- further works on the viewer's way to animation country. Now really fucked up, but Aramis is going to help me fix it.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@206 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
cfeb8b2b2a
commit
9f92c7098e
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@ -67,6 +67,9 @@ void AnimEvaluator::Evaluate( double pTime)
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if( mAnim->mDuration > 0.0)
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time = fmod( pTime, mAnim->mDuration);
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if( mTransforms.size() != mAnim->mNumChannels)
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mTransforms.resize( mAnim->mNumChannels);
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// calculate the transformations for each animation channel
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for( unsigned int a = 0; a < mAnim->mNumChannels; a++)
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{
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@ -737,6 +737,12 @@ int CDisplay::FillDisplayList(void)
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//-------------------------------------------------------------------------------
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int CDisplay::OnRender()
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{
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// update possible animation
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if( g_pcAsset)
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{
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assert( g_pcAsset->mAnimator);
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g_pcAsset->mAnimator->Calculate( double( clock()) / double( CLOCKS_PER_SEC));
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}
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// begin the frame
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g_piDevice->BeginScene();
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@ -1884,11 +1890,11 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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apcVec[0].x = g_avLightDirs[0].x;
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apcVec[0].y = g_avLightDirs[0].y;
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apcVec[0].z = g_avLightDirs[0].z;
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apcVec[0].w = 0.0f;
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apcVec[0].w = 0.0f;
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apcVec[1].x = g_avLightDirs[0].x * -1.0f;
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apcVec[1].y = g_avLightDirs[0].y * -1.0f;
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apcVec[1].z = g_avLightDirs[0].z * -1.0f;
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apcVec[1].w = 0.0f;
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apcVec[1].w = 0.0f;
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D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
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D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
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@ -1899,19 +1905,19 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
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apcVec[0].w = 1.0f;
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if( g_sOptions.b3Lights)
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{
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].w = 0.0f;
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} else
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{
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apcVec[1].x = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].w = 0.0f;
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}
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if( g_sOptions.b3Lights)
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{
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].w = 0.0f;
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} else
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{
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apcVec[1].x = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].w = 0.0f;
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}
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apcVec[0] *= g_fLightIntensity;
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apcVec[1] *= g_fLightIntensity;
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@ -1923,10 +1929,10 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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piEnd->SetVector( "vCameraPos",&apcVec[0]);
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// setup the best technique
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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{
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g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF");
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} else
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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{
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g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF");
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} else
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if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality)
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{
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if (g_sOptions.b3Lights)
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@ -1954,14 +1960,15 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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{
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for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
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{
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const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]];
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AssetHelper::MeshHelper* helper = g_pcAsset->apcMeshes[piNode->mMeshes[i]];
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// fix: Render triangle meshes only
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if (g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
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if (mesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE)
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continue;
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// don't render the mesh if the render pass is incorrect
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if (g_sOptions.bRenderMats && (
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g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piOpacityTexture ||
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g_pcAsset->apcMeshes[piNode->mMeshes[i]]->fOpacity != 1.0f))
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if (g_sOptions.bRenderMats && (helper->piOpacityTexture || helper->fOpacity != 1.0f))
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{
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if (!bAlpha)continue;
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}
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@ -1970,8 +1977,25 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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// now setup the material
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if (g_sOptions.bRenderMats)
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{
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CMaterialManager::Instance().SetupMaterial(
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g_pcAsset->apcMeshes[piNode->mMeshes[i]],pcProj,aiMe,pcCam,vPos);
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CMaterialManager::Instance().SetupMaterial( helper, pcProj, aiMe, pcCam, vPos);
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}
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// Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow
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if( mesh->HasBones())
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{
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static float matrices[4*3*60];
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float* tempmat = matrices;
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const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
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assert( boneMats.size() == mesh->mNumBones);
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for( unsigned int a = 0; a < mesh->mNumBones; a++)
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{
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const aiMatrix4x4& mat = boneMats[a];
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*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4;
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*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
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*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
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}
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helper->piEffect->SetFloatArray( "gBoneMatrix", matrices, 3*60*4);
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}
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if (bAlpha)CMeshRenderer::Instance().DrawSorted(piNode->mMeshes[i],aiMe);
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@ -1980,31 +2004,25 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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// now end the material
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if (g_sOptions.bRenderMats)
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{
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CMaterialManager::Instance().EndMaterial(
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g_pcAsset->apcMeshes[piNode->mMeshes[i]]);
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CMaterialManager::Instance().EndMaterial( helper);
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}
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// render normal vectors?
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if (g_sOptions.bRenderNormals && g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piVBNormals)
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if (g_sOptions.bRenderNormals && helper->piVBNormals)
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{
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// this is very similar to the code in SetupMaterial()
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ID3DXEffect* piEnd = g_piNormalsEffect;
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piEnd->SetVector("OUTPUT_COLOR",&vVector);
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piEnd->SetMatrix("WorldViewProjection",
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(const D3DXMATRIX*)&pcProj);
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piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj);
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UINT dwPasses = 0;
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piEnd->Begin(&dwPasses,0);
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piEnd->BeginPass(0);
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g_piDevice->SetStreamSource(0,
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g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piVBNormals,0,
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sizeof(AssetHelper::LineVertex));
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g_piDevice->DrawPrimitive(D3DPT_LINELIST,0,
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g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices);
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g_piDevice->SetStreamSource(0, helper->piVBNormals, 0, sizeof(AssetHelper::LineVertex));
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g_piDevice->DrawPrimitive(D3DPT_LINELIST,0, g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices);
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piEnd->EndPass();
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piEnd->End();
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@ -1140,11 +1140,11 @@ int CMaterialManager::SetupMaterial (
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apcVec[0].x = g_avLightDirs[0].x;
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apcVec[0].y = g_avLightDirs[0].y;
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apcVec[0].z = g_avLightDirs[0].z;
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apcVec[0].w = 0.0f;
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apcVec[0].w = 0.0f;
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apcVec[1].x = g_avLightDirs[0].x * -1.0f;
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apcVec[1].y = g_avLightDirs[0].y * -1.0f;
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apcVec[1].z = g_avLightDirs[0].z * -1.0f;
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apcVec[1].w = 0.0f;
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apcVec[1].w = 0.0f;
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D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
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D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
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piEnd->SetVectorArray("afLightDir",apcVec,5);
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@ -1154,19 +1154,19 @@ int CMaterialManager::SetupMaterial (
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apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
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apcVec[0].w = 1.0f;
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if( g_sOptions.b3Lights)
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{
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].w = 0.0f;
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} else
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{
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apcVec[1].x = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].w = 0.0f;
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}
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if( g_sOptions.b3Lights)
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{
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].w = 0.0f;
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} else
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{
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apcVec[1].x = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].w = 0.0f;
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}
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apcVec[0] *= g_fLightIntensity;
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apcVec[1] *= g_fLightIntensity;
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@ -1232,22 +1232,6 @@ int CMaterialManager::SetupMaterial (
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}
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}
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// setup bones if neccessary
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// if( pcMesh->HasBones())
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{
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static float matrices[4*3*60];
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float* tempmat = matrices;
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for( unsigned int a = 0; a < 60; a++)
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{
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// HACK: (thom) set identity matrices for all bones for the moment so that you see something
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*tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f;
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}
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pcMesh->piEffect->SetVectorArray( "gBoneMatrix", (const D3DXVECTOR4*) matrices, 3*60);
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}
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// setup the correct shader technique to be used for drawing
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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{
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@ -34,6 +34,7 @@
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#include <memory.h>
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#include <tchar.h>
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#include <stdio.h>
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#include <time.h>
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// D3D9 includes
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