fix win32-build for assimp_viewer .
Signed-off-by: Kim Kulling <kim.kulling@googlemail.com>pull/664/head
parent
f435712273
commit
76dd9467b2
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@ -58,3 +58,4 @@ test/gtest/src/gtest-stamp/gtest-gitinfo.txt
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test/gtest/src/gtest-stamp/gtest-gitclone-lastrun.txt
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Assimp.opensdf
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contrib/zlib/CTestTestfile.cmake
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ipch/assimp_viewer-44bbbcd1/assimp_viewerd-ccc45335.ipch
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@ -51,6 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#define INCLUDED_AI_STRING_WORKERS_H
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#include "../include/assimp/ai_assert.h"
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#include "StringComparison.h"
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#include <string.h>
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#include <stdint.h>
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#include <string>
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@ -39,7 +39,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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using namespace AssimpView;
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@ -43,195 +43,204 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#if (!defined AV_ASSET_HELPER_H_INCLUDED)
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#define AV_ASSET_HELPER_H_INCLUDED
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class SceneAnimator;
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <d3dx9mesh.h>
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//-------------------------------------------------------------------------------
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/** \brief Class to wrap ASSIMP's asset output structures
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*/
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//-------------------------------------------------------------------------------
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class AssetHelper
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{
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public:
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enum
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{
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// the original normal set will be used
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ORIGINAL = 0x0u,
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#include <assimp/scene.h>
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// a smoothed normal set will be used
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SMOOTH = 0x1u,
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namespace AssimpView {
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// a hard normal set will be used
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HARD = 0x2u,
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};
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class SceneAnimator;
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// default constructor
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AssetHelper()
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: iNormalSet(ORIGINAL)
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{
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mAnimator = NULL;
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apcMeshes = NULL;
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pcScene = NULL;
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}
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//-------------------------------------------------------------------------------
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/** \brief Class to wrap ASSIMP's asset output structures
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*/
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//-------------------------------------------------------------------------------
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class AssetHelper
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{
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public:
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enum
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{
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// the original normal set will be used
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ORIGINAL = 0x0u,
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//---------------------------------------------------------------
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// default vertex data structure
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// (even if tangents, bitangents or normals aren't
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// required by the shader they will be committed to the GPU)
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//---------------------------------------------------------------
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struct Vertex
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{
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aiVector3D vPosition;
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aiVector3D vNormal;
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// a smoothed normal set will be used
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SMOOTH = 0x1u,
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D3DCOLOR dColorDiffuse;
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aiVector3D vTangent;
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aiVector3D vBitangent;
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aiVector2D vTextureUV;
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aiVector2D vTextureUV2;
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unsigned char mBoneIndices[4];
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unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
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// a hard normal set will be used
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HARD = 0x2u,
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};
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/** Returns the vertex declaration elements to create a declaration from. */
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static D3DVERTEXELEMENT9* GetDeclarationElements()
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{
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static D3DVERTEXELEMENT9 decl[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
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{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
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{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
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{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
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D3DDECL_END()
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};
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// default constructor
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AssetHelper()
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: iNormalSet( ORIGINAL )
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{
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mAnimator = NULL;
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apcMeshes = NULL;
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pcScene = NULL;
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}
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return decl;
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}
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};
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//---------------------------------------------------------------
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// default vertex data structure
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// (even if tangents, bitangents or normals aren't
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// required by the shader they will be committed to the GPU)
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//---------------------------------------------------------------
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struct Vertex
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{
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aiVector3D vPosition;
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aiVector3D vNormal;
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//---------------------------------------------------------------
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// FVF vertex structure used for normals
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//---------------------------------------------------------------
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struct LineVertex
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{
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aiVector3D vPosition;
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DWORD dColorDiffuse;
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D3DCOLOR dColorDiffuse;
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aiVector3D vTangent;
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aiVector3D vBitangent;
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aiVector2D vTextureUV;
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aiVector2D vTextureUV2;
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unsigned char mBoneIndices[ 4 ];
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unsigned char mBoneWeights[ 4 ]; // last Weight not used, calculated inside the vertex shader
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ;
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}
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};
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/** Returns the vertex declaration elements to create a declaration from. */
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static D3DVERTEXELEMENT9* GetDeclarationElements()
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{
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static D3DVERTEXELEMENT9 decl[] =
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{
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{ 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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{ 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
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{ 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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{ 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
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{ 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
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{ 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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{ 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
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{ 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
