleMouseInputLocal( void );
void HandleKeyboardInputFPS( void );
void HandleMouseInputLightIntensityAndColor( void );
void HandleMouseInputSkyBox( void );
void HandleKeyboardInputTextureView( void );
void HandleMouseInputTextureView( void );
void HandleMouseInputFPS( void );
void HandleMouseInputLightRotate( void );
void HandleMouseInputLocal( void );
void HandleKeyboardInputFPS( void );
void HandleMouseInputLightIntensityAndColor( void );
void HandleMouseInputSkyBox( void );
void HandleKeyboardInputTextureView( void );
void HandleMouseInputTextureView( void );
//-------------------------------------------------------------------------------
@ -160,7 +161,7 @@ INT_PTR CALLBACK AboutMessageProc(HWND hwndDlg,UINT uMsg,
//-------------------------------------------------------------------------------
//
// Dialog prcoedure for the help dialog
// Dialog procedure for the help dialog
//
//-------------------------------------------------------------------------------
INT_PTR CALLBACK HelpDialogProc(HWND hwndDlg,UINT uMsg,
@ -182,7 +183,7 @@ 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));
return (type)max((intype)0,min(in,mask));
}