Merge branch 'master' into patch-3
commit
9a2a0384f4
|
@ -115,7 +115,7 @@ static const aiImporterDesc desc = {
|
|||
0,
|
||||
0,
|
||||
0,
|
||||
"ifc ifczip stp"
|
||||
"ifc ifczip step stp"
|
||||
};
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -57,6 +57,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
#include <map>
|
||||
|
||||
#ifdef MDL_HALFLIFE_LOG_WARN_HEADER
|
||||
#undef MDL_HALFLIFE_LOG_WARN_HEADER
|
||||
|
|
|
@ -65,20 +65,6 @@ using namespace Assimp;
|
|||
// Constructor to be privately used by Importer
|
||||
BaseImporter::BaseImporter() AI_NO_EXCEPT
|
||||
: m_progress() {
|
||||
/**
|
||||
* Assimp Importer
|
||||
* unit conversions available
|
||||
* if you need another measurment unit add it below.
|
||||
* it's currently defined in assimp that we prefer meters.
|
||||
*
|
||||
* NOTE: Initialised here rather than in the header file
|
||||
* to workaround a VS2013 bug with brace initialisers
|
||||
* */
|
||||
importerUnits[ImporterUnits::M] = 1.0;
|
||||
importerUnits[ImporterUnits::CM] = 0.01;
|
||||
importerUnits[ImporterUnits::MM] = 0.001;
|
||||
importerUnits[ImporterUnits::INCHES] = 0.0254;
|
||||
importerUnits[ImporterUnits::FEET] = 0.3048;
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------------------------
|
||||
|
|
|
@ -70,6 +70,7 @@ GenFaceNormalsProcess::~GenFaceNormalsProcess() {
|
|||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenFaceNormalsProcess::IsActive(unsigned int pFlags) const {
|
||||
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
|
||||
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
|
||||
return (pFlags & aiProcess_GenNormals) != 0;
|
||||
}
|
||||
|
||||
|
@ -134,6 +135,8 @@ bool GenFaceNormalsProcess::GenMeshFaceNormals(aiMesh *pMesh) {
|
|||
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
|
||||
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
|
||||
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
|
||||
if (flippedWindingOrder_)
|
||||
std::swap( pV2, pV3 );
|
||||
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
|
||||
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
|
|
|
@ -80,6 +80,7 @@ public:
|
|||
private:
|
||||
bool GenMeshFaceNormals(aiMesh* pcMesh);
|
||||
mutable bool force_ = false;
|
||||
mutable bool flippedWindingOrder_ = false;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -70,6 +70,7 @@ GenVertexNormalsProcess::~GenVertexNormalsProcess() {
|
|||
// Returns whether the processing step is present in the given flag field.
|
||||
bool GenVertexNormalsProcess::IsActive(unsigned int pFlags) const {
|
||||
force_ = (pFlags & aiProcess_ForceGenNormals) != 0;
|
||||
flippedWindingOrder_ = (pFlags & aiProcess_FlipWindingOrder) != 0;
|
||||
return (pFlags & aiProcess_GenSmoothNormals) != 0;
|
||||
}
|
||||
|
||||
|
@ -142,6 +143,8 @@ bool GenVertexNormalsProcess::GenMeshVertexNormals(aiMesh *pMesh, unsigned int m
|
|||
const aiVector3D *pV1 = &pMesh->mVertices[face.mIndices[0]];
|
||||
const aiVector3D *pV2 = &pMesh->mVertices[face.mIndices[1]];
|
||||
const aiVector3D *pV3 = &pMesh->mVertices[face.mIndices[face.mNumIndices - 1]];
|
||||
if (flippedWindingOrder_)
|
||||
std::swap( pV2, pV3 );
|
||||
const aiVector3D vNor = ((*pV2 - *pV1) ^ (*pV3 - *pV1)).NormalizeSafe();
|
||||
|
||||
for (unsigned int i = 0; i < face.mNumIndices; ++i) {
|
||||
|
|
|
@ -104,6 +104,7 @@ private:
|
|||
/** Configuration option: maximum smoothing angle, in radians*/
|
||||
ai_real configMaxAngle;
|
||||
mutable bool force_ = false;
|
||||
mutable bool flippedWindingOrder_ = false;
|
||||
};
|
||||
|
||||
} // end of namespace Assimp
|
||||
|
|
|
@ -429,7 +429,7 @@ void PretransformVertices::Execute(aiScene *pScene) {
|
|||
const unsigned int iOldNodes = CountNodes(pScene->mRootNode);
|
||||
|
||||
if (configTransform) {
|
||||
pScene->mRootNode->mTransformation = configTransformation;
|
||||
pScene->mRootNode->mTransformation = configTransformation * pScene->mRootNode->mTransformation;
|
||||
}
|
||||
|
||||
// first compute absolute transformation matrices for all nodes
|
||||
|
|
|
@ -51,10 +51,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
|
||||
#include "Exceptional.h"
|
||||
|
||||
#include <assimp/ai_assert.h>
|
||||
#include <assimp/types.h>
|
||||
#include <assimp/ProgressHandler.hpp>
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
|
@ -179,42 +177,10 @@ public:
|
|||
/**
|
||||
* Will be called only by scale process when scaling is requested.