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{ 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
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D3DDECL_END()
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};
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//---------------------------------------------------------------
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// Helper class to store GPU related resources created for
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// a given aiMesh
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//---------------------------------------------------------------
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class MeshHelper
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{
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public:
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return decl;
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}
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};
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MeshHelper ()
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:
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piVB (NULL),
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piIB (NULL),
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piVBNormals (NULL),
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piEffect (NULL),
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bSharedFX (false),
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piDiffuseTexture (NULL),
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piSpecularTexture (NULL),
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piAmbientTexture (NULL),
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piEmissiveTexture (NULL),
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piNormalTexture (NULL),
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piOpacityTexture (NULL),
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piShininessTexture (NULL),
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piLightmapTexture (NULL),
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twosided (false),
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pvOriginalNormals (NULL)
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{}
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//---------------------------------------------------------------
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// FVF vertex structure used for normals
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//---------------------------------------------------------------
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struct LineVertex
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{
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aiVector3D vPosition;
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DWORD dColorDiffuse;
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~MeshHelper ()
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{
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// NOTE: This is done in DeleteAssetData()
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// TODO: Make this a proper d'tor
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}
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ;
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}
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};
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// shading mode to use. Either Lambert or otherwise phong
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// will be used in every case
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aiShadingMode eShadingMode;
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//---------------------------------------------------------------
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// Helper class to store GPU related resources created for
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// a given aiMesh
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//---------------------------------------------------------------
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class MeshHelper
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{
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public:
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// vertex buffer
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IDirect3DVertexBuffer9* piVB;
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MeshHelper()
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:
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piVB( NULL ),
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piIB( NULL ),
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piVBNormals( NULL ),
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piEffect( NULL ),
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bSharedFX( false ),
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piDiffuseTexture( NULL ),
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piSpecularTexture( NULL ),
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piAmbientTexture( NULL ),
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piEmissiveTexture( NULL ),
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piNormalTexture( NULL ),
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piOpacityTexture( NULL ),
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piShininessTexture( NULL ),
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piLightmapTexture( NULL ),
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twosided( false ),
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pvOriginalNormals( NULL )
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{}
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// index buffer. For partially transparent meshes
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// created with dynamic usage to be able to update
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// the buffer contents quickly
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IDirect3DIndexBuffer9* piIB;
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~MeshHelper()
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{
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// NOTE: This is done in DeleteAssetData()
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// TODO: Make this a proper d'tor
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}
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// vertex buffer to be used to draw vertex normals
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// (vertex normals are generated in every case)
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IDirect3DVertexBuffer9* piVBNormals;
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// shading mode to use. Either Lambert or otherwise phong
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// will be used in every case
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aiShadingMode eShadingMode;
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// shader to be used
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ID3DXEffect* piEffect;
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bool bSharedFX;
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// vertex buffer
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IDirect3DVertexBuffer9* piVB;
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// material textures
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IDirect3DTexture9* piDiffuseTexture;
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IDirect3DTexture9* piSpecularTexture;
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IDirect3DTexture9* piAmbientTexture;
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IDirect3DTexture9* piEmissiveTexture;
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IDirect3DTexture9* piNormalTexture;
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IDirect3DTexture9* piOpacityTexture;
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IDirect3DTexture9* piShininessTexture;
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IDirect3DTexture9* piLightmapTexture;
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// index buffer. For partially transparent meshes
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// created with dynamic usage to be able to update
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// the buffer contents quickly
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IDirect3DIndexBuffer9* piIB;
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// material colors
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D3DXVECTOR4 vDiffuseColor;
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D3DXVECTOR4 vSpecularColor;
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D3DXVECTOR4 vAmbientColor;
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D3DXVECTOR4 vEmissiveColor;
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// vertex buffer to be used to draw vertex normals
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// (vertex normals are generated in every case)
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IDirect3DVertexBuffer9* piVBNormals;
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// opacity for the material
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float fOpacity;
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// shader to be used
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ID3DXEffect* piEffect;
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bool bSharedFX;
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// shininess for the material
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float fShininess;
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// material textures
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IDirect3DTexture9* piDiffuseTexture;
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IDirect3DTexture9* piSpecularTexture;
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IDirect3DTexture9* piAmbientTexture;
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IDirect3DTexture9* piEmissiveTexture;
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IDirect3DTexture9* piNormalTexture;
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IDirect3DTexture9* piOpacityTexture;
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IDirect3DTexture9* piShininessTexture;
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IDirect3DTexture9* piLightmapTexture;
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// strength of the specular highlight
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float fSpecularStrength;
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// material colors
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D3DXVECTOR4 vDiffuseColor;
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D3DXVECTOR4 vSpecularColor;
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D3DXVECTOR4 vAmbientColor;
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D3DXVECTOR4 vEmissiveColor;
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// two-sided?
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bool twosided;
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// opacity for the material
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float fOpacity;
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// Stores a pointer to the original normal set of the asset
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aiVector3D* pvOriginalNormals;
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};
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// shininess for the material
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float fShininess;
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// One instance per aiMesh in the globally loaded asset
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MeshHelper** apcMeshes;
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// strength of the specular highlight
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float fSpecularStrength;
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// Scene wrapper instance
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aiScene* pcScene;
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// two-sided?
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bool twosided;
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// Animation player to animate the scene if necessary
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SceneAnimator* mAnimator;
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// Stores a pointer to the original normal set of the asset
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aiVector3D* pvOriginalNormals;
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};
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// Specifies the normal set to be used
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unsigned int iNormalSet;
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// One instance per aiMesh in the globally loaded asset
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MeshHelper** apcMeshes;
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// ------------------------------------------------------------------
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// set the normal set to be used
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void SetNormalSet(unsigned int iSet);
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// Scene wrapper instance
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aiScene* pcScene;
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// ------------------------------------------------------------------
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// flip all normal vectors
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void FlipNormals();
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void FlipNormalsInt();
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};
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// Animation player to animate the scene if necessary
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SceneAnimator* mAnimator;
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// Specifies the normal set to be used
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unsigned int iNormalSet;
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// ------------------------------------------------------------------
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// set the normal set to be used
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void SetNormalSet( unsigned int iSet );
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// ------------------------------------------------------------------
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// flip all normal vectors
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void FlipNormals();
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void FlipNormalsInt();
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};
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}
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#endif // !! IG
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@ -39,12 +39,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "stdafx.h"
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#include "assimp_view.h"
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namespace AssimpView {
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extern std::string g_szSkyboxShader;
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// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
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// ------------------------------------------------------------------------------
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@ -38,91 +38,91 @@ THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#pragma once
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#if (!defined AV_BACKGROUND_H_INCLUDED)
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#define AV_BACKGROUND_H_INCLUDED
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namespace AssimpView
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{
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class CBackgroundPainter
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{
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CBackgroundPainter()
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:
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clrColor( D3DCOLOR_ARGB( 0xFF, 100, 100, 100 ) ),
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pcTexture( NULL ),
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piSkyBoxEffect( NULL ),
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eMode( SIMPLE_COLOR )
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{}
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class CBackgroundPainter
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{
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CBackgroundPainter()
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:
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clrColor(D3DCOLOR_ARGB(0xFF,100,100,100)),
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pcTexture(NULL),
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piSkyBoxEffect(NULL),
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eMode(SIMPLE_COLOR)
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{}
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public:
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public:
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// Supported background draw modi
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enum MODE { SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE };
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// Supported background draw modi
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enum MODE {SIMPLE_COLOR, TEXTURE_2D, TEXTURE_CUBE};
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// Singleton accessors
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static CBackgroundPainter s_cInstance;
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inline static CBackgroundPainter& Instance()
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{
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return s_cInstance;
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}
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// Singleton accessors
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static CBackgroundPainter s_cInstance;
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inline static CBackgroundPainter& Instance ()
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{
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return s_cInstance;
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}
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// set the current background color
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// (this removes any textures loaded)
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void SetColor( D3DCOLOR p_clrNew );
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// set the current background color
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// (this removes any textures loaded)
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void SetColor (D3DCOLOR p_clrNew);
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// Setup a cubemap/a 2d texture as background
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void SetCubeMapBG( const char* p_szPath );
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void SetTextureBG( const char* p_szPath );
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// Setup a cubemap/a 2d texture as background
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void SetCubeMapBG (const char* p_szPath);
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void SetTextureBG (const char* p_szPath);
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// Called by the render loop
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void OnPreRender();
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void OnPostRender();
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// Called by the render loop
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void OnPreRender();
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void OnPostRender();
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// Release any native resources associated with the instance
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void ReleaseNativeResource();
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// Release any native resources associated with the instance
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void ReleaseNativeResource();
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// Recreate any native resources associated with the instance
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void RecreateNativeResource();
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// Recreate any native resources associated with the instance
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void RecreateNativeResource();
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// Rotate the skybox
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void RotateSB( const aiMatrix4x4* pm );
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// Rotate the skybox
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void RotateSB(const aiMatrix4x4* pm);
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// Reset the state of the skybox
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void ResetSB();
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// Reset the state of the skybox
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void ResetSB();
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inline MODE GetMode() const
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{
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return this->eMode;
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}
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inline MODE GetMode() const
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{
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||||
return this->eMode;
|
||||
}
|
||||
inline IDirect3DBaseTexture9* GetTexture()
|
||||
{
|
||||
return this->pcTexture;
|
||||
}
|
||||
|
||||
inline IDirect3DBaseTexture9* GetTexture()
|
||||
{
|
||||
return this->pcTexture;
|
||||
}
|
||||
inline ID3DXBaseEffect* GetEffect()
|
||||
{
|
||||
return this->piSkyBoxEffect;
|
||||
}
|
||||
|
||||
inline ID3DXBaseEffect* GetEffect()