|
||||
*/
|
||||
virtual void SetFileScale(double scale) {
|
||||
void SetFileScale(double scale) {
|
||||
fileScale = scale;
|
||||
}
|
||||
|
||||
virtual double GetFileScale() const {
|
||||
return fileScale;
|
||||
}
|
||||
|
||||
enum ImporterUnits {
|
||||
M,
|
||||
MM,
|
||||
CM,
|
||||
INCHES,
|
||||
FEET
|
||||
};
|
||||
|
||||
/**
|
||||
* Assimp Importer
|
||||
* unit conversions available
|
||||
* NOTE: Valid options are initialised in the
|
||||
* constructor in the implementation file to
|
||||
* work around a VS2013 compiler bug if support
|
||||
* for that compiler is dropped in the future
|
||||
* initialisation can be moved back here
|
||||
* */
|
||||
std::map<ImporterUnits, double> importerUnits;
|
||||
|
||||
virtual void SetApplicationUnits(const ImporterUnits &unit) {
|
||||
importerScale = importerUnits[unit];
|
||||
applicationUnits = unit;
|
||||
}
|
||||
|
||||
virtual const ImporterUnits &GetApplicationUnits() {
|
||||
return applicationUnits;
|
||||
}
|
||||
|
||||
// -------------------------------------------------------------------
|
||||
/** Called by #Importer::GetExtensionList for each loaded importer.
|
||||
* Take the extension list contained in the structure returned by
|
||||
|
@ -223,7 +189,6 @@ public:
|
|||
void GetExtensionList(std::set<std::string> &extensions);
|
||||
|
||||
protected:
|
||||
ImporterUnits applicationUnits = ImporterUnits::M;
|
||||
double importerScale = 1.0;
|
||||
double fileScale = 1.0;
|
||||
|
||||
|
@ -420,7 +385,7 @@ public: // static utilities
|
|||
|
||||
private:
|
||||
/* Pushes state into importer for the importer scale */
|
||||
virtual void UpdateImporterScale(Importer *pImp);
|
||||
void UpdateImporterScale(Importer *pImp);
|
||||
|
||||
protected:
|
||||
/// Error description in case there was one.
|
||||
|
|
|
@ -43,8 +43,11 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|||
#define INCLUDED_AI_IRRXML_WRAPPER
|
||||
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/ai_assert.h>
|
||||
|
||||
#include "BaseImporter.h"
|
||||
#include "IOStream.hpp"
|
||||
|
||||
#include <pugixml.hpp>
|
||||
#include <vector>
|
||||
|
||||
|
|
|
@ -42,22 +42,12 @@ void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
|
|||
}
|
||||
}
|
||||
|
||||
std::string textype;
|
||||
|
||||
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
|
||||
// Data to fill
|
||||
std::vector<VERTEX> vertices;
|
||||
std::vector<UINT> indices;
|
||||
std::vector<Texture> textures;
|
||||
|
||||
if (mesh->mMaterialIndex >= 0) {
|
||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||
|
||||
if (textype.empty()) {
|
||||
textype = determineTextureType(scene, mat);
|
||||
}
|
||||
}
|
||||
|
||||
// Walk through each of the mesh's vertices
|
||||
for (UINT i = 0; i < mesh->mNumVertices; i++) {
|
||||
VERTEX vertex;
|
||||
|
@ -108,9 +98,10 @@ std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextu
|
|||
if (!skip) { // If texture hasn't been loaded already, load it
|
||||
HRESULT hr;
|
||||
Texture texture;
|
||||
if (textype == "embedded compressed texture") {
|
||||
int textureindex = getTextureIndex(&str);
|
||||
texture.texture = getTextureFromModel(scene, textureindex);
|
||||
|
||||
const aiTexture* embeddedTexture = scene->GetEmbeddedTexture(str.C_Str());
|
||||
if (embeddedTexture != nullptr) {
|
||||
texture.texture = loadEmbeddedTexture(embeddedTexture);
|
||||
} else {
|
||||
std::string filename = std::string(str.C_Str());
|
||||
filename = directory_ + '/' + filename;