|
||||
{
|
||||
return this->piSkyBoxEffect;
|
||||
}
|
||||
private:
|
||||
|
||||
private:
|
||||
void RemoveSBDeps();
|
||||
|
||||
void RemoveSBDeps();
|
||||
// current background color
|
||||
D3DCOLOR clrColor;
|
||||
|
||||
// current background color
|
||||
D3DCOLOR clrColor;
|
||||
// current background texture
|
||||
IDirect3DBaseTexture9* pcTexture;
|
||||
ID3DXEffect* piSkyBoxEffect;
|
||||
|
||||
// current background texture
|
||||
IDirect3DBaseTexture9* pcTexture;
|
||||
ID3DXEffect* piSkyBoxEffect;
|
||||
// current background mode
|
||||
MODE eMode;
|
||||
|
||||
// current background mode
|
||||
MODE eMode;
|
||||
// path to the texture
|
||||
std::string szPath;
|
||||
|
||||
// path to the texture
|
||||
std::string szPath;
|
||||
// transformation matrix for the skybox
|
||||
aiMatrix4x4 mMatrix;
|
||||
};
|
||||
|
||||
// transformation matrix for the skybox
|
||||
aiMatrix4x4 mMatrix;
|
||||
};
|
||||
|
||||
#endif // !! AV_BACKGROUND_H_INCLUDED
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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
|
||||
|
@ -49,486 +53,490 @@ 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
|
||||
{
|
||||
private:
|
||||
namespace AssimpView
|
||||
{
|
||||
|
||||
// helper class
|
||||
struct Info
|
||||
{
|
||||
Info( D3DXVECTOR4* p1,
|
||||
AssetHelper::MeshHelper* p2,
|
||||
const char* p3)
|
||||
: pclrColor(p1),pMesh(p2),szShaderParam(p3) {}
|
||||
//-------------------------------------------------------------------------------
|
||||
/* Corresponds to the "Display" combobox in the UI
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CDisplay
|
||||
{
|
||||
private:
|
||||
|
||||
D3DXVECTOR4* pclrColor;
|
||||
AssetHelper::MeshHelper* pMesh;
|
||||
const char* szShaderParam;
|
||||
};
|
||||
// helper class
|
||||
struct Info
|
||||
{
|
||||
Info( D3DXVECTOR4* p1,
|
||||
AssetHelper::MeshHelper* p2,
|
||||
const char* p3 )
|
||||
: pclrColor( p1 ), pMesh( p2 ), szShaderParam( p3 ) {}
|
||||
|
||||
// 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)
|
||||
{
|
||||
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;
|
||||
D3DXVECTOR4* pclrColor;
|
||||
AssetHelper::MeshHelper* pMesh;
|
||||
const char* szShaderParam;
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
// 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 )
|
||||
{
|
||||
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;
|
||||
|
||||
public:
|
||||
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:
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
enum
|
||||
{
|
||||
// the full model is displayed
|
||||
VIEWMODE_FULL,
|
||||
//------------------------------------------------------------------
|
||||
enum
|
||||
{
|
||||
// the full model is displayed
|
||||
VIEWMODE_FULL,
|
||||
|
||||
// a material is displayed on a simple spjere as model
|
||||
VIEWMODE_MATERIAL,
|
||||
// a material is displayed on a simple spjere as model
|
||||
VIEWMODE_MATERIAL,
|
||||
|
||||
// a texture with an UV set mapped on it is displayed
|
||||
VIEWMODE_TEXTURE,
|
||||
// a texture with an UV set mapped on it is displayed
|
||||
VIEWMODE_TEXTURE,
|
||||
|
||||
// a single node in the scenegraph is displayed
|
||||
VIEWMODE_NODE,
|
||||
};
|
||||
// a single node in the scenegraph is displayed
|
||||
VIEWMODE_NODE,
|
||||
};
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// represents a texture in the tree view
|
||||
struct TextureInfo
|
||||
{
|
||||
// texture info
|
||||
IDirect3DTexture9** piTexture;
|
||||
//------------------------------------------------------------------
|
||||
// represents a texture in the tree view
|
||||
struct TextureInfo
|
||||
{
|
||||
// texture info
|
||||
IDirect3DTexture9** piTexture;
|
||||
|
||||
// Blend factor of the texture
|
||||
float fBlend;
|
||||
// Blend factor of the texture
|
||||
float fBlend;
|
||||
|
||||
// blend operation for the texture
|
||||
aiTextureOp eOp;
|
||||
// blend operation for the texture
|
||||
aiTextureOp eOp;
|
||||
|
||||
// UV index for the texture
|
||||
unsigned int iUV;
|
||||
// UV index for the texture
|
||||
unsigned int iUV;
|
||||
|
||||
// Associated tree item
|
||||
HTREEITEM hTreeItem;
|
||||
// Associated tree item
|
||||
HTREEITEM hTreeItem;
|
||||
|
||||
// Original path to the texture
|
||||
std::string szPath;
|
||||
// Original path to the texture
|
||||
std::string szPath;
|
||||
|
||||
// index of the corresponding material
|
||||
unsigned int iMatIndex;
|
||||
// index of the corresponding material
|
||||
unsigned int iMatIndex;
|
||||
|
||||
// type of the texture
|
||||
unsigned int iType;
|
||||
};
|
||||
// type of the texture
|
||||
unsigned int iType;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// represents a node in the tree view
|
||||
struct NodeInfo
|
||||
{
|
||||
// node object
|
||||
aiNode* psNode;
|
||||
//------------------------------------------------------------------
|
||||
// represents a node in the tree view
|
||||
struct NodeInfo
|
||||
{
|
||||
// node object
|
||||
aiNode* psNode;
|
||||
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// represents a mesh in the tree view
|
||||
struct MeshInfo
|
||||
{
|
||||
// the mesh object
|
||||
aiMesh* psMesh;
|
||||
//------------------------------------------------------------------
|
||||
// represents a mesh in the tree view
|
||||
struct MeshInfo
|
||||
{
|
||||
// the mesh object
|
||||
aiMesh* psMesh;
|
||||
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// represents a material in the tree view
|
||||
struct MaterialInfo
|
||||
{
|
||||
// material index
|
||||
unsigned int iIndex;
|
||||
//------------------------------------------------------------------
|
||||
// represents a material in the tree view
|
||||
struct MaterialInfo
|
||||
{
|
||||
// material index
|
||||
unsigned int iIndex;
|
||||
|
||||
// material object
|
||||
aiMaterial* psMaterial;
|
||||
// material object
|
||||
aiMaterial* psMaterial;
|
||||
|
||||
// ID3DXEffect interface
|
||||
ID3DXEffect* piEffect;
|
||||
// ID3DXEffect interface
|
||||
ID3DXEffect* piEffect;
|
||||
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
// corresponding tree view item
|
||||
HTREEITEM hTreeItem;
|
||||
};
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CDisplay s_cInstance;
|
||||
inline static CDisplay& Instance ()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CDisplay s_cInstance;
|
||||
inline static CDisplay& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Called during the render loop. Renders the scene (including the
|
||||
// HUD etc) in the current view mode
|
||||
int OnRender();
|
||||
//------------------------------------------------------------------
|
||||
// Called during the render loop. Renders the scene (including the
|
||||
// HUD etc) in the current view mode
|
||||
int OnRender();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// called when the user selects another item in the "Display" tree
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// called when the user selects another item in the "Display" tree
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Variant 1: Render the full scene with the asset
|
||||
int RenderFullScene();
|
||||
//------------------------------------------------------------------
|
||||
// Variant 1: Render the full scene with the asset
|
||||
int RenderFullScene();
|
||||
|
||||
#if 0
|
||||
//------------------------------------------------------------------
|
||||
// Variant 2: Render only a part of the scene. One node to
|
||||
// be exact
|
||||
int RenderScenePart();
|
||||
//------------------------------------------------------------------
|
||||
// Variant 2: Render only a part of the scene. One node to
|
||||
// be exact
|
||||
int RenderScenePart();
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Variant 3: Render a large sphere and map a given material on it
|
||||
int RenderMaterialView();
|
||||
//------------------------------------------------------------------
|
||||
// Variant 3: Render a large sphere and map a given material on it
|
||||
int RenderMaterialView();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Variant 4: Render a flat plane, map a texture on it and
|
||||
// display the UV wire on it
|
||||
int RenderTextureView();
|
||||
//------------------------------------------------------------------
|
||||
// Variant 4: Render a flat plane, map a texture on it and
|
||||
// display the UV wire on it
|
||||
int RenderTextureView();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Fill the UI combobox with a list of all supported view modi
|
||||
//
|
||||
// The display modes are added in order
|
||||
int FillDisplayList(void);
|
||||
//------------------------------------------------------------------
|
||||
// Fill the UI combobox with a list of all supported view modi
|
||||
//
|
||||
// The display modes are added in order
|
||||
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);
|
||||
//------------------------------------------------------------------
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Add a texture to the display list
|
||||
// pcMat - material containing the texture
|
||||
// hTexture - Handle to the material tree item
|
||||
// szPath - Path to the texture
|
||||
// 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,
|
||||
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);
|
||||
//------------------------------------------------------------------
|
||||
// Add a texture to the display list
|
||||
// pcMat - material containing the texture
|
||||
// hTexture - Handle to the material tree item
|
||||
// szPath - Path to the texture
|
||||
// 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,
|
||||
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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Add a node to the display list
|
||||
// Recusrivly adds all subnodes as well
|
||||
// iIndex - Index of the node in the parent's child list
|
||||
// iDepth - Current depth of the node
|
||||
// pcNode - Node object
|
||||
// hRoot - Parent tree view node
|
||||
int AddNodeToDisplayList(
|
||||
unsigned int iIndex,
|
||||
unsigned int iDepth,
|
||||
aiNode* pcNode,
|
||||
HTREEITEM hRoot);
|
||||
//------------------------------------------------------------------
|
||||
// Add a node to the display list
|
||||
// Recusrivly adds all subnodes as well
|
||||
// iIndex - Index of the node in the parent's child list
|
||||
// iDepth - Current depth of the node
|
||||
// pcNode - Node object
|
||||
// hRoot - Parent tree view node
|
||||
int AddNodeToDisplayList(
|
||||
unsigned int iIndex,
|
||||
unsigned int iDepth,
|
||||
aiNode* pcNode,
|
||||
HTREEITEM hRoot );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Add a mesh to the display list
|
||||
// iIndex - Index of the mesh in the scene's mesh list
|
||||
// hRoot - Parent tree view node
|
||||
int AddMeshToDisplayList(
|
||||
unsigned int iIndex,
|
||||
HTREEITEM hRoot);
|
||||
//------------------------------------------------------------------
|
||||
// Add a mesh to the display list
|
||||
// iIndex - Index of the mesh in the scene's mesh list
|
||||
// hRoot - Parent tree view node
|
||||
int AddMeshToDisplayList(
|
||||
unsigned int iIndex,
|
||||
HTREEITEM hRoot );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Load the image list for the tree view item
|
||||
int LoadImageList(void);
|
||||
//------------------------------------------------------------------
|
||||
// Load the image list for the tree view item
|
||||
int LoadImageList( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Expand all nodes in the tree
|
||||
int ExpandTree();
|
||||
//------------------------------------------------------------------
|
||||
// Expand all nodes in the tree
|
||||
int ExpandTree();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Fill the UI combobox with a list of all supported animations
|
||||
// The animations are added in order
|
||||
int FillAnimList(void);
|
||||
//------------------------------------------------------------------
|
||||
// Fill the UI combobox with a list of all supported animations
|
||||
// The animations are added in order
|
||||
int FillAnimList( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Clear the combox box containing the list of animations
|
||||
int ClearAnimList(void);
|
||||
//------------------------------------------------------------------
|
||||
// Clear the combox box containing the list of animations
|
||||
int ClearAnimList( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Clear the combox box containing the list of scenegraph items
|
||||
int ClearDisplayList(void);
|
||||
//------------------------------------------------------------------
|
||||
// Clear the combox box containing the list of scenegraph items
|
||||
int ClearDisplayList( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Fill in the default statistics
|
||||
int FillDefaultStatistics(void);
|
||||
//------------------------------------------------------------------
|
||||
// Fill in the default statistics
|
||||
int FillDefaultStatistics( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Called by LoadAsset()
|
||||
// reset the class instance to the default values
|
||||
int Reset(void);
|
||||
//------------------------------------------------------------------
|
||||
// Called by LoadAsset()
|
||||
// reset the class instance to the default values
|
||||
int Reset( void );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Replace the texture that is current selected with
|
||||
// a new texture
|
||||
int ReplaceCurrentTexture(const char* szPath);
|
||||
//------------------------------------------------------------------
|
||||
// Replace the texture that is current selected with
|
||||
// a new texture
|
||||
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);
|
||||
//------------------------------------------------------------------
|
||||
// Display the context menu (if there) for the specified tree item
|
||||
// hItem Valid tree view item handle
|
||||
int ShowTreeViewContextMenu( HTREEITEM hItem );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Event handling for pop-up menus displayed by th tree view
|
||||
int HandleTreeViewPopup(WPARAM wParam,LPARAM lParam);
|
||||
//------------------------------------------------------------------
|
||||
// Event handling for pop-up menus displayed by th tree view
|
||||
int HandleTreeViewPopup( WPARAM wParam, LPARAM lParam );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Enable animation-related parts of the UI
|
||||
int EnableAnimTools(BOOL hm) ;
|
||||
//------------------------------------------------------------------
|
||||
// Enable animation-related parts of the UI
|
||||
int EnableAnimTools( BOOL hm );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// setter for m_iViewMode
|
||||
inline void SetViewMode(unsigned int p_iNew)
|
||||
{
|
||||
this->m_iViewMode = p_iNew;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// setter for m_iViewMode
|
||||
inline void SetViewMode( unsigned int p_iNew )
|
||||
{
|
||||
this->m_iViewMode = p_iNew;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// getter for m_iViewMode
|
||||
inline unsigned int GetViewMode()
|
||||
{
|
||||
return m_iViewMode;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// getter for m_iViewMode
|
||||
inline unsigned int GetViewMode()
|
||||
{
|
||||
return m_iViewMode;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// change the texture view's zoom factor
|
||||
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;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// change the texture view's zoom factor
|
||||
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;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// change the texture view's offset on the x axis
|
||||
inline void SetTextureViewOffsetX(float f)
|
||||
{
|
||||
this->m_vTextureOffset.x += f;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// change the texture view's offset on the x axis
|
||||
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)
|
||||
{
|
||||
this->m_vTextureOffset.y += f;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// change the texture view's offset on the y axis
|
||||
inline void SetTextureViewOffsetY( float f )
|
||||
{
|
||||
this->m_vTextureOffset.y += f;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// add a new texture to the list
|
||||
inline void AddTexture(const TextureInfo& info)
|
||||
{
|
||||
this->m_asTextures.push_back(info);
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// add a new texture to the list
|
||||
inline void AddTexture( const TextureInfo& info )
|
||||
{
|
||||
this->m_asTextures.push_back( info );
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// add a new node to the list
|
||||
inline void AddNode(const NodeInfo& info)
|
||||
{
|
||||
this->m_asNodes.push_back(info);
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// add a new node to the list
|
||||
inline void AddNode( const NodeInfo& info )
|
||||
{
|
||||
this->m_asNodes.push_back( info );
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// add a new mesh to the list
|
||||
inline void AddMesh(const MeshInfo& info)
|
||||
{
|
||||
this->m_asMeshes.push_back(info);
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// add a new mesh to the list
|
||||
inline void AddMesh( const MeshInfo& info )
|
||||
{
|
||||
this->m_asMeshes.push_back( info );
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// add a new material to the list
|
||||
inline void AddMaterial(const MaterialInfo& info)
|
||||
{
|
||||
this->m_asMaterials.push_back(info);
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// add a new material to the list
|
||||
inline void AddMaterial( const MaterialInfo& info )
|
||||
{
|
||||
this->m_asMaterials.push_back( info );
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// set the primary color of the checker pattern background
|
||||
inline void SetFirstCheckerColor(D3DXVECTOR4 c)
|
||||
{
|
||||
this->m_avCheckerColors[0] = c;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// set the primary color of the checker pattern background
|
||||
inline void SetFirstCheckerColor( D3DXVECTOR4 c )
|
||||
{
|
||||
this->m_avCheckerColors[ 0 ] = c;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// set the secondary color of the checker pattern background
|
||||
inline void SetSecondCheckerColor(D3DXVECTOR4 c)
|
||||
{
|
||||
this->m_avCheckerColors[1] = c;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// set the secondary color of the checker pattern background
|
||||
inline void SetSecondCheckerColor( D3DXVECTOR4 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];
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// get the primary color of the checker pattern background
|
||||
inline const D3DXVECTOR4* GetFirstCheckerColor() const
|
||||
{
|
||||
return &this->m_avCheckerColors[ 0 ];
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// get the secondary color of the checker pattern background
|
||||
inline const D3DXVECTOR4* GetSecondCheckerColor() const
|
||||
{
|
||||
return &this->m_avCheckerColors[1];
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// get the secondary color of the checker pattern background
|
||||
inline const D3DXVECTOR4* GetSecondCheckerColor() const
|
||||
{
|
||||
return &this->m_avCheckerColors[ 1 ];
|
||||
}
|
||||
|
||||
private:
|
||||
private:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Render a screen-filling square using the checker pattern shader
|
||||
int RenderPatternBG();
|
||||
//------------------------------------------------------------------
|
||||
// Render a screen-filling square using the checker pattern shader
|
||||
int RenderPatternBG();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Render a given node in the scenegraph
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// Render a given node in the scenegraph
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the camera for the stereo view rendering mode
|
||||
int SetupStereoView();
|
||||
//------------------------------------------------------------------
|
||||
// Setup the camera for the stereo view rendering mode
|
||||
int SetupStereoView();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Render the second view (for the right eye) in stereo mod
|
||||
// m - World matrix
|
||||
int RenderStereoView(const aiMatrix4x4& m);
|
||||
//------------------------------------------------------------------
|
||||
// Render the second view (for the right eye) in stereo mod
|
||||
// m - World matrix
|
||||
int RenderStereoView( const aiMatrix4x4& m );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input
|
||||
int HandleInput();
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input
|
||||
int HandleInput();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input for the texture viewer
|
||||
int HandleInputTextureView();
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input for the texture viewer
|
||||
int HandleInputTextureView();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input if no asset is loaded
|
||||
int HandleInputEmptyScene();
|
||||
//------------------------------------------------------------------
|
||||
// Handle user input if no asset is loaded
|
||||
int HandleInputEmptyScene();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Draw the HUD (call only if FPS mode isn't active)
|
||||
int DrawHUD();
|
||||
//------------------------------------------------------------------
|
||||
// Draw the HUD (call only if FPS mode isn't active)
|
||||
int DrawHUD();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to texture view mode
|
||||
int OnSetupTextureView(TextureInfo* pcNew);
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to texture view mode
|
||||
int OnSetupTextureView( TextureInfo* pcNew );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to material view mode
|
||||
int OnSetupMaterialView(MaterialInfo* pcNew);
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to material view mode
|
||||
int OnSetupMaterialView( MaterialInfo* pcNew );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to node view mode
|
||||
int OnSetupNodeView(NodeInfo* pcNew);
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch to node view mode
|
||||
int OnSetupNodeView( NodeInfo* pcNew );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch back to normal view mode
|
||||
int OnSetupNormalView();
|
||||
//------------------------------------------------------------------
|
||||
// Used by OnSetup().
|
||||
// Do everything necessary to switch back to normal view mode
|
||||
int OnSetupNormalView();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Used by HandleTreeViewPopup().
|
||||
int HandleTreeViewPopup2(WPARAM wParam,LPARAM lParam);
|
||||
//------------------------------------------------------------------
|
||||
// Used by HandleTreeViewPopup().