|
||||
|
@ -148,38 +139,46 @@ void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
|
|||
}
|
||||
}
|
||||
|
||||
std::string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) {
|
||||
aiString textypeStr;
|
||||
mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
|
||||
std::string textypeteststr = textypeStr.C_Str();
|
||||
if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") {
|
||||
if (scene->mTextures[0]->mHeight == 0) {
|
||||
return "embedded compressed texture";
|
||||
} else {
|
||||
return "embedded non-compressed texture";
|
||||
}
|
||||
}
|
||||
if (textypeteststr.find('.') != std::string::npos) {
|
||||
return "textures are on disk";
|
||||
}
|
||||
|
||||
return ".";
|
||||
}
|
||||
|
||||
int ModelLoader::getTextureIndex(aiString * str) {
|
||||
std::string tistr;
|
||||
tistr = str->C_Str();
|
||||
tistr = tistr.substr(1);
|
||||
return stoi(tistr);
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) {
|
||||
ID3D11ShaderResourceView * ModelLoader::loadEmbeddedTexture(const aiTexture* embeddedTexture) {
|
||||
HRESULT hr;
|
||||
ID3D11ShaderResourceView *texture;
|
||||
ID3D11ShaderResourceView *texture = nullptr;
|
||||
|
||||
int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth);
|
||||
if (embeddedTexture->mHeight != 0) {
|
||||
// Load an uncompressed ARGB8888 embedded texture
|
||||
D3D11_TEXTURE2D_DESC desc;
|
||||
desc.Width = embeddedTexture->mWidth;
|
||||
desc.Height = embeddedTexture->mHeight;
|
||||
desc.MipLevels = 1;
|
||||
desc.ArraySize = 1;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
desc.CPUAccessFlags = 0;
|
||||
desc.MiscFlags = 0;
|
||||
|
||||
hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture);
|
||||
D3D11_SUBRESOURCE_DATA subresourceData;
|
||||
subresourceData.pSysMem = embeddedTexture->pcData;
|
||||
subresourceData.SysMemPitch = embeddedTexture->mWidth * 4;
|
||||
subresourceData.SysMemSlicePitch = embeddedTexture->mWidth * embeddedTexture->mHeight * 4;
|
||||
|
||||
ID3D11Texture2D *texture2D = nullptr;
|
||||
hr = dev_->CreateTexture2D(&desc, &subresourceData, &texture2D);
|
||||
if (FAILED(hr))
|
||||
MessageBox(hwnd_, "CreateTexture2D failed!", "Error!", MB_ICONERROR | MB_OK);
|
||||
|
||||
hr = dev_->CreateShaderResourceView(texture2D, nullptr, &texture);
|
||||
if (FAILED(hr))
|
||||
MessageBox(hwnd_, "CreateShaderResourceView failed!", "Error!", MB_ICONERROR | MB_OK);
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
// mHeight is 0, so try to load a compressed texture of mWidth bytes
|
||||
const size_t size = embeddedTexture->mWidth;
|
||||
|
||||
hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<const unsigned char*>(embeddedTexture->pcData), size, nullptr, &texture);
|
||||
if (FAILED(hr))
|
||||
MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
|
||||
|
||||
|
|
|
@ -35,9 +35,7 @@ private:
|
|||
void processNode(aiNode* node, const aiScene* scene);
|
||||
Mesh processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
std::vector<Texture> loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName, const aiScene* scene);
|
||||
std::string determineTextureType(const aiScene* scene, aiMaterial* mat);
|
||||
int getTextureIndex(aiString* str);
|
||||
ID3D11ShaderResourceView* getTextureFromModel(const aiScene* scene, int textureindex);
|
||||
ID3D11ShaderResourceView* loadEmbeddedTexture(const aiTexture* embeddedTexture);
|
||||
};
|
||||
|
||||
#endif // !MODEL_LOADER_H
|
||||
|
|
Loading…
Reference in New Issue