|
||||
int HandleTreeViewPopup2( WPARAM wParam, LPARAM lParam );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Render skeleton
|
||||
int RenderSkeleton (aiNode* piNode,const aiMatrix4x4& piMatrix,
|
||||
const aiMatrix4x4& parent);
|
||||
//------------------------------------------------------------------
|
||||
// Render skeleton
|
||||
int RenderSkeleton( aiNode* piNode, const aiMatrix4x4& piMatrix,
|
||||
const aiMatrix4x4& parent );
|
||||
|
||||
|
||||
|
||||
private:
|
||||
private:
|
||||
|
||||
// view mode
|
||||
unsigned int m_iViewMode;
|
||||
// view mode
|
||||
unsigned int m_iViewMode;
|
||||
|
||||
// List of all textures in the display CB
|
||||
std::vector<TextureInfo> m_asTextures;
|
||||
// List of all textures in the display CB
|
||||
std::vector<TextureInfo> m_asTextures;
|
||||
|
||||
// current texture or NULL if no texture is active
|
||||
TextureInfo* m_pcCurrentTexture;
|
||||
// current texture or NULL if no texture is active
|
||||
TextureInfo* m_pcCurrentTexture;
|
||||
|
||||
// List of all node in the display CB
|
||||
std::vector<NodeInfo> m_asNodes;
|
||||
// List of all node in the display CB
|
||||
std::vector<NodeInfo> m_asNodes;
|
||||
|
||||
// List of all node in the display CB
|
||||
std::vector<MeshInfo> m_asMeshes;
|
||||
// List of all node in the display CB
|
||||
std::vector<MeshInfo> m_asMeshes;
|
||||
|
||||
// current Node or NULL if no Node is active
|
||||
NodeInfo* m_pcCurrentNode;
|
||||
// current Node or NULL if no Node is active
|
||||
NodeInfo* m_pcCurrentNode;
|
||||
|
||||
// List of all materials in the display CB
|
||||
std::vector<MaterialInfo> m_asMaterials;
|
||||
// List of all materials in the display CB
|
||||
std::vector<MaterialInfo> m_asMaterials;
|
||||
|
||||
// current material or NULL if no material is active
|
||||
MaterialInfo* m_pcCurrentMaterial;
|
||||
// current material or NULL if no material is active
|
||||
MaterialInfo* m_pcCurrentMaterial;
|
||||
|
||||
// indices into the image list of the "display" tree view control
|
||||
unsigned int m_aiImageList[5]; /* = {0,1,2,3,4};*/
|
||||
// indices into the image list of the "display" tree view control
|
||||
unsigned int m_aiImageList[ 5 ]; /* = {0,1,2,3,4};*/
|
||||
|
||||
// Image list
|
||||
HIMAGELIST m_hImageList;
|
||||
// Image list
|
||||
HIMAGELIST m_hImageList;
|
||||
|
||||
// Root node of the tree, "Model"
|
||||
HTREEITEM m_hRoot;
|
||||
// Root node of the tree, "Model"
|
||||
HTREEITEM m_hRoot;
|
||||
|
||||
// Current zoom factor of the texture viewer
|
||||
float m_fTextureZoom;
|
||||
// Current zoom factor of the texture viewer
|
||||
float m_fTextureZoom;
|
||||
|
||||
// Current offset (in pixels) of the texture viewer
|
||||
aiVector2D m_vTextureOffset;
|
||||
// Current offset (in pixels) of the texture viewer
|
||||
aiVector2D m_vTextureOffset;
|
||||
|
||||
// Colors used to draw the checker pattern (for the
|
||||
// texture viewer as background )
|
||||
D3DXVECTOR4 m_avCheckerColors[2];
|
||||
// Colors used to draw the checker pattern (for the
|
||||
// texture viewer as background )
|
||||
D3DXVECTOR4 m_avCheckerColors[ 2 ];
|
||||
|
||||
// View projection matrix
|
||||
aiMatrix4x4 mViewProjection;
|
||||
aiVector3D vPos;
|
||||
};
|
||||
// View projection matrix
|
||||
aiMatrix4x4 mViewProjection;
|
||||
aiVector3D vPos;
|
||||
};
|
||||
|
||||
}
|
||||
#endif // AV_DISPLAY_H_INCLUDE
|
|
@ -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
|
||||
//-------------------------------------------------------------------------------
|
||||
|
|
|
@ -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 {
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
|
|
|
@ -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,
|
||||
|
|
|
@ -38,59 +38,62 @@ 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
|
||||
{
|
||||
private:
|
||||
namespace AssimpView
|
||||
{
|
||||
|
||||
CLogDisplay() {}
|
||||
//-------------------------------------------------------------------------------
|
||||
/** \brief Class to display log strings in the upper right corner of the view
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CLogDisplay
|
||||
{
|
||||
private:
|
||||
|
||||
public:
|
||||
CLogDisplay() {}
|
||||
|
||||
// data structure for an entry in the log queue
|
||||
struct SEntry
|
||||
{
|
||||
SEntry ()
|
||||
:
|
||||
clrColor(D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00)), dwStartTicks(0)
|
||||
{}
|
||||
public:
|
||||
|
||||
std::string szText;
|
||||
D3DCOLOR clrColor;
|
||||
DWORD dwStartTicks;
|
||||
};
|
||||
// data structure for an entry in the log queue
|
||||
struct SEntry
|
||||
{
|
||||
SEntry()
|
||||
:
|
||||
clrColor( D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) ), dwStartTicks( 0 )
|
||||
{}
|
||||
|
||||
// Singleton accessors
|
||||
static CLogDisplay s_cInstance;
|
||||
inline static CLogDisplay& Instance ()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
std::string szText;
|
||||
D3DCOLOR clrColor;
|
||||
DWORD dwStartTicks;
|
||||
};
|
||||
|
||||
// Add an entry to the log queue
|
||||
void AddEntry(const std::string& szText,
|
||||
const D3DCOLOR clrColor = D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0x00));
|
||||
// Singleton accessors
|
||||
static CLogDisplay s_cInstance;
|
||||
inline static CLogDisplay& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
// Release any native resources associated with the instance
|
||||
void ReleaseNativeResource();
|
||||
// Add an entry to the log queue
|
||||
void AddEntry( const std::string& szText,
|
||||
const D3DCOLOR clrColor = D3DCOLOR_ARGB( 0xFF, 0xFF, 0xFF, 0x00 ) );
|
||||
|
||||
// Recreate any native resources associated with the instance
|
||||
void RecreateNativeResource();
|
||||
// Release any native resources associated with the instance
|
||||
void ReleaseNativeResource();
|
||||
|
||||
// Called during the render loop
|
||||
void OnRender();
|
||||
// Recreate any native resources associated with the instance
|
||||
void RecreateNativeResource();
|
||||
|
||||
private:
|
||||
// Called during the render loop
|
||||
void OnRender();
|
||||
|
||||
std::list<SEntry> asEntries;
|
||||
ID3DXFont* piFont;
|
||||
};
|
||||
private:
|
||||
|
||||
#endif // AV_LOG_DISPLAY_H_INCLUDE
|
||||
std::list<SEntry> asEntries;
|
||||
ID3DXFont* piFont;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -42,87 +42,92 @@ 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
|
||||
{
|
||||
private:
|
||||
|
||||
friend class CMyLogStream;
|
||||
friend INT_PTR CALLBACK LogDialogProc(HWND hwndDlg,UINT uMsg,
|
||||
WPARAM wParam,LPARAM lParam);
|
||||
|
||||
CLogWindow() : hwnd(NULL), bIsVisible(false), bUpdate(true) {}
|
||||
|
||||
public:
|
||||
//-------------------------------------------------------------------------------
|
||||
/** \brief Subclass of Assimp::LogStream used to add all log messages to the
|
||||
* log window.
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CMyLogStream : public Assimp::LogStream
|
||||
{
|
||||
public:
|
||||
/** @brief Implementation of the abstract method */
|
||||
void write( const char* message );
|
||||
};
|
||||
|
||||
|
||||
// Singleton accessors
|
||||
static CLogWindow s_cInstance;
|
||||
inline static CLogWindow& Instance ()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
//-------------------------------------------------------------------------------
|
||||
/** \brief Class to display log strings in a separate window
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CLogWindow
|
||||
{
|
||||
private:
|
||||
|
||||
// initializes the log window
|
||||
void Init ();
|
||||
friend class CMyLogStream;
|
||||
friend INT_PTR CALLBACK LogDialogProc( HWND hwndDlg, UINT uMsg,
|
||||
WPARAM wParam, LPARAM lParam );
|
||||
|
||||
// Shows the log window
|
||||
void Show();
|
||||
CLogWindow() : hwnd( NULL ), bIsVisible( false ), bUpdate( true ) {}
|
||||
|
||||
// Clears the log window
|
||||
void Clear();
|
||||
|
||||
// Save the log window to an user-defined file
|
||||
void Save();
|
||||
|
||||
// write a line to the log window
|
||||
void WriteLine(const char* message);
|
||||
|
||||
// Set the bUpdate member
|
||||
inline void SetAutoUpdate(bool b)
|
||||
{
|
||||
this->bUpdate = b;
|
||||
}
|
||||
|
||||
// updates the log file
|
||||
void Update();
|
||||
|
||||
private:
|
||||
|
||||
// Window handle
|
||||
HWND hwnd;
|
||||
|
||||
// current text of the window (contains RTF tags)
|
||||
std::string szText;
|
||||
std::string szPlainText;
|
||||
|
||||
// is the log window currently visible?
|
||||
bool bIsVisible;
|
||||
|
||||
// Specified whether each new log message updates the log automatically
|
||||
bool bUpdate;
|
||||
public:
|
||||
|
||||
|
||||
public:
|
||||
// associated log stream
|
||||
CMyLogStream* pcStream;
|
||||
};
|
||||
// Singleton accessors
|
||||
static CLogWindow s_cInstance;
|
||||
inline static CLogWindow& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
// initializes the log window
|
||||
void Init();
|
||||
|
||||
// Shows the log window
|
||||
void Show();
|
||||
|
||||
// Clears the log window
|
||||
void Clear();
|
||||
|
||||
// Save the log window to an user-defined file
|
||||
void Save();
|
||||
|
||||
// write a line to the log window
|
||||
void WriteLine( const char* message );
|
||||
|
||||
// Set the bUpdate member
|
||||
inline void SetAutoUpdate( bool b )
|
||||
{
|
||||
this->bUpdate = b;
|
||||
}
|
||||
|
||||
// updates the log file
|
||||
void Update();
|
||||
|
||||
private:
|
||||
|
||||
// Window handle
|
||||
HWND hwnd;
|
||||
|
||||
// current text of the window (contains RTF tags)
|
||||
std::string szText;
|
||||
std::string szPlainText;
|
||||
|
||||
// is the log window currently visible?
|
||||
bool bIsVisible;
|
||||
|
||||
// Specified whether each new log message updates the log automatically
|
||||
bool bUpdate;
|
||||
|
||||
|
||||
public:
|
||||
// associated log stream
|
||||
CMyLogStream* pcStream;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // AV_LOG_DISPLA
|
File diff suppressed because it is too large
Load Diff
|
@ -39,164 +39,170 @@ 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:
|
||||
|
||||
friend class CDisplay;
|
||||
//-------------------------------------------------------------------------------
|
||||
/* Helper class to create, access and destroy materials
|
||||
*/
|
||||
//-------------------------------------------------------------------------------
|
||||
class CMaterialManager
|
||||
{
|
||||
private:
|
||||
|
||||
// default constructor
|
||||
CMaterialManager()
|
||||
: m_iShaderCount (0), sDefaultTexture() {}
|
||||
friend class CDisplay;
|
||||
|
||||
~CMaterialManager() {
|
||||
if (sDefaultTexture) {
|
||||
sDefaultTexture->Release();
|
||||
}
|
||||
Reset();
|
||||
}
|
||||
// default constructor
|
||||
CMaterialManager()
|
||||
: m_iShaderCount( 0 ), sDefaultTexture() {}
|
||||
|
||||
public:
|
||||
~CMaterialManager() {
|
||||
if( sDefaultTexture ) {
|
||||
sDefaultTexture->Release();
|
||||
}
|
||||
Reset();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMaterialManager s_cInstance;
|
||||
inline static CMaterialManager& Instance ()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
public:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Delete all resources of a given material
|
||||
//
|
||||
// Must be called before CreateMaterial() to prevent memory leaking
|
||||
void DeleteMaterial(AssetHelper::MeshHelper* pcIn);
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMaterialManager s_cInstance;
|
||||
inline static CMaterialManager& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Create the material for a mesh.
|
||||
//
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// Delete all resources of a given material
|
||||
//
|
||||
// Must be called before CreateMaterial() to prevent memory leaking
|
||||
void DeleteMaterial( AssetHelper::MeshHelper* pcIn );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the material for a given mesh
|
||||
// pcMesh Mesh to be rendered
|
||||
// pcProj Projection matrix
|
||||
// aiMe Current world matrix
|
||||
// pcCam Camera matrix
|
||||
// vPos Position of the camera
|
||||
// TODO: Extract camera position from matrix ...
|
||||
//
|
||||
int SetupMaterial (AssetHelper::MeshHelper* pcMesh,
|
||||
const aiMatrix4x4& pcProj,
|
||||
const aiMatrix4x4& aiMe,
|
||||
const aiMatrix4x4& pcCam,
|
||||
const aiVector3D& vPos);
|
||||
//------------------------------------------------------------------
|
||||
// Create the material for a mesh.
|
||||
//
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// End the material for a given mesh
|
||||
// Called after mesh rendering is complete
|
||||
// pcMesh Mesh object
|
||||
int EndMaterial (AssetHelper::MeshHelper* pcMesh);
|
||||
//------------------------------------------------------------------
|
||||
// Setup the material for a given mesh
|
||||
// pcMesh Mesh to be rendered
|
||||
// pcProj Projection matrix
|
||||
// aiMe Current world matrix
|
||||
// pcCam Camera matrix
|
||||
// vPos Position of the camera
|
||||
// TODO: Extract camera position from matrix ...
|
||||
//
|
||||
int SetupMaterial( AssetHelper::MeshHelper* pcMesh,
|
||||
const aiMatrix4x4& pcProj,
|
||||
const aiMatrix4x4& aiMe,
|
||||
const aiMatrix4x4& pcCam,
|
||||
const aiVector3D& vPos );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Recreate all specular materials depending on the current
|
||||
// specularity settings
|
||||
//
|
||||
// Diffuse-only materials are ignored.
|
||||
// Must be called after specular highlights have been toggled
|
||||
int UpdateSpecularMaterials();
|
||||
//------------------------------------------------------------------
|
||||
// End the material for a given mesh
|
||||
// Called after mesh rendering is complete
|
||||
// pcMesh Mesh object
|
||||
int EndMaterial( AssetHelper::MeshHelper* pcMesh );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// Recreate all specular materials depending on the current
|
||||
// specularity settings
|
||||
//
|
||||
// Diffuse-only materials are ignored.
|
||||
// Must be called after specular highlights have been toggled
|
||||
int UpdateSpecularMaterials();
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// 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 );
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Getter for m_iShaderCount
|
||||
//
|
||||
inline unsigned int GetShaderCount()
|
||||
{
|
||||
return this->m_iShaderCount;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// Getter for m_iShaderCount
|
||||
//
|
||||
inline unsigned int GetShaderCount()
|
||||
{
|
||||
return this->m_iShaderCount;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Reset the state of the class
|
||||
// Called whenever a new asset is loaded
|
||||
inline void Reset()
|
||||
{
|
||||
this->m_iShaderCount = 0;
|
||||
for (TextureCache::iterator it = sCachedTextures.begin(); it != sCachedTextures.end(); ++it) {
|
||||
(*it).second->Release();
|
||||
}
|
||||
sCachedTextures.clear();
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// Reset the state of the class
|
||||
// Called whenever a new asset is loaded
|
||||
inline void Reset()
|
||||
{
|
||||
this->m_iShaderCount = 0;
|
||||
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
|
||||
//
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// find a valid path to a texture file
|
||||
//
|
||||
// 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 );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Setup the default texture for a texture channel
|
||||
//
|
||||
// Generates a default checker pattern for a texture
|
||||
int SetDefaultTexture(IDirect3DTexture9** p_ppiOut);
|
||||
//------------------------------------------------------------------
|
||||
// Setup the default texture for a texture channel
|
||||
//
|
||||
// Generates a default checker pattern for a texture
|
||||
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,
|
||||
IDirect3DTexture9** piTextureOut,
|
||||
bool bWasOriginallyHM = true);
|
||||
//------------------------------------------------------------------
|
||||
// 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,
|
||||
IDirect3DTexture9** piTextureOut,
|
||||
bool bWasOriginallyHM = true );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Search for non-opaque pixels in a texture
|
||||
//
|
||||
// A pixel is considered to be non-opaque if its alpha value is
|
||||
// less than 255
|
||||
//------------------------------------------------------------------
|
||||
bool HasAlphaPixels(IDirect3DTexture9* piTexture);
|
||||
//------------------------------------------------------------------
|
||||
// Search for non-opaque pixels in a texture
|
||||
//
|
||||
// A pixel is considered to be non-opaque if its alpha value is
|
||||
// less than 255
|
||||
//------------------------------------------------------------------
|
||||
bool HasAlphaPixels( IDirect3DTexture9* piTexture );
|
||||
|
||||
private:
|
||||
private:
|
||||
|
||||
//
|
||||
// Specifies the number of different shaders generated for
|
||||
// the current asset. This number is incremented by CreateMaterial()
|
||||
// each time a shader isn't found in cache and needs to be created
|
||||
//
|
||||
unsigned int m_iShaderCount;
|
||||
IDirect3DTexture9* sDefaultTexture;
|
||||
//
|
||||
// Specifies the number of different shaders generated for
|
||||
// the current asset. This number is incremented by CreateMaterial()
|
||||
// each time a shader isn't found in cache and needs to be created
|
||||
//
|
||||
unsigned int m_iShaderCount;
|
||||
IDirect3DTexture9* sDefaultTexture;
|
||||
|
||||
typedef std::map<std::string,IDirect3DTexture9*> TextureCache;
|
||||
TextureCache sCachedTextures;
|
||||
};
|
||||
typedef std::map<std::string, IDirect3DTexture9*> TextureCache;
|
||||
TextureCache sCachedTextures;
|
||||
};
|
||||
|
||||
#endif //!! include guard
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
||||
//-------------------------------------------------------------------------------
|
||||
|
|
|
@ -42,56 +42,58 @@ 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()
|
||||
// default constructor
|
||||
CMeshRenderer()
|
||||
|
||||
{
|
||||
// no other members to initialize
|
||||
}
|
||||
{
|
||||
// no other members to initialize
|
||||
}
|
||||
|
||||
public:
|
||||
public:
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMeshRenderer s_cInstance;
|
||||
inline static CMeshRenderer& Instance ()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
//------------------------------------------------------------------
|
||||
// Singleton accessors
|
||||
static CMeshRenderer s_cInstance;
|
||||
inline static CMeshRenderer& Instance()
|
||||
{
|
||||
return s_cInstance;
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Draw a mesh in the global mesh list using the current pipeline state
|
||||
// iIndex Index of the mesh to be drawn
|
||||
//
|
||||
// The function draws all faces in order, regardless of their distance
|
||||
int DrawUnsorted(unsigned int iIndex);
|
||||
//------------------------------------------------------------------
|
||||
// Draw a mesh in the global mesh list using the current pipeline state
|
||||
// iIndex Index of the mesh to be drawn
|
||||
//
|
||||
// The function draws all faces in order, regardless of their distance
|
||||
int DrawUnsorted( unsigned int iIndex );
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Draw a mesh in the global mesh list using the current pipeline state
|
||||
// iIndex Index of the mesh to be drawn
|
||||
//
|
||||
// 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);
|
||||
//------------------------------------------------------------------
|
||||
// Draw a mesh in the global mesh list using the current pipeline state
|
||||
// iIndex Index of the mesh to be drawn
|
||||
//
|
||||
// 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 );
|
||||
|
||||
|
||||
|
||||
private:
|
||||
private:
|
||||
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
}
|
||||
#endif //!! include guard
|
|
@ -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 {
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -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));
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue