diff --git a/code/3DSHelper.h b/code/3DSHelper.h index 26f72a66c..b30cb4914 100644 --- a/code/3DSHelper.h +++ b/code/3DSHelper.h @@ -332,6 +332,7 @@ struct Texture , mScaleV (1.0f) , mRotation (0.0f) , mMapMode (aiTextureMapMode_Wrap) + , bPrivate() , iUVSrc (0) { mTextureBlend = get_qnan(); @@ -484,11 +485,11 @@ struct aiFloatKey struct Node { Node() - - : mHierarchyPos (0) + : mParent() + , mInstanceNumber() + , mHierarchyPos (0) , mHierarchyIndex (0) , mInstanceCount (1) - { static int iCnt = 0; diff --git a/code/3DSLoader.cpp b/code/3DSLoader.cpp index 3be5f291c..3c80c320b 100644 --- a/code/3DSLoader.cpp +++ b/code/3DSLoader.cpp @@ -103,6 +103,14 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer Discreet3DSImporter::Discreet3DSImporter() + : stream(), + mLastNodeIndex(), + mCurrentNode(), + mRootNode(), + mScene(), + mMasterScale(), + bHasBG(), + bIsPrj() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/ACLoader.cpp b/code/ACLoader.cpp index bb7951670..637f51a77 100644 --- a/code/ACLoader.cpp +++ b/code/ACLoader.cpp @@ -129,6 +129,15 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer AC3DImporter::AC3DImporter() + : buffer(), + configSplitBFCull(), + configEvalSubdivision(), + mNumMeshes(), + mLights(), + lights(), + groups(), + polys(), + worlds() { // nothing to be done here } diff --git a/code/ACLoader.h b/code/ACLoader.h index 160acd2f7..57c48a823 100644 --- a/code/ACLoader.h +++ b/code/ACLoader.h @@ -130,6 +130,7 @@ public: , surfaces() , numRefs (0) , subDiv (0) + , crease() {} // Type description diff --git a/code/ASELoader.cpp b/code/ASELoader.cpp index 0b9ec3eef..395a4e4ca 100644 --- a/code/ASELoader.cpp +++ b/code/ASELoader.cpp @@ -79,7 +79,11 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer ASEImporter::ASEImporter() -: noSkeletonMesh() + : mParser(), + mBuffer(), + pcScene(), + configRecomputeNormals(), + noSkeletonMesh() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/BVHLoader.cpp b/code/BVHLoader.cpp index c0aed9100..fd2273adf 100644 --- a/code/BVHLoader.cpp +++ b/code/BVHLoader.cpp @@ -70,7 +70,10 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer BVHLoader::BVHLoader() -: noSkeletonMesh() + : mLine(), + mAnimTickDuration(), + mAnimNumFrames(), + noSkeletonMesh() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/IRRLoader.cpp b/code/IRRLoader.cpp index 79d226b65..e325e1409 100644 --- a/code/IRRLoader.cpp +++ b/code/IRRLoader.cpp @@ -87,6 +87,8 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer IRRImporter::IRRImporter() + : fps(), + configSpeedFlag() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/IRRLoader.h b/code/IRRLoader.h index 429ba14a7..04a65a24b 100644 --- a/code/IRRLoader.h +++ b/code/IRRLoader.h @@ -166,7 +166,9 @@ private: Node(ET t) : type (t) , scaling (1.f,1.f,1.f) // assume uniform scaling by default + , parent() , framesPerSecond (0.f) + , id() , sphereRadius (1.f) , spherePolyCountX (100) , spherePolyCountY (100) diff --git a/code/LWOAnimation.cpp b/code/LWOAnimation.cpp index 69c379d42..afef9b76f 100644 --- a/code/LWOAnimation.cpp +++ b/code/LWOAnimation.cpp @@ -62,6 +62,10 @@ using namespace Assimp::LWO; AnimResolver::AnimResolver(std::list& _envelopes,double tick) : envelopes (_envelopes) , sample_rate (0.) + , envl_x(), envl_y(), envl_z() + , end_x(), end_y(), end_z() + , flags() + , sample_delta() { trans_x = trans_y = trans_z = NULL; rotat_x = rotat_y = rotat_z = NULL; diff --git a/code/LWOAnimation.h b/code/LWOAnimation.h index 9cd2fee3f..e80634f6f 100644 --- a/code/LWOAnimation.h +++ b/code/LWOAnimation.h @@ -113,7 +113,10 @@ enum PrePostBehaviour struct Key { Key() - : inter (IT_LINE) + : time(), + value(), + inter (IT_LINE), + params() {} //! Current time @@ -141,7 +144,8 @@ struct Key struct Envelope { Envelope() - : type (EnvelopeType_Unknown) + : index() + , type (EnvelopeType_Unknown) , pre (PrePostBehaviour_Constant) , post (PrePostBehaviour_Constant) diff --git a/code/LWOFileData.h b/code/LWOFileData.h index 49765676f..5838b5026 100644 --- a/code/LWOFileData.h +++ b/code/LWOFileData.h @@ -433,6 +433,7 @@ struct Texture Texture() : mClipIdx(UINT_MAX) , mStrength (1.0f) + , type() , mUVChannelIndex ("unknown") , mRealUVIndex (UINT_MAX) , enabled (true) @@ -499,6 +500,7 @@ struct Clip Clip() : type (UNSUPPORTED) + , clipRef() , idx (0) , negate (false) {} diff --git a/code/LWOLoader.cpp b/code/LWOLoader.cpp index 0b535fbaa..5ec073507 100644 --- a/code/LWOLoader.cpp +++ b/code/LWOLoader.cpp @@ -77,6 +77,19 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer LWOImporter::LWOImporter() + : mIsLWO2(), + mIsLXOB(), + mLayers(), + mCurLayer(), + mTags(), + mMapping(), + mSurfaces(), + mFileBuffer(), + fileSize(), + pScene(), + configSpeedFlag(), + configLayerIndex(), + hasNamedLayer() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/LWSLoader.cpp b/code/LWSLoader.cpp index 72eeda68a..95f90ca80 100644 --- a/code/LWSLoader.cpp +++ b/code/LWSLoader.cpp @@ -129,7 +129,12 @@ void LWS::Element::Parse (const char*& buffer) // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer LWSImporter::LWSImporter() -: noSkeletonMesh() + : configSpeedFlag(), + io(), + first(), + last(), + fps(), + noSkeletonMesh() { // nothing to do here } diff --git a/code/LWSLoader.h b/code/LWSLoader.h index 5b06f75cc..b31b815ee 100644 --- a/code/LWSLoader.h +++ b/code/LWSLoader.h @@ -85,7 +85,9 @@ public: struct NodeDesc { NodeDesc() - : number (0) + : type() + , id() + , number (0) , parent (0) , name ("") , isPivotSet (false) @@ -94,6 +96,7 @@ struct NodeDesc , lightType (0) , lightFalloffType (0) , lightConeAngle (45.f) + , lightEdgeAngle() , parent_resolved (NULL) {} diff --git a/code/MD2Loader.cpp b/code/MD2Loader.cpp index e7c1cc2de..f7adf731a 100644 --- a/code/MD2Loader.cpp +++ b/code/MD2Loader.cpp @@ -92,6 +92,10 @@ void MD2::LookupNormalIndex(uint8_t iNormalIndex,aiVector3D& vOut) // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MD2Importer::MD2Importer() + : configFrameID(), + m_pcHeader(), + mBuffer(), + fileSize() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/MD3Loader.cpp b/code/MD3Loader.cpp index 61a4e195e..f7fafefdd 100644 --- a/code/MD3Loader.cpp +++ b/code/MD3Loader.cpp @@ -354,8 +354,14 @@ void Q3Shader::ConvertShaderToMaterial(aiMaterial* out, const ShaderDataBlock& s // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MD3Importer::MD3Importer() -: configFrameID (0) -, configHandleMP (true) + : configFrameID (0) + , configHandleMP (true) + , configSpeedFlag() + , pcHeader() + , mBuffer() + , fileSize() + , mScene() + , mIOHandler() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/MD5Loader.cpp b/code/MD5Loader.cpp index c264657e6..6628aa346 100644 --- a/code/MD5Loader.cpp +++ b/code/MD5Loader.cpp @@ -82,8 +82,16 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MD5Importer::MD5Importer() -: mBuffer() -, configNoAutoLoad (false) + : mIOHandler() + , mBuffer() + , fileSize() + , iLineNumber() + , pScene() + , pIOHandler() + , bHadMD5Mesh() + , bHadMD5Anim() + , bHadMD5Camera() + , configNoAutoLoad (false) {} // ------------------------------------------------------------------------------------------------ diff --git a/code/MDCFileData.h b/code/MDCFileData.h index 158000518..ba5789e0f 100644 --- a/code/MDCFileData.h +++ b/code/MDCFileData.h @@ -117,6 +117,21 @@ struct Surface uint32_t ulOffsetFrameCompFrames ; uint32_t ulOffsetEnd; Surface() + : ulIdent(), + ulFlags(), + ulNumCompFrames(), + ulNumBaseFrames(), + ulNumShaders(), + ulNumVertices(), + ulNumTriangles(), + ulOffsetTriangles(), + ulOffsetShaders(), + ulOffsetTexCoords(), + ulOffsetBaseVerts(), + ulOffsetCompVerts(), + ulOffsetFrameBaseFrames(), + ulOffsetFrameCompFrames(), + ulOffsetEnd() { ucName[AI_MDC_MAXQPATH-1] = '\0'; } diff --git a/code/MDCLoader.cpp b/code/MDCLoader.cpp index d595498d8..a207439cf 100644 --- a/code/MDCLoader.cpp +++ b/code/MDCLoader.cpp @@ -95,6 +95,10 @@ void MDC::BuildVertex(const Frame& frame, // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MDCImporter::MDCImporter() + : configFrameID(), + pcHeader(), + mBuffer(), + fileSize() { } diff --git a/code/MDLFileData.h b/code/MDLFileData.h index 227ed6f5d..c2bae9086 100644 --- a/code/MDLFileData.h +++ b/code/MDLFileData.h @@ -841,6 +841,9 @@ struct IntGroupInfo_MDL7 IntGroupInfo_MDL7(BE_NCONST MDL::Group_MDL7* _pcGroup, unsigned int _iIndex) : iIndex(_iIndex) , pcGroup(_pcGroup) + , pcGroupUVs() + , pcGroupTris() + , pcGroupVerts() {} //! Index of the group @@ -896,6 +899,8 @@ struct IntSharedData_MDL7 { //! Default constructor IntSharedData_MDL7() + : apcOutBones(), + iNum() { abNeedMaterials.reserve(10); } @@ -933,7 +938,7 @@ struct IntSplitGroupData_MDL7 IntSplitGroupData_MDL7(IntSharedData_MDL7& _shared, std::vector& _avOutList) - : shared(_shared), avOutList(_avOutList) + : aiSplit(), shared(_shared), avOutList(_avOutList) { } diff --git a/code/MDLLoader.cpp b/code/MDLLoader.cpp index 269e74c4b..60c92661b 100644 --- a/code/MDLLoader.cpp +++ b/code/MDLLoader.cpp @@ -89,6 +89,12 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MDLImporter::MDLImporter() + : configFrameID(), + mBuffer(), + iGSFileVersion(), + pIOHandler(), + pScene(), + iFileSize() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/MS3DLoader.cpp b/code/MS3DLoader.cpp index a68a84e90..1aff8286a 100644 --- a/code/MS3DLoader.cpp +++ b/code/MS3DLoader.cpp @@ -78,6 +78,7 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer MS3DImporter::MS3DImporter() + : mScene() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/OpenGEXImporter.cpp b/code/OpenGEXImporter.cpp index 6aa76088f..137a8c1e5 100644 --- a/code/OpenGEXImporter.cpp +++ b/code/OpenGEXImporter.cpp @@ -47,7 +47,6 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include -#include #include static const aiImporterDesc desc = { @@ -194,9 +193,9 @@ OpenGEXImporter::VertexContainer::VertexContainer() : m_numVerts( 0 ) , m_vertices(NULL) , m_numNormals( 0 ) -, m_normals(NULL) { - std::fill(&m_numUVComps[0], &m_numUVComps[AI_MAX_NUMBER_OF_TEXTURECOORDS], 0U); - std::fill(&m_textureCoords[0], &m_textureCoords[AI_MAX_NUMBER_OF_TEXTURECOORDS], static_cast(NULL)); +, m_normals(NULL) +, m_numUVComps() +, m_textureCoords() { } //------------------------------------------------------------------------------------------------ @@ -228,13 +227,13 @@ OpenGEXImporter::OpenGEXImporter() , m_meshCache() , m_mesh2refMap() , m_ctx( NULL ) +, m_metrics() , m_currentNode( NULL ) , m_currentMesh( NULL ) , m_currentMaterial( NULL ) , m_tokenType( Grammar::NoneType ) , m_nodeStack() , m_unresolvedRefStack() { - std::fill(&m_metrics[0], &m_metrics[MetricInfo::Max], MetricInfo()); } //------------------------------------------------------------------------------------------------ diff --git a/code/PlyLoader.cpp b/code/PlyLoader.cpp index 28717bc12..65c9ba284 100644 --- a/code/PlyLoader.cpp +++ b/code/PlyLoader.cpp @@ -90,6 +90,8 @@ namespace // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer PLYImporter::PLYImporter() + : mBuffer(), + pcDOM() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/PlyParser.h b/code/PlyParser.h index d0b90c81f..c048db3cf 100644 --- a/code/PlyParser.h +++ b/code/PlyParser.h @@ -211,7 +211,10 @@ public: //! Default constructor Property() - : eType (EDT_Int), bIsList(false), eFirstType(EDT_UChar) + : eType (EDT_Int), + Semantic(), + bIsList(false), + eFirstType(EDT_UChar) {} //! Data type of the property diff --git a/code/SMDLoader.cpp b/code/SMDLoader.cpp index 529a9e588..d2ebbde96 100644 --- a/code/SMDLoader.cpp +++ b/code/SMDLoader.cpp @@ -75,6 +75,14 @@ static const aiImporterDesc desc = { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer SMDImporter::SMDImporter() + : configFrameID(), + mBuffer(), + pScene(), + iFileSize(), + iSmallestFrame(), + dLengthOfAnim(), + bHasUVs(), + iLineNumber() {} // ------------------------------------------------------------------------------------------------ @@ -694,7 +702,7 @@ void SMDImporter::ParseFile() { if(!SkipSpacesAndLineEnd(szCurrent,&szCurrent)) break; - // "version \n", should be 1 for hl and hl² SMD files + // "version \n", should be 1 for hl and hl� SMD files if (TokenMatch(szCurrent,"version",7)) { if(!SkipSpaces(szCurrent,&szCurrent)) break; diff --git a/code/SMDLoader.h b/code/SMDLoader.h index e14e76593..6575a641e 100644 --- a/code/SMDLoader.h +++ b/code/SMDLoader.h @@ -126,6 +126,7 @@ struct Bone { //! Public default constructor Animation() + : iFirstTimeKey() { asKeys.reserve(20); } diff --git a/code/STLLoader.cpp b/code/STLLoader.cpp index df1e7fe8a..fb05be760 100644 --- a/code/STLLoader.cpp +++ b/code/STLLoader.cpp @@ -106,6 +106,9 @@ bool IsAsciiSTL(const char* buffer, unsigned int fileSize) { // ------------------------------------------------------------------------------------------------ // Constructor to be privately used by Importer STLImporter::STLImporter() + : mBuffer(), + fileSize(), + pScene() {} // ------------------------------------------------------------------------------------------------ diff --git a/code/SmoothingGroups.h b/code/SmoothingGroups.h index dd529ce86..2ce25a2e9 100644 --- a/code/SmoothingGroups.h +++ b/code/SmoothingGroups.h @@ -52,9 +52,10 @@ http://www.jalix.org/ressources/graphics/3DS/_unofficials/3ds-unofficial.txt */ /** Helper structure representing a face with smoothing groups assigned */ struct FaceWithSmoothingGroup { - FaceWithSmoothingGroup() : iSmoothGroup(0) + FaceWithSmoothingGroup() + : mIndices(), + iSmoothGroup(0) { - // let the rest uninitialized for performance - in release builds. // in debug builds set all indices to a common magic value #ifdef ASSIMP_BUILD_DEBUG this->mIndices[0] = 0xffffffff; @@ -65,7 +66,7 @@ struct FaceWithSmoothingGroup //! Indices. .3ds is using uint16. However, after - //! an unique vrtex set has been generated, + //! an unique vertex set has been generated, //! individual index values might exceed 2^16 uint32_t mIndices[3]; diff --git a/code/UnrealLoader.h b/code/UnrealLoader.h index 22f65627d..e9b6c404a 100644 --- a/code/UnrealLoader.h +++ b/code/UnrealLoader.h @@ -82,7 +82,9 @@ struct Triangle { // temporary representation for a material struct TempMat { TempMat() - : numFaces (0) + : type() + , tex() + , numFaces (0) {} TempMat(const Triangle& in) diff --git a/code/XFileHelper.h b/code/XFileHelper.h index e34b2b095..cb5d9abb0 100644 --- a/code/XFileHelper.h +++ b/code/XFileHelper.h @@ -87,9 +87,13 @@ struct Material aiColor3D mEmissive; std::vector mTextures; - size_t sceneIndex; ///< the index under which it was stored in the scene's material list + size_t sceneIndex; ///< the index under which it was stored in the scene's material list - Material() { mIsReference = false; sceneIndex = SIZE_MAX; } + Material() + : mIsReference(false), + mSpecularExponent(), + sceneIndex(SIZE_MAX) + {} }; /** Helper structure to represent a bone weight */ diff --git a/tools/assimp_cmd/Export.cpp b/tools/assimp_cmd/Export.cpp index b4e9cd748..560548a90 100644 --- a/tools/assimp_cmd/Export.cpp +++ b/tools/assimp_cmd/Export.cpp @@ -1,171 +1,171 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Export.cpp - * @brief Implementation of the 'assimp export' utility - */ - -#include "Main.h" - -#ifndef ASSIMP_BUILD_NO_EXPORT - -const char* AICMD_MSG_EXPORT_HELP_E = -"assimp export [] [-f] [common parameters]\n" -"\t -f Specify the file format. If omitted, the output format is \n" -"\t\tderived from the file extension of the given output file \n" -"\t[See the assimp_cmd docs for a full list of all common parameters] \n" -; - - -// ----------------------------------------------------------------------------------- -size_t GetMatchingFormat(const std::string& outf,bool byext=false) -{ - for(size_t i = 0, end = globalExporter->GetExportFormatCount(); i < end; ++i) { - const aiExportFormatDesc* const e = globalExporter->GetExportFormatDescription(i); - if (outf == (byext ? e->fileExtension : e->id)) { - return i; - } - } - return SIZE_MAX; -} - - -// ----------------------------------------------------------------------------------- -int Assimp_Export(const char* const* params, unsigned int num) -{ - const char* const invalid = "assimp export: Invalid number of arguments. See \'assimp export --help\'\n"; - if (num < 1) { - printf(invalid); - return 1; - } - - // --help - if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { - printf("%s",AICMD_MSG_EXPORT_HELP_E); - return 0; - } - - std::string in = std::string(params[0]); - std::string out = (num > 1 ? std::string(params[1]) : "-"), outext; - - // - const std::string::size_type s = out.find_last_of('.'); - if (s != std::string::npos) { - outext = out.substr(s+1); - out = out.substr(0,s); - } - - // get import flags - ImportData import; - ProcessStandardArguments(import,params+1,num-1); - - // process other flags - std::string outf = ""; - for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { - if (!params[i]) { - continue; - } - if (!strncmp( params[i], "-f",2)) { - outf = std::string(params[i]+2); - } - else if ( !strncmp( params[i], "--format=",9)) { - outf = std::string(params[i]+9); - } - } - - std::transform(outf.begin(),outf.end(),outf.begin(),::tolower); - - // convert the output format to a format id - size_t outfi = GetMatchingFormat(outf); - if (outfi == SIZE_MAX) { - if (outf.length()) { - printf("assimp export: warning, format id \'%s\' is unknown\n",outf.c_str()); - } - - // retry to see if we know it as file extension - outfi = GetMatchingFormat(outf,true); - if (outfi == SIZE_MAX) { - // retry to see if we know the file extension of the output file - outfi = GetMatchingFormat(outext,true); - - if (outfi == SIZE_MAX) { - // still no match -> failure - printf("assimp export: no output format specified and I failed to guess it\n"); - return -23; - } - } - else { - outext = outf; - } - } - - // if no output file is specified, take the file name from input file - if (out[0] == '-') { - std::string::size_type s = in.find_last_of('.'); - if (s == std::string::npos) { - s = in.length(); - } - - out = in.substr(0,s); - } - - const aiExportFormatDesc* const e = globalExporter->GetExportFormatDescription(outfi); - printf("assimp export: select file format: \'%s\' (%s)\n",e->id,e->description); - - // import the model - const aiScene* scene = ImportModel(import,in); - if (!scene) { - return -39; - } - - // derive the final file name - out += "."+outext; - - // and call the export routine - if(!ExportModel(scene, import, out,e->id)) { - return -25; - } - printf("assimp export: wrote output file: %s\n",out.c_str()); - return 0; -} - -#endif // no export - +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Export.cpp + * @brief Implementation of the 'assimp export' utility + */ + +#include "Main.h" + +#ifndef ASSIMP_BUILD_NO_EXPORT + +const char* AICMD_MSG_EXPORT_HELP_E = +"assimp export [] [-f] [common parameters]\n" +"\t -f Specify the file format. If omitted, the output format is \n" +"\t\tderived from the file extension of the given output file \n" +"\t[See the assimp_cmd docs for a full list of all common parameters] \n" +; + + +// ----------------------------------------------------------------------------------- +size_t GetMatchingFormat(const std::string& outf,bool byext=false) +{ + for(size_t i = 0, end = globalExporter->GetExportFormatCount(); i < end; ++i) { + const aiExportFormatDesc* const e = globalExporter->GetExportFormatDescription(i); + if (outf == (byext ? e->fileExtension : e->id)) { + return i; + } + } + return SIZE_MAX; +} + + +// ----------------------------------------------------------------------------------- +int Assimp_Export(const char* const* params, unsigned int num) +{ + const char* const invalid = "assimp export: Invalid number of arguments. See \'assimp export --help\'\n"; + if (num < 1) { + printf(invalid); + return 1; + } + + // --help + if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { + printf("%s",AICMD_MSG_EXPORT_HELP_E); + return 0; + } + + std::string in = std::string(params[0]); + std::string out = (num > 1 ? std::string(params[1]) : "-"), outext; + + // + const std::string::size_type s = out.find_last_of('.'); + if (s != std::string::npos) { + outext = out.substr(s+1); + out = out.substr(0,s); + } + + // get import flags + ImportData import; + ProcessStandardArguments(import,params+1,num-1); + + // process other flags + std::string outf = ""; + for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { + if (!params[i]) { + continue; + } + if (!strncmp( params[i], "-f",2)) { + outf = std::string(params[i]+2); + } + else if ( !strncmp( params[i], "--format=",9)) { + outf = std::string(params[i]+9); + } + } + + std::transform(outf.begin(),outf.end(),outf.begin(),::tolower); + + // convert the output format to a format id + size_t outfi = GetMatchingFormat(outf); + if (outfi == SIZE_MAX) { + if (outf.length()) { + printf("assimp export: warning, format id \'%s\' is unknown\n",outf.c_str()); + } + + // retry to see if we know it as file extension + outfi = GetMatchingFormat(outf,true); + if (outfi == SIZE_MAX) { + // retry to see if we know the file extension of the output file + outfi = GetMatchingFormat(outext,true); + + if (outfi == SIZE_MAX) { + // still no match -> failure + printf("assimp export: no output format specified and I failed to guess it\n"); + return -23; + } + } + else { + outext = outf; + } + } + + // if no output file is specified, take the file name from input file + if (out[0] == '-') { + std::string::size_type s = in.find_last_of('.'); + if (s == std::string::npos) { + s = in.length(); + } + + out = in.substr(0,s); + } + + const aiExportFormatDesc* const e = globalExporter->GetExportFormatDescription(outfi); + printf("assimp export: select file format: \'%s\' (%s)\n",e->id,e->description); + + // import the model + const aiScene* scene = ImportModel(import,in); + if (!scene) { + return -39; + } + + // derive the final file name + out += "."+outext; + + // and call the export routine + if(!ExportModel(scene, import, out,e->id)) { + return -25; + } + printf("assimp export: wrote output file: %s\n",out.c_str()); + return 0; +} + +#endif // no export + diff --git a/tools/assimp_cmd/ImageExtractor.cpp b/tools/assimp_cmd/ImageExtractor.cpp index 2bdb99592..ecee46c1d 100644 --- a/tools/assimp_cmd/ImageExtractor.cpp +++ b/tools/assimp_cmd/ImageExtractor.cpp @@ -1,377 +1,377 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file ImageExtractor.cpp - * @brief Implementation of the 'assimp extract' utility - */ - -#include "Main.h" -#include <../code/fast_atof.h> -#include <../code/StringComparison.h> - -const char* AICMD_MSG_DUMP_HELP_E = -"assimp extract [] [-t] [-f] [-ba] [-s] [common parameters]\n" -"\t -ba Writes BMP's with alpha channel\n" -"\t -t Zero-based index of the texture to be extracted \n" -"\t -f Specify the file format if is omitted \n" -"\t[See the assimp_cmd docs for a full list of all common parameters] \n" -"\t -cfast Fast post processing preset, runs just a few important steps \n" -"\t -cdefault Default post processing: runs all recommended steps\n" -"\t -cfull Fires almost all post processing steps \n" -; - -#define AI_EXTRACT_WRITE_BMP_ALPHA 0x1 -#include - -// ----------------------------------------------------------------------------------- -// Data structure for the first header of a BMP -struct BITMAPFILEHEADER -{ - uint16_t bfType ; - uint32_t bfSize; - uint16_t bfReserved1 ; - uint16_t bfReserved2; - uint32_t bfOffBits; -} PACK_STRUCT; - -// ----------------------------------------------------------------------------------- -// Data structure for the second header of a BMP -struct BITMAPINFOHEADER -{ - int32_t biSize; - int32_t biWidth; - int32_t biHeight; - int16_t biPlanes; - int16_t biBitCount; - uint32_t biCompression; - int32_t biSizeImage; - int32_t biXPelsPerMeter; - int32_t biYPelsPerMeter; - int32_t biClrUsed; - int32_t biClrImportant; - - // pixel data follows header -} PACK_STRUCT; - -// ----------------------------------------------------------------------------------- -// Data structure for the header of a TGA -struct TGA_HEADER -{ - uint8_t identsize; // size of ID field that follows 18 byte header (0 usually) - uint8_t colourmaptype; // type of colour map 0=none, 1=has palette - uint8_t imagetype; // type of image 0=none,1=indexed,2=rgb,3=grey,+8=rle packed - - uint16_t colourmapstart; // first colour map entry in palette - uint16_t colourmaplength; // number of colours in palette - uint8_t colourmapbits; // number of bits per palette entry 15,16,24,32 - - uint16_t xstart; // image x origin - uint16_t ystart; // image y origin - uint16_t width; // image width in pixels - uint16_t height; // image height in pixels - uint8_t bits; // image bits per pixel 8,16,24,32 - uint8_t descriptor; // image descriptor bits (vh flip bits) - - // pixel data follows header -} PACK_STRUCT; - - -#include - -// ----------------------------------------------------------------------------------- -// Save a texture as bitmap -int SaveAsBMP (FILE* file, const aiTexel* data, unsigned int width, unsigned int height, bool SaveAlpha = false) -{ - if (!file || !data) { - return 1; - } - - const unsigned int numc = (SaveAlpha ? 4 : 3); - unsigned char* buffer = new unsigned char[width*height*numc]; - - for (unsigned int y = 0; y < height; ++y) { - for (unsigned int x = 0; x < width; ++x) { - - unsigned char* s = &buffer[(y*width+x) * numc]; - const aiTexel* t = &data [ y*width+x]; - s[0] = t->b; - s[1] = t->g; - s[2] = t->r; - if (4 == numc) - s[3] = t->a; - } - } - - BITMAPFILEHEADER header; - header.bfType = 'B' | (int('M') << 8u); - header.bfOffBits = sizeof(BITMAPFILEHEADER)+sizeof(BITMAPINFOHEADER); - header.bfSize = header.bfOffBits+width*height*numc; - header.bfReserved1 = header.bfReserved2 = 0; - - fwrite(&header,sizeof(BITMAPFILEHEADER),1,file); - - BITMAPINFOHEADER info; - info.biSize = 40; - info.biWidth = width; - info.biHeight = height; - info.biPlanes = 1; - info.biBitCount = numc<<3; - info.biCompression = 0; - info.biSizeImage = width*height*numc; - info.biXPelsPerMeter = 1; // dummy - info.biYPelsPerMeter = 1; // dummy - info.biClrUsed = 0; - info.biClrImportant = 0; - - fwrite(&info,sizeof(BITMAPINFOHEADER),1,file); - - unsigned char* temp = buffer+info.biSizeImage; - const unsigned int row = width*numc; - - for (int y = 0; temp -= row,y < info.biHeight;++y) { - fwrite(temp,row,1,file); - } - - // delete the buffer - delete[] buffer; - return 0; -} - -// ----------------------------------------------------------------------------------- -// Save a texture as tga -int SaveAsTGA (FILE* file, const aiTexel* data, unsigned int width, unsigned int height) -{ - if (!file || !data) { - return 1; - } - - TGA_HEADER head; - memset(&head, 0, sizeof(head)); - head.bits = 32; - head.height = (uint16_t)height; - head.width = (uint16_t)width; - head.descriptor |= (1u<<5); - - head.imagetype = 2; // actually it's RGBA - fwrite(&head,sizeof(TGA_HEADER),1,file); - - for (unsigned int y = 0; y < height; ++y) { - for (unsigned int x = 0; x < width; ++x) { - fwrite(data + y*width+x,4,1,file); - } - } - - return 0; -} - -// ----------------------------------------------------------------------------------- -// Do the texture import for a given aiTexture -int DoExport(const aiTexture* tx, FILE* p, const std::string& extension, - unsigned int flags) -{ - // export the image to the appropriate decoder - if (extension == "bmp") { - SaveAsBMP(p,tx->pcData,tx->mWidth,tx->mHeight, - (0 != (flags & AI_EXTRACT_WRITE_BMP_ALPHA))); - } - else if (extension == "tga") { - SaveAsTGA(p,tx->pcData,tx->mWidth,tx->mHeight); - } - else { - printf("assimp extract: No available texture encoder found for %s\n", extension.c_str()); - return 1; - } - return 0; -} - -// ----------------------------------------------------------------------------------- -// Implementation of the assimp extract utility -int Assimp_Extract (const char* const* params, unsigned int num) -{ - const char* const invalid = "assimp extract: Invalid number of arguments. See \'assimp extract --help\'\n"; - if (num < 1) { - printf(invalid); - return 1; - } - - // --help - if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { - printf("%s",AICMD_MSG_DUMP_HELP_E); - return 0; - } - - // asssimp extract in out [options] - if (num < 1) { - printf(invalid); - return 1; - } - - std::string in = std::string(params[0]); - std::string out = (num > 1 ? std::string(params[1]) : "-"); - - // get import flags - ImportData import; - ProcessStandardArguments(import,params+1,num-1); - - bool nosuffix = false; - unsigned int texIdx = 0xffffffff, flags = 0; - - // process other flags - std::string extension = "bmp"; - for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { - if (!params[i]) { - continue; - } - - if (!strncmp( params[i], "-f",2)) { - extension = std::string(params[i]+2); - } - else if ( !strncmp( params[i], "--format=",9)) { - extension = std::string(params[i]+9); - } - else if ( !strcmp( params[i], "--nosuffix") || !strcmp(params[i],"-s")) { - nosuffix = true; - } - else if ( !strncmp( params[i], "--texture=",10)) { - texIdx = Assimp::strtoul10(params[i]+10); - } - else if ( !strncmp( params[i], "-t",2)) { - texIdx = Assimp::strtoul10(params[i]+2); - } - else if ( !strcmp( params[i], "-ba") || !strcmp( params[i], "--bmp-with-alpha")) { - flags |= AI_EXTRACT_WRITE_BMP_ALPHA; - } -#if 0 - else { - printf("Unknown parameter: %s\n",params[i]); - return 10; - } -#endif - } - - std::transform(extension.begin(),extension.end(),extension.begin(),::tolower); - - if (out[0] == '-') { - // take file name from input file - std::string::size_type s = in.find_last_of('.'); - if (s == std::string::npos) - s = in.length(); - - out = in.substr(0,s); - } - - // take file extension from file name, if given - std::string::size_type s = out.find_last_of('.'); - if (s != std::string::npos) { - extension = out.substr(s+1,in.length()-(s+1)); - out = out.substr(0,s); - } - - // import the main model - const aiScene* scene = ImportModel(import,in); - if (!scene) { - printf("assimp extract: Unable to load input file %s\n",in.c_str()); - return 5; - } - - // get the texture(s) to be exported - if (texIdx != 0xffffffff) { - - // check whether the requested texture is existing - if (texIdx >= scene->mNumTextures) { - ::printf("assimp extract: Texture %i requested, but there are just %i textures\n", - texIdx, scene->mNumTextures); - return 6; - } - } - else { - ::printf("assimp extract: Exporting %i textures\n",scene->mNumTextures); - } - - // now write all output textures - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - if (texIdx != 0xffffffff && texIdx != i) { - continue; - } - - const aiTexture* tex = scene->mTextures[i]; - std::string out_cpy = out, out_ext = extension; - - // append suffix if necessary - always if all textures are exported - if (!nosuffix || (texIdx == 0xffffffff)) { - out_cpy.append ("_img"); - char tmp[10]; - Assimp::ASSIMP_itoa10(tmp,i); - - out_cpy.append(std::string(tmp)); - } - - // if the texture is a compressed one, we'll export - // it to its native file format - if (!tex->mHeight) { - printf("assimp extract: Texture %i is compressed (%s). Writing native file format.\n", - i,tex->achFormatHint); - - // modify file extension - out_ext = std::string(tex->achFormatHint); - } - out_cpy.append("."+out_ext); - - // open output file - FILE* p = ::fopen(out_cpy.c_str(),"wb"); - if (!p) { - printf("assimp extract: Unable to open output file %s\n",out_cpy.c_str()); - return 7; - } - int m; - - if (!tex->mHeight) { - m = (1 != fwrite(tex->pcData,tex->mWidth,1,p)); - } - else m = DoExport(tex,p,extension,flags); - ::fclose(p); - - printf("assimp extract: Wrote texture %i to %s\n",i, out_cpy.c_str()); - if (texIdx != 0xffffffff) - return m; - } - return 0; -} +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file ImageExtractor.cpp + * @brief Implementation of the 'assimp extract' utility + */ + +#include "Main.h" +#include <../code/fast_atof.h> +#include <../code/StringComparison.h> + +const char* AICMD_MSG_DUMP_HELP_E = +"assimp extract [] [-t] [-f] [-ba] [-s] [common parameters]\n" +"\t -ba Writes BMP's with alpha channel\n" +"\t -t Zero-based index of the texture to be extracted \n" +"\t -f Specify the file format if is omitted \n" +"\t[See the assimp_cmd docs for a full list of all common parameters] \n" +"\t -cfast Fast post processing preset, runs just a few important steps \n" +"\t -cdefault Default post processing: runs all recommended steps\n" +"\t -cfull Fires almost all post processing steps \n" +; + +#define AI_EXTRACT_WRITE_BMP_ALPHA 0x1 +#include + +// ----------------------------------------------------------------------------------- +// Data structure for the first header of a BMP +struct BITMAPFILEHEADER +{ + uint16_t bfType ; + uint32_t bfSize; + uint16_t bfReserved1 ; + uint16_t bfReserved2; + uint32_t bfOffBits; +} PACK_STRUCT; + +// ----------------------------------------------------------------------------------- +// Data structure for the second header of a BMP +struct BITMAPINFOHEADER +{ + int32_t biSize; + int32_t biWidth; + int32_t biHeight; + int16_t biPlanes; + int16_t biBitCount; + uint32_t biCompression; + int32_t biSizeImage; + int32_t biXPelsPerMeter; + int32_t biYPelsPerMeter; + int32_t biClrUsed; + int32_t biClrImportant; + + // pixel data follows header +} PACK_STRUCT; + +// ----------------------------------------------------------------------------------- +// Data structure for the header of a TGA +struct TGA_HEADER +{ + uint8_t identsize; // size of ID field that follows 18 byte header (0 usually) + uint8_t colourmaptype; // type of colour map 0=none, 1=has palette + uint8_t imagetype; // type of image 0=none,1=indexed,2=rgb,3=grey,+8=rle packed + + uint16_t colourmapstart; // first colour map entry in palette + uint16_t colourmaplength; // number of colours in palette + uint8_t colourmapbits; // number of bits per palette entry 15,16,24,32 + + uint16_t xstart; // image x origin + uint16_t ystart; // image y origin + uint16_t width; // image width in pixels + uint16_t height; // image height in pixels + uint8_t bits; // image bits per pixel 8,16,24,32 + uint8_t descriptor; // image descriptor bits (vh flip bits) + + // pixel data follows header +} PACK_STRUCT; + + +#include + +// ----------------------------------------------------------------------------------- +// Save a texture as bitmap +int SaveAsBMP (FILE* file, const aiTexel* data, unsigned int width, unsigned int height, bool SaveAlpha = false) +{ + if (!file || !data) { + return 1; + } + + const unsigned int numc = (SaveAlpha ? 4 : 3); + unsigned char* buffer = new unsigned char[width*height*numc]; + + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + + unsigned char* s = &buffer[(y*width+x) * numc]; + const aiTexel* t = &data [ y*width+x]; + s[0] = t->b; + s[1] = t->g; + s[2] = t->r; + if (4 == numc) + s[3] = t->a; + } + } + + BITMAPFILEHEADER header; + header.bfType = 'B' | (int('M') << 8u); + header.bfOffBits = sizeof(BITMAPFILEHEADER)+sizeof(BITMAPINFOHEADER); + header.bfSize = header.bfOffBits+width*height*numc; + header.bfReserved1 = header.bfReserved2 = 0; + + fwrite(&header,sizeof(BITMAPFILEHEADER),1,file); + + BITMAPINFOHEADER info; + info.biSize = 40; + info.biWidth = width; + info.biHeight = height; + info.biPlanes = 1; + info.biBitCount = numc<<3; + info.biCompression = 0; + info.biSizeImage = width*height*numc; + info.biXPelsPerMeter = 1; // dummy + info.biYPelsPerMeter = 1; // dummy + info.biClrUsed = 0; + info.biClrImportant = 0; + + fwrite(&info,sizeof(BITMAPINFOHEADER),1,file); + + unsigned char* temp = buffer+info.biSizeImage; + const unsigned int row = width*numc; + + for (int y = 0; temp -= row,y < info.biHeight;++y) { + fwrite(temp,row,1,file); + } + + // delete the buffer + delete[] buffer; + return 0; +} + +// ----------------------------------------------------------------------------------- +// Save a texture as tga +int SaveAsTGA (FILE* file, const aiTexel* data, unsigned int width, unsigned int height) +{ + if (!file || !data) { + return 1; + } + + TGA_HEADER head; + memset(&head, 0, sizeof(head)); + head.bits = 32; + head.height = (uint16_t)height; + head.width = (uint16_t)width; + head.descriptor |= (1u<<5); + + head.imagetype = 2; // actually it's RGBA + fwrite(&head,sizeof(TGA_HEADER),1,file); + + for (unsigned int y = 0; y < height; ++y) { + for (unsigned int x = 0; x < width; ++x) { + fwrite(data + y*width+x,4,1,file); + } + } + + return 0; +} + +// ----------------------------------------------------------------------------------- +// Do the texture import for a given aiTexture +int DoExport(const aiTexture* tx, FILE* p, const std::string& extension, + unsigned int flags) +{ + // export the image to the appropriate decoder + if (extension == "bmp") { + SaveAsBMP(p,tx->pcData,tx->mWidth,tx->mHeight, + (0 != (flags & AI_EXTRACT_WRITE_BMP_ALPHA))); + } + else if (extension == "tga") { + SaveAsTGA(p,tx->pcData,tx->mWidth,tx->mHeight); + } + else { + printf("assimp extract: No available texture encoder found for %s\n", extension.c_str()); + return 1; + } + return 0; +} + +// ----------------------------------------------------------------------------------- +// Implementation of the assimp extract utility +int Assimp_Extract (const char* const* params, unsigned int num) +{ + const char* const invalid = "assimp extract: Invalid number of arguments. See \'assimp extract --help\'\n"; + if (num < 1) { + printf(invalid); + return 1; + } + + // --help + if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { + printf("%s",AICMD_MSG_DUMP_HELP_E); + return 0; + } + + // asssimp extract in out [options] + if (num < 1) { + printf(invalid); + return 1; + } + + std::string in = std::string(params[0]); + std::string out = (num > 1 ? std::string(params[1]) : "-"); + + // get import flags + ImportData import; + ProcessStandardArguments(import,params+1,num-1); + + bool nosuffix = false; + unsigned int texIdx = 0xffffffff, flags = 0; + + // process other flags + std::string extension = "bmp"; + for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { + if (!params[i]) { + continue; + } + + if (!strncmp( params[i], "-f",2)) { + extension = std::string(params[i]+2); + } + else if ( !strncmp( params[i], "--format=",9)) { + extension = std::string(params[i]+9); + } + else if ( !strcmp( params[i], "--nosuffix") || !strcmp(params[i],"-s")) { + nosuffix = true; + } + else if ( !strncmp( params[i], "--texture=",10)) { + texIdx = Assimp::strtoul10(params[i]+10); + } + else if ( !strncmp( params[i], "-t",2)) { + texIdx = Assimp::strtoul10(params[i]+2); + } + else if ( !strcmp( params[i], "-ba") || !strcmp( params[i], "--bmp-with-alpha")) { + flags |= AI_EXTRACT_WRITE_BMP_ALPHA; + } +#if 0 + else { + printf("Unknown parameter: %s\n",params[i]); + return 10; + } +#endif + } + + std::transform(extension.begin(),extension.end(),extension.begin(),::tolower); + + if (out[0] == '-') { + // take file name from input file + std::string::size_type s = in.find_last_of('.'); + if (s == std::string::npos) + s = in.length(); + + out = in.substr(0,s); + } + + // take file extension from file name, if given + std::string::size_type s = out.find_last_of('.'); + if (s != std::string::npos) { + extension = out.substr(s+1,in.length()-(s+1)); + out = out.substr(0,s); + } + + // import the main model + const aiScene* scene = ImportModel(import,in); + if (!scene) { + printf("assimp extract: Unable to load input file %s\n",in.c_str()); + return 5; + } + + // get the texture(s) to be exported + if (texIdx != 0xffffffff) { + + // check whether the requested texture is existing + if (texIdx >= scene->mNumTextures) { + ::printf("assimp extract: Texture %i requested, but there are just %i textures\n", + texIdx, scene->mNumTextures); + return 6; + } + } + else { + ::printf("assimp extract: Exporting %i textures\n",scene->mNumTextures); + } + + // now write all output textures + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + if (texIdx != 0xffffffff && texIdx != i) { + continue; + } + + const aiTexture* tex = scene->mTextures[i]; + std::string out_cpy = out, out_ext = extension; + + // append suffix if necessary - always if all textures are exported + if (!nosuffix || (texIdx == 0xffffffff)) { + out_cpy.append ("_img"); + char tmp[10]; + Assimp::ASSIMP_itoa10(tmp,i); + + out_cpy.append(std::string(tmp)); + } + + // if the texture is a compressed one, we'll export + // it to its native file format + if (!tex->mHeight) { + printf("assimp extract: Texture %i is compressed (%s). Writing native file format.\n", + i,tex->achFormatHint); + + // modify file extension + out_ext = std::string(tex->achFormatHint); + } + out_cpy.append("."+out_ext); + + // open output file + FILE* p = ::fopen(out_cpy.c_str(),"wb"); + if (!p) { + printf("assimp extract: Unable to open output file %s\n",out_cpy.c_str()); + return 7; + } + int m; + + if (!tex->mHeight) { + m = (1 != fwrite(tex->pcData,tex->mWidth,1,p)); + } + else m = DoExport(tex,p,extension,flags); + ::fclose(p); + + printf("assimp extract: Wrote texture %i to %s\n",i, out_cpy.c_str()); + if (texIdx != 0xffffffff) + return m; + } + return 0; +} diff --git a/tools/assimp_cmd/Info.cpp b/tools/assimp_cmd/Info.cpp index 31f3e4e51..de11150ff 100644 --- a/tools/assimp_cmd/Info.cpp +++ b/tools/assimp_cmd/Info.cpp @@ -1,352 +1,352 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Info.cpp - * @brief Implementation of the 'assimp info' utility */ - -#include "Main.h" - -const char* AICMD_MSG_INFO_HELP_E = -"assimp info [-r]\n" -"\tPrint basic structure of a 3D model\n" -"\t-r,--raw: No postprocessing, do a raw import\n"; - - -// ----------------------------------------------------------------------------------- -unsigned int CountNodes(const aiNode* root) -{ - unsigned int i = 0; - for (unsigned int a = 0; a < root->mNumChildren; ++a ) { - i += CountNodes(root->mChildren[a]); - } - return 1+i; -} - -// ----------------------------------------------------------------------------------- -unsigned int GetMaxDepth(const aiNode* root) -{ - unsigned int cnt = 0; - for (unsigned int i = 0; i < root->mNumChildren; ++i ) { - cnt = std::max(cnt,GetMaxDepth(root->mChildren[i])); - } - return cnt+1; -} - -// ----------------------------------------------------------------------------------- -unsigned int CountVertices(const aiScene* scene) -{ - unsigned int cnt = 0; - for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { - cnt += scene->mMeshes[i]->mNumVertices; - } - return cnt; -} - -// ----------------------------------------------------------------------------------- -unsigned int CountFaces(const aiScene* scene) -{ - unsigned int cnt = 0; - for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { - cnt += scene->mMeshes[i]->mNumFaces; - } - return cnt; -} - -// ----------------------------------------------------------------------------------- -unsigned int CountBones(const aiScene* scene) -{ - unsigned int cnt = 0; - for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { - cnt += scene->mMeshes[i]->mNumBones; - } - return cnt; -} - -// ----------------------------------------------------------------------------------- -unsigned int CountAnimChannels(const aiScene* scene) -{ - unsigned int cnt = 0; - for(unsigned int i = 0; i < scene->mNumAnimations; ++i) { - cnt += scene->mAnimations[i]->mNumChannels; - } - return cnt; -} - -// ----------------------------------------------------------------------------------- -unsigned int GetAvgFacePerMesh(const aiScene* scene) { - return (scene->mNumMeshes != 0) ? static_cast(CountFaces(scene)/scene->mNumMeshes) : 0; -} - -// ----------------------------------------------------------------------------------- -unsigned int GetAvgVertsPerMesh(const aiScene* scene) { - return (scene->mNumMeshes != 0) ? static_cast(CountVertices(scene)/scene->mNumMeshes) : 0; -} - -// ----------------------------------------------------------------------------------- -void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4()) -{ - // XXX that could be greatly simplified by using code from code/ProcessHelper.h - // XXX I just don't want to include it here. - const aiMatrix4x4 trafo = root->mTransformation*mat; - for(unsigned int i = 0; i < root->mNumMeshes; ++i) { - const aiMesh* mesh = scene->mMeshes[root->mMeshes[i]]; - - for(unsigned int a = 0; a < mesh->mNumVertices; ++a) { - aiVector3D v = trafo*mesh->mVertices[a]; - - special_points[0].x = std::min(special_points[0].x,v.x); - special_points[0].y = std::min(special_points[0].y,v.y); - special_points[0].z = std::min(special_points[0].z,v.z); - - special_points[1].x = std::max(special_points[1].x,v.x); - special_points[1].y = std::max(special_points[1].y,v.y); - special_points[1].z = std::max(special_points[1].z,v.z); - } - } - - for(unsigned int i = 0; i < root->mNumChildren; ++i) { - FindSpecialPoints(scene,root->mChildren[i],special_points,trafo); - } -} - -// ----------------------------------------------------------------------------------- -void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3]) -{ - special_points[0] = aiVector3D(1e10f,1e10f,1e10f); - special_points[1] = aiVector3D(-1e10f,-1e10f,-1e10f); - - FindSpecialPoints(scene,scene->mRootNode,special_points); - special_points[2] = 0.5f*(special_points[0]+special_points[1]); -} - -// ----------------------------------------------------------------------------------- -std::string FindPTypes(const aiScene* scene) -{ - bool haveit[4] = {0}; - for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { - const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes; - if (pt & aiPrimitiveType_POINT) { - haveit[0]=true; - } - if (pt & aiPrimitiveType_LINE) { - haveit[1]=true; - } - if (pt & aiPrimitiveType_TRIANGLE) { - haveit[2]=true; - } - if (pt & aiPrimitiveType_POLYGON) { - haveit[3]=true; - } - } - return (haveit[0]?std::string("points"):"")+(haveit[1]?"lines":"")+ - (haveit[2]?"triangles":"")+(haveit[3]?"n-polygons":""); -} - -// ----------------------------------------------------------------------------------- -void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline, - unsigned int cline, unsigned int cnest=0) -{ - if (cline++ >= maxline || cnest >= maxnest) { - return; - } - - for(unsigned int i = 0; i < cnest; ++i) { - printf("-- "); - } - printf("\'%s\', meshes: %i\n",root->mName.data,root->mNumMeshes); - for (unsigned int i = 0; i < root->mNumChildren; ++i ) { - PrintHierarchy(root->mChildren[i],maxnest,maxline,cline,cnest+1); - if(i == root->mNumChildren-1) { - for(unsigned int i = 0; i < cnest; ++i) { - printf(" "); - } - printf("<--\n"); - } - } -} - -// ----------------------------------------------------------------------------------- -// Implementation of the assimp info utility to print basic file info -int Assimp_Info (const char* const* params, unsigned int num) -{ - if (num < 1) { - printf("assimp info: Invalid number of arguments. " - "See \'assimp info --help\'\n"); - return 1; - } - - // --help - if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) { - printf("%s",AICMD_MSG_INFO_HELP_E); - return 0; - } - - // asssimp info [-r] - if (num < 1) { - printf("assimp info: Invalid number of arguments. " - "See \'assimp info --help\'\n"); - return 1; - } - - const std::string in = std::string(params[0]); - - // do maximum post-processing unless -r was specified - ImportData import; - import.ppFlags = num>1&&(!strcmp(params[1],"--raw")||!strcmp(params[1],"-r")) ? 0 - : aiProcessPreset_TargetRealtime_MaxQuality; - - // import the main model - const aiScene* scene = ImportModel(import,in); - if (!scene) { - printf("assimp info: Unable to load input file %s\n", - in.c_str()); - return 5; - } - - aiMemoryInfo mem; - globalImporter->GetMemoryRequirements(mem); - - - static const char* format_string = - "Memory consumption: %i B\n" - "Nodes: %i\n" - "Maximum depth %i\n" - "Meshes: %i\n" - "Animations: %i\n" - "Textures (embed.): %i\n" - "Materials: %i\n" - "Cameras: %i\n" - "Lights: %i\n" - "Vertices: %i\n" - "Faces: %i\n" - "Bones: %i\n" - "Animation Channels: %i\n" - "Primitive Types: %s\n" - "Average faces/mesh %i\n" - "Average verts/mesh %i\n" - "Minimum point (%f %f %f)\n" - "Maximum point (%f %f %f)\n" - "Center point (%f %f %f)\n" - - ; - - aiVector3D special_points[3]; - FindSpecialPoints(scene,special_points); - printf(format_string, - mem.total, - CountNodes(scene->mRootNode), - GetMaxDepth(scene->mRootNode), - scene->mNumMeshes, - scene->mNumAnimations, - scene->mNumTextures, - scene->mNumMaterials, - scene->mNumCameras, - scene->mNumLights, - CountVertices(scene), - CountFaces(scene), - CountBones(scene), - CountAnimChannels(scene), - FindPTypes(scene).c_str(), - GetAvgFacePerMesh(scene), - GetAvgVertsPerMesh(scene), - special_points[0][0],special_points[0][1],special_points[0][2], - special_points[1][0],special_points[1][1],special_points[1][2], - special_points[2][0],special_points[2][1],special_points[2][2] - ) - ; - unsigned int total=0; - for(unsigned int i = 0;i < scene->mNumMaterials; ++i) { - aiString name; - if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) { - printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data); - } - } - if(total) { - printf("\n"); - } - - total=0; - for(unsigned int i = 0;i < scene->mNumMaterials; ++i) { - aiString name; - static const aiTextureType types[] = { - aiTextureType_NONE, - aiTextureType_DIFFUSE, - aiTextureType_SPECULAR, - aiTextureType_AMBIENT, - aiTextureType_EMISSIVE, - aiTextureType_HEIGHT, - aiTextureType_NORMALS, - aiTextureType_SHININESS, - aiTextureType_OPACITY, - aiTextureType_DISPLACEMENT, - aiTextureType_LIGHTMAP, - aiTextureType_REFLECTION, - aiTextureType_UNKNOWN - }; - for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) { - for(unsigned int idx = 0;AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i], - AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) { - printf("%s\n \'%s\'",(total++?"":"\nTexture Refs:" ),name.data); - } - } - } - if(total) { - printf("\n"); - } - - total=0; - for(unsigned int i = 0;i < scene->mNumAnimations; ++i) { - if (scene->mAnimations[i]->mName.length) { - printf("%s\n \'%s\'",(total++?"":"\nNamed Animations:" ),scene->mAnimations[i]->mName.data); - } - } - if(total) { - printf("\n"); - } - - printf("\nNode hierarchy:\n"); - unsigned int cline=0; - PrintHierarchy(scene->mRootNode,20,1000,cline); - - printf("\n"); - return 0; -} - +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Info.cpp + * @brief Implementation of the 'assimp info' utility */ + +#include "Main.h" + +const char* AICMD_MSG_INFO_HELP_E = +"assimp info [-r]\n" +"\tPrint basic structure of a 3D model\n" +"\t-r,--raw: No postprocessing, do a raw import\n"; + + +// ----------------------------------------------------------------------------------- +unsigned int CountNodes(const aiNode* root) +{ + unsigned int i = 0; + for (unsigned int a = 0; a < root->mNumChildren; ++a ) { + i += CountNodes(root->mChildren[a]); + } + return 1+i; +} + +// ----------------------------------------------------------------------------------- +unsigned int GetMaxDepth(const aiNode* root) +{ + unsigned int cnt = 0; + for (unsigned int i = 0; i < root->mNumChildren; ++i ) { + cnt = std::max(cnt,GetMaxDepth(root->mChildren[i])); + } + return cnt+1; +} + +// ----------------------------------------------------------------------------------- +unsigned int CountVertices(const aiScene* scene) +{ + unsigned int cnt = 0; + for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { + cnt += scene->mMeshes[i]->mNumVertices; + } + return cnt; +} + +// ----------------------------------------------------------------------------------- +unsigned int CountFaces(const aiScene* scene) +{ + unsigned int cnt = 0; + for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { + cnt += scene->mMeshes[i]->mNumFaces; + } + return cnt; +} + +// ----------------------------------------------------------------------------------- +unsigned int CountBones(const aiScene* scene) +{ + unsigned int cnt = 0; + for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { + cnt += scene->mMeshes[i]->mNumBones; + } + return cnt; +} + +// ----------------------------------------------------------------------------------- +unsigned int CountAnimChannels(const aiScene* scene) +{ + unsigned int cnt = 0; + for(unsigned int i = 0; i < scene->mNumAnimations; ++i) { + cnt += scene->mAnimations[i]->mNumChannels; + } + return cnt; +} + +// ----------------------------------------------------------------------------------- +unsigned int GetAvgFacePerMesh(const aiScene* scene) { + return (scene->mNumMeshes != 0) ? static_cast(CountFaces(scene)/scene->mNumMeshes) : 0; +} + +// ----------------------------------------------------------------------------------- +unsigned int GetAvgVertsPerMesh(const aiScene* scene) { + return (scene->mNumMeshes != 0) ? static_cast(CountVertices(scene)/scene->mNumMeshes) : 0; +} + +// ----------------------------------------------------------------------------------- +void FindSpecialPoints(const aiScene* scene,const aiNode* root,aiVector3D special_points[3],const aiMatrix4x4& mat=aiMatrix4x4()) +{ + // XXX that could be greatly simplified by using code from code/ProcessHelper.h + // XXX I just don't want to include it here. + const aiMatrix4x4 trafo = root->mTransformation*mat; + for(unsigned int i = 0; i < root->mNumMeshes; ++i) { + const aiMesh* mesh = scene->mMeshes[root->mMeshes[i]]; + + for(unsigned int a = 0; a < mesh->mNumVertices; ++a) { + aiVector3D v = trafo*mesh->mVertices[a]; + + special_points[0].x = std::min(special_points[0].x,v.x); + special_points[0].y = std::min(special_points[0].y,v.y); + special_points[0].z = std::min(special_points[0].z,v.z); + + special_points[1].x = std::max(special_points[1].x,v.x); + special_points[1].y = std::max(special_points[1].y,v.y); + special_points[1].z = std::max(special_points[1].z,v.z); + } + } + + for(unsigned int i = 0; i < root->mNumChildren; ++i) { + FindSpecialPoints(scene,root->mChildren[i],special_points,trafo); + } +} + +// ----------------------------------------------------------------------------------- +void FindSpecialPoints(const aiScene* scene,aiVector3D special_points[3]) +{ + special_points[0] = aiVector3D(1e10f,1e10f,1e10f); + special_points[1] = aiVector3D(-1e10f,-1e10f,-1e10f); + + FindSpecialPoints(scene,scene->mRootNode,special_points); + special_points[2] = 0.5f*(special_points[0]+special_points[1]); +} + +// ----------------------------------------------------------------------------------- +std::string FindPTypes(const aiScene* scene) +{ + bool haveit[4] = {0}; + for(unsigned int i = 0; i < scene->mNumMeshes; ++i) { + const unsigned int pt = scene->mMeshes[i]->mPrimitiveTypes; + if (pt & aiPrimitiveType_POINT) { + haveit[0]=true; + } + if (pt & aiPrimitiveType_LINE) { + haveit[1]=true; + } + if (pt & aiPrimitiveType_TRIANGLE) { + haveit[2]=true; + } + if (pt & aiPrimitiveType_POLYGON) { + haveit[3]=true; + } + } + return (haveit[0]?std::string("points"):"")+(haveit[1]?"lines":"")+ + (haveit[2]?"triangles":"")+(haveit[3]?"n-polygons":""); +} + +// ----------------------------------------------------------------------------------- +void PrintHierarchy(const aiNode* root, unsigned int maxnest, unsigned int maxline, + unsigned int cline, unsigned int cnest=0) +{ + if (cline++ >= maxline || cnest >= maxnest) { + return; + } + + for(unsigned int i = 0; i < cnest; ++i) { + printf("-- "); + } + printf("\'%s\', meshes: %i\n",root->mName.data,root->mNumMeshes); + for (unsigned int i = 0; i < root->mNumChildren; ++i ) { + PrintHierarchy(root->mChildren[i],maxnest,maxline,cline,cnest+1); + if(i == root->mNumChildren-1) { + for(unsigned int i = 0; i < cnest; ++i) { + printf(" "); + } + printf("<--\n"); + } + } +} + +// ----------------------------------------------------------------------------------- +// Implementation of the assimp info utility to print basic file info +int Assimp_Info (const char* const* params, unsigned int num) +{ + if (num < 1) { + printf("assimp info: Invalid number of arguments. " + "See \'assimp info --help\'\n"); + return 1; + } + + // --help + if (!strcmp( params[0],"-h")||!strcmp( params[0],"--help")||!strcmp( params[0],"-?") ) { + printf("%s",AICMD_MSG_INFO_HELP_E); + return 0; + } + + // asssimp info [-r] + if (num < 1) { + printf("assimp info: Invalid number of arguments. " + "See \'assimp info --help\'\n"); + return 1; + } + + const std::string in = std::string(params[0]); + + // do maximum post-processing unless -r was specified + ImportData import; + import.ppFlags = num>1&&(!strcmp(params[1],"--raw")||!strcmp(params[1],"-r")) ? 0 + : aiProcessPreset_TargetRealtime_MaxQuality; + + // import the main model + const aiScene* scene = ImportModel(import,in); + if (!scene) { + printf("assimp info: Unable to load input file %s\n", + in.c_str()); + return 5; + } + + aiMemoryInfo mem; + globalImporter->GetMemoryRequirements(mem); + + + static const char* format_string = + "Memory consumption: %i B\n" + "Nodes: %i\n" + "Maximum depth %i\n" + "Meshes: %i\n" + "Animations: %i\n" + "Textures (embed.): %i\n" + "Materials: %i\n" + "Cameras: %i\n" + "Lights: %i\n" + "Vertices: %i\n" + "Faces: %i\n" + "Bones: %i\n" + "Animation Channels: %i\n" + "Primitive Types: %s\n" + "Average faces/mesh %i\n" + "Average verts/mesh %i\n" + "Minimum point (%f %f %f)\n" + "Maximum point (%f %f %f)\n" + "Center point (%f %f %f)\n" + + ; + + aiVector3D special_points[3]; + FindSpecialPoints(scene,special_points); + printf(format_string, + mem.total, + CountNodes(scene->mRootNode), + GetMaxDepth(scene->mRootNode), + scene->mNumMeshes, + scene->mNumAnimations, + scene->mNumTextures, + scene->mNumMaterials, + scene->mNumCameras, + scene->mNumLights, + CountVertices(scene), + CountFaces(scene), + CountBones(scene), + CountAnimChannels(scene), + FindPTypes(scene).c_str(), + GetAvgFacePerMesh(scene), + GetAvgVertsPerMesh(scene), + special_points[0][0],special_points[0][1],special_points[0][2], + special_points[1][0],special_points[1][1],special_points[1][2], + special_points[2][0],special_points[2][1],special_points[2][2] + ) + ; + unsigned int total=0; + for(unsigned int i = 0;i < scene->mNumMaterials; ++i) { + aiString name; + if (AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i],AI_MATKEY_NAME,&name)) { + printf("%s\n \'%s\'",(total++?"":"\nNamed Materials:" ),name.data); + } + } + if(total) { + printf("\n"); + } + + total=0; + for(unsigned int i = 0;i < scene->mNumMaterials; ++i) { + aiString name; + static const aiTextureType types[] = { + aiTextureType_NONE, + aiTextureType_DIFFUSE, + aiTextureType_SPECULAR, + aiTextureType_AMBIENT, + aiTextureType_EMISSIVE, + aiTextureType_HEIGHT, + aiTextureType_NORMALS, + aiTextureType_SHININESS, + aiTextureType_OPACITY, + aiTextureType_DISPLACEMENT, + aiTextureType_LIGHTMAP, + aiTextureType_REFLECTION, + aiTextureType_UNKNOWN + }; + for(unsigned int type = 0; type < sizeof(types)/sizeof(types[0]); ++type) { + for(unsigned int idx = 0;AI_SUCCESS==aiGetMaterialString(scene->mMaterials[i], + AI_MATKEY_TEXTURE(types[type],idx),&name); ++idx) { + printf("%s\n \'%s\'",(total++?"":"\nTexture Refs:" ),name.data); + } + } + } + if(total) { + printf("\n"); + } + + total=0; + for(unsigned int i = 0;i < scene->mNumAnimations; ++i) { + if (scene->mAnimations[i]->mName.length) { + printf("%s\n \'%s\'",(total++?"":"\nNamed Animations:" ),scene->mAnimations[i]->mName.data); + } + } + if(total) { + printf("\n"); + } + + printf("\nNode hierarchy:\n"); + unsigned int cline=0; + PrintHierarchy(scene->mRootNode,20,1000,cline); + + printf("\n"); + return 0; +} + diff --git a/tools/assimp_cmd/Main.cpp b/tools/assimp_cmd/Main.cpp index cd08187ec..661e5d224 100644 --- a/tools/assimp_cmd/Main.cpp +++ b/tools/assimp_cmd/Main.cpp @@ -1,514 +1,514 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Main.cpp - * @brief main() function of assimp_cmd - */ - -#include "Main.h" - -const char* AICMD_MSG_ABOUT = -"------------------------------------------------------ \n" -"Open Asset Import Library (\"Assimp\", http://assimp.sourceforge.net) \n" -" -- Commandline toolchain --\n" -"------------------------------------------------------ \n\n" - -"Version %i.%i %s%s%s%s%s(GIT commit %x)\n\n"; - -const char* AICMD_MSG_HELP = -"assimp \n\n" -" verbs:\n" -" \tinfo - Quick file stats\n" -" \tlistext - List all known file extensions available for import\n" -" \tknowext - Check whether a file extension is recognized by Assimp\n" -#ifndef ASSIMP_BUILD_NO_EXPORT -" \texport - Export a file to one of the supported output formats\n" -" \tlistexport - List all supported export formats\n" -" \texportinfo - Show basic information on a specific export format\n" -#endif -" \textract - Extract embedded texture images\n" -" \tdump - Convert models to a binary or textual dump (ASSBIN/ASSXML)\n" -" \tcmpdump - Compare dumps created using \'assimp dump -s ...\'\n" -" \tversion - Display Assimp version\n" -"\n Use \'assimp --help\' for detailed help on a command.\n" -; - -/*extern*/ Assimp::Importer* globalImporter = NULL; - -#ifndef ASSIMP_BUILD_NO_EXPORT -/*extern*/ Assimp::Exporter* globalExporter = NULL; -#endif - -// ------------------------------------------------------------------------------ -// Application entry point -int main (int argc, char* argv[]) -{ - if (argc <= 1) { - printf("assimp: No command specified. Use \'assimp help\' for a detailed command list\n"); - return 0; - } - - // assimp version - // Display version information - if (! strcmp(argv[1], "version")) { - const unsigned int flags = aiGetCompileFlags(); - printf(AICMD_MSG_ABOUT, - aiGetVersionMajor(), - aiGetVersionMinor(), - (flags & ASSIMP_CFLAGS_DEBUG ? "-debug " : ""), - (flags & ASSIMP_CFLAGS_NOBOOST ? "-noboost " : ""), - (flags & ASSIMP_CFLAGS_SHARED ? "-shared " : ""), - (flags & ASSIMP_CFLAGS_SINGLETHREADED ? "-st " : ""), - (flags & ASSIMP_CFLAGS_STLPORT ? "-stlport " : ""), - aiGetVersionRevision()); - - return 0; - } - - // assimp help - // Display some basic help (--help and -h work as well - // because people could try them intuitively) - if (!strcmp(argv[1], "help") || !strcmp(argv[1], "--help") || !strcmp(argv[1], "-h")) { - printf("%s",AICMD_MSG_HELP); - return 0; - } - - // assimp cmpdump - // Compare two mini model dumps (regression suite) - if (! strcmp(argv[1], "cmpdump")) { - return Assimp_CompareDump (&argv[2],argc-2); - } - - // construct global importer and exporter instances - Assimp::Importer imp; - imp.SetPropertyBool("GLOB_MEASURE_TIME",true); - globalImporter = &imp; - -#ifndef ASSIMP_BUILD_NO_EXPORT - // - Assimp::Exporter exp; - globalExporter = &exp; -#endif - - // assimp listext - // List all file extensions supported by Assimp - if (! strcmp(argv[1], "listext")) { - aiString s; - imp.GetExtensionList(s); - - printf("%s\n",s.data); - return 0; - } - -#ifndef ASSIMP_BUILD_NO_EXPORT - // assimp listexport - // List all export file formats supported by Assimp (not the file extensions, just the format identifiers!) - if (! strcmp(argv[1], "listexport")) { - aiString s; - - for(size_t i = 0, end = exp.GetExportFormatCount(); i < end; ++i) { - const aiExportFormatDesc* const e = exp.GetExportFormatDescription(i); - s.Append( e->id ); - if (i!=end-1) { - s.Append("\n"); - } - } - - printf("%s\n",s.data); - return 0; - } - - - // assimp exportinfo - // stat an export format - if (! strcmp(argv[1], "exportinfo")) { - aiString s; - - if (argc<3) { - printf("Expected file format id\n"); - return -11; - } - - for(size_t i = 0, end = exp.GetExportFormatCount(); i < end; ++i) { - const aiExportFormatDesc* const e = exp.GetExportFormatDescription(i); - if (!strcmp(e->id,argv[2])) { - printf("%s\n%s\n%s\n",e->id,e->fileExtension,e->description); - return 0; - } - } - - printf("Unknown file format id: \'%s\'\n",argv[2]); - return -12; - } - - // assimp export - // Export a model to a file - if (! strcmp(argv[1], "export")) { - return Assimp_Export (&argv[2],argc-2); - } - -#endif - - // assimp knowext - // Check whether a particular file extension is known by us, return 0 on success - if (! strcmp(argv[1], "knowext")) { - if (argc<3) { - printf("Expected file extension"); - return -10; - } - const bool b = imp.IsExtensionSupported(argv[2]); - printf("File extension \'%s\' is %sknown\n",argv[2],(b?"":"not ")); - return b?0:-1; - } - - // assimp info - // Print basic model statistics - if (! strcmp(argv[1], "info")) { - return Assimp_Info ((const char**)&argv[2],argc-2); - } - - // assimp dump - // Dump a model to a file - if (! strcmp(argv[1], "dump")) { - return Assimp_Dump (&argv[2],argc-2); - } - - // assimp extract - // Extract an embedded texture from a file - if (! strcmp(argv[1], "extract")) { - return Assimp_Extract (&argv[2],argc-2); - } - - // assimp testbatchload - // Used by /test/other/streamload.py to load a list of files - // using the same importer instance to check for incompatible - // importers. - if (! strcmp(argv[1], "testbatchload")) { - return Assimp_TestBatchLoad (&argv[2],argc-2); - } - - printf("Unrecognized command. Use \'assimp help\' for a detailed command list\n"); - return 1; -} - - -// ------------------------------------------------------------------------------ -void SetLogStreams(const ImportData& imp) -{ - printf("\nAttaching log stream ... OK\n"); - - unsigned int flags = 0; - if (imp.logFile.length()) { - flags |= aiDefaultLogStream_FILE; - } - if (imp.showLog) { - flags |= aiDefaultLogStream_STDERR; - } - DefaultLogger::create(imp.logFile.c_str(),imp.verbose ? Logger::VERBOSE : Logger::NORMAL,flags); -} - - -// ------------------------------------------------------------------------------ -void FreeLogStreams() -{ - DefaultLogger::kill(); -} - - -// ------------------------------------------------------------------------------ -void PrintHorBar() -{ - printf("-----------------------------------------------------------------\n"); -} - - -// ------------------------------------------------------------------------------ -// Import a specific file -const aiScene* ImportModel( - const ImportData& imp, - const std::string& path) -{ - // Attach log streams - if (imp.log) { - SetLogStreams(imp); - } - printf("Launching asset import ... OK\n"); - - // Now validate this flag combination - if(!globalImporter->ValidateFlags(imp.ppFlags)) { - printf("ERROR: Unsupported post-processing flags \n"); - return NULL; - } - printf("Validating postprocessing flags ... OK\n"); - if (imp.showLog) { - PrintHorBar(); - } - - - // do the actual import, measure time - const clock_t first = clock(); - const aiScene* scene = globalImporter->ReadFile(path,imp.ppFlags); - - if (imp.showLog) { - PrintHorBar(); - } - if (!scene) { - printf("ERROR: Failed to load file\n"); - return NULL; - } - - const clock_t second = ::clock(); - const double seconds = static_cast(second-first) / CLOCKS_PER_SEC; - - printf("Importing file ... OK \n import took approx. %.5f seconds\n" - "\n",seconds); - - if (imp.log) { - FreeLogStreams(); - } - return scene; -} - -#ifndef ASSIMP_BUILD_NO_EXPORT -// ------------------------------------------------------------------------------ -bool ExportModel(const aiScene* pOut, - const ImportData& imp, - const std::string& path, - const char* pID) -{ - // Attach log streams - if (imp.log) { - SetLogStreams(imp); - } - printf("Launching asset export ... OK\n"); - - if (imp.showLog) { - PrintHorBar(); - } - - // do the actual export, measure time - const clock_t first = clock(); - const aiReturn res = globalExporter->Export(pOut,pID,path); - - if (imp.showLog) { - PrintHorBar(); - } - if (res != AI_SUCCESS) { - printf("ERROR: Failed to write file\n"); - return false; - } - - const clock_t second = ::clock(); - const double seconds = static_cast(second-first) / CLOCKS_PER_SEC; - - printf("Exporting file ... OK \n export took approx. %.5f seconds\n" - "\n",seconds); - - if (imp.log) { - FreeLogStreams(); - } - - return true; -} -#endif - -// ------------------------------------------------------------------------------ -// Process standard arguments -int ProcessStandardArguments( - ImportData& fill, - const char* const * params, - unsigned int num) -{ - // -ptv --pretransform-vertices - // -gsn --gen-smooth-normals - // -gn --gen-normals - // -cts --calc-tangent-space - // -jiv --join-identical-vertices - // -rrm --remove-redundant-materials - // -fd --find-degenerates - // -slm --split-large-meshes - // -lbw --limit-bone-weights - // -vds --validate-data-structure - // -icl --improve-cache-locality - // -sbpt --sort-by-ptype - // -lh --convert-to-lh - // -fuv --flip-uv - // -fwo --flip-winding-order - // -tuv --transform-uv-coords - // -guv --gen-uvcoords - // -fid --find-invalid-data - // -fixn --fix normals - // -tri --triangulate - // -fi --find-instances - // -fi --find-instances - // -og --optimize-graph - // -om --optimize-meshes - // -db --debone - // -sbc --split-by-bone-count - // - // -c --config-file= - - for (unsigned int i = 0; i < num;++i) - { - if (! strcmp(params[i], "-ptv") || ! strcmp(params[i], "--pretransform-vertices")) { - fill.ppFlags |= aiProcess_PreTransformVertices; - } - else if (! strcmp(params[i], "-gsn") || ! strcmp(params[i], "--gen-smooth-normals")) { - fill.ppFlags |= aiProcess_GenSmoothNormals; - } - else if (! strcmp(params[i], "-gn") || ! strcmp(params[i], "--gen-normals")) { - fill.ppFlags |= aiProcess_GenNormals; - } - else if (! strcmp(params[i], "-jiv") || ! strcmp(params[i], "--join-identical-vertices")) { - fill.ppFlags |= aiProcess_JoinIdenticalVertices; - } - else if (! strcmp(params[i], "-rrm") || ! strcmp(params[i], "--remove-redundant-materials")) { - fill.ppFlags |= aiProcess_RemoveRedundantMaterials; - } - else if (! strcmp(params[i], "-fd") || ! strcmp(params[i], "--find-degenerates")) { - fill.ppFlags |= aiProcess_FindDegenerates; - } - else if (! strcmp(params[i], "-slm") || ! strcmp(params[i], "--split-large-meshes")) { - fill.ppFlags |= aiProcess_SplitLargeMeshes; - } - else if (! strcmp(params[i], "-lbw") || ! strcmp(params[i], "--limit-bone-weights")) { - fill.ppFlags |= aiProcess_LimitBoneWeights; - } - else if (! strcmp(params[i], "-vds") || ! strcmp(params[i], "--validate-data-structure")) { - fill.ppFlags |= aiProcess_ValidateDataStructure; - } - else if (! strcmp(params[i], "-icl") || ! strcmp(params[i], "--improve-cache-locality")) { - fill.ppFlags |= aiProcess_ImproveCacheLocality; - } - else if (! strcmp(params[i], "-sbpt") || ! strcmp(params[i], "--sort-by-ptype")) { - fill.ppFlags |= aiProcess_SortByPType; - } - else if (! strcmp(params[i], "-lh") || ! strcmp(params[i], "--left-handed")) { - fill.ppFlags |= aiProcess_ConvertToLeftHanded; - } - else if (! strcmp(params[i], "-fuv") || ! strcmp(params[i], "--flip-uv")) { - fill.ppFlags |= aiProcess_FlipUVs; - } - else if (! strcmp(params[i], "-fwo") || ! strcmp(params[i], "--flip-winding-order")) { - fill.ppFlags |= aiProcess_FlipWindingOrder; - } - else if (! strcmp(params[i], "-tuv") || ! strcmp(params[i], "--transform-uv-coords")) { - fill.ppFlags |= aiProcess_TransformUVCoords; - } - else if (! strcmp(params[i], "-guv") || ! strcmp(params[i], "--gen-uvcoords")) { - fill.ppFlags |= aiProcess_GenUVCoords; - } - else if (! strcmp(params[i], "-fid") || ! strcmp(params[i], "--find-invalid-data")) { - fill.ppFlags |= aiProcess_FindInvalidData; - } - else if (! strcmp(params[i], "-fixn") || ! strcmp(params[i], "--fix-normals")) { - fill.ppFlags |= aiProcess_FixInfacingNormals; - } - else if (! strcmp(params[i], "-tri") || ! strcmp(params[i], "--triangulate")) { - fill.ppFlags |= aiProcess_Triangulate; - } - else if (! strcmp(params[i], "-cts") || ! strcmp(params[i], "--calc-tangent-space")) { - fill.ppFlags |= aiProcess_CalcTangentSpace; - } - else if (! strcmp(params[i], "-fi") || ! strcmp(params[i], "--find-instances")) { - fill.ppFlags |= aiProcess_FindInstances; - } - else if (! strcmp(params[i], "-og") || ! strcmp(params[i], "--optimize-graph")) { - fill.ppFlags |= aiProcess_OptimizeGraph; - } - else if (! strcmp(params[i], "-om") || ! strcmp(params[i], "--optimize-meshes")) { - fill.ppFlags |= aiProcess_OptimizeMeshes; - } - else if (! strcmp(params[i], "-db") || ! strcmp(params[i], "--debone")) { - fill.ppFlags |= aiProcess_Debone; - } - else if (! strcmp(params[i], "-sbc") || ! strcmp(params[i], "--split-by-bone-count")) { - fill.ppFlags |= aiProcess_SplitByBoneCount; - } - - - else if (! strncmp(params[i], "-c",2) || ! strncmp(params[i], "--config=",9)) { - - const unsigned int ofs = (params[i][1] == '-' ? 9 : 2); - - // use default configurations - if (! strncmp(params[i]+ofs,"full",4)) { - fill.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality; - } - else if (! strncmp(params[i]+ofs,"default",7)) { - fill.ppFlags |= aiProcessPreset_TargetRealtime_Quality; - } - else if (! strncmp(params[i]+ofs,"fast",4)) { - fill.ppFlags |= aiProcessPreset_TargetRealtime_Fast; - } - } - else if (! strcmp(params[i], "-l") || ! strcmp(params[i], "--show-log")) { - fill.showLog = true; - } - else if (! strcmp(params[i], "-v") || ! strcmp(params[i], "--verbose")) { - fill.verbose = true; - } - else if (! strncmp(params[i], "--log-out=",10) || ! strncmp(params[i], "-lo",3)) { - fill.logFile = std::string(params[i]+(params[i][1] == '-' ? 10 : 3)); - if (!fill.logFile.length()) { - fill.logFile = "assimp-log.txt"; - } - } - } - - if (fill.logFile.length() || fill.showLog || fill.verbose) { - fill.log = true; - } - - return 0; -} - -// ------------------------------------------------------------------------------ -int Assimp_TestBatchLoad ( - const char* const* params, - unsigned int num) -{ - for(unsigned int i = 0; i < num; ++i) { - globalImporter->ReadFile(params[i],aiProcessPreset_TargetRealtime_MaxQuality); - // we're totally silent. scene destructs automatically. - } - return 0; -} +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Main.cpp + * @brief main() function of assimp_cmd + */ + +#include "Main.h" + +const char* AICMD_MSG_ABOUT = +"------------------------------------------------------ \n" +"Open Asset Import Library (\"Assimp\", http://assimp.sourceforge.net) \n" +" -- Commandline toolchain --\n" +"------------------------------------------------------ \n\n" + +"Version %i.%i %s%s%s%s%s(GIT commit %x)\n\n"; + +const char* AICMD_MSG_HELP = +"assimp \n\n" +" verbs:\n" +" \tinfo - Quick file stats\n" +" \tlistext - List all known file extensions available for import\n" +" \tknowext - Check whether a file extension is recognized by Assimp\n" +#ifndef ASSIMP_BUILD_NO_EXPORT +" \texport - Export a file to one of the supported output formats\n" +" \tlistexport - List all supported export formats\n" +" \texportinfo - Show basic information on a specific export format\n" +#endif +" \textract - Extract embedded texture images\n" +" \tdump - Convert models to a binary or textual dump (ASSBIN/ASSXML)\n" +" \tcmpdump - Compare dumps created using \'assimp dump -s ...\'\n" +" \tversion - Display Assimp version\n" +"\n Use \'assimp --help\' for detailed help on a command.\n" +; + +/*extern*/ Assimp::Importer* globalImporter = NULL; + +#ifndef ASSIMP_BUILD_NO_EXPORT +/*extern*/ Assimp::Exporter* globalExporter = NULL; +#endif + +// ------------------------------------------------------------------------------ +// Application entry point +int main (int argc, char* argv[]) +{ + if (argc <= 1) { + printf("assimp: No command specified. Use \'assimp help\' for a detailed command list\n"); + return 0; + } + + // assimp version + // Display version information + if (! strcmp(argv[1], "version")) { + const unsigned int flags = aiGetCompileFlags(); + printf(AICMD_MSG_ABOUT, + aiGetVersionMajor(), + aiGetVersionMinor(), + (flags & ASSIMP_CFLAGS_DEBUG ? "-debug " : ""), + (flags & ASSIMP_CFLAGS_NOBOOST ? "-noboost " : ""), + (flags & ASSIMP_CFLAGS_SHARED ? "-shared " : ""), + (flags & ASSIMP_CFLAGS_SINGLETHREADED ? "-st " : ""), + (flags & ASSIMP_CFLAGS_STLPORT ? "-stlport " : ""), + aiGetVersionRevision()); + + return 0; + } + + // assimp help + // Display some basic help (--help and -h work as well + // because people could try them intuitively) + if (!strcmp(argv[1], "help") || !strcmp(argv[1], "--help") || !strcmp(argv[1], "-h")) { + printf("%s",AICMD_MSG_HELP); + return 0; + } + + // assimp cmpdump + // Compare two mini model dumps (regression suite) + if (! strcmp(argv[1], "cmpdump")) { + return Assimp_CompareDump (&argv[2],argc-2); + } + + // construct global importer and exporter instances + Assimp::Importer imp; + imp.SetPropertyBool("GLOB_MEASURE_TIME",true); + globalImporter = &imp; + +#ifndef ASSIMP_BUILD_NO_EXPORT + // + Assimp::Exporter exp; + globalExporter = &exp; +#endif + + // assimp listext + // List all file extensions supported by Assimp + if (! strcmp(argv[1], "listext")) { + aiString s; + imp.GetExtensionList(s); + + printf("%s\n",s.data); + return 0; + } + +#ifndef ASSIMP_BUILD_NO_EXPORT + // assimp listexport + // List all export file formats supported by Assimp (not the file extensions, just the format identifiers!) + if (! strcmp(argv[1], "listexport")) { + aiString s; + + for(size_t i = 0, end = exp.GetExportFormatCount(); i < end; ++i) { + const aiExportFormatDesc* const e = exp.GetExportFormatDescription(i); + s.Append( e->id ); + if (i!=end-1) { + s.Append("\n"); + } + } + + printf("%s\n",s.data); + return 0; + } + + + // assimp exportinfo + // stat an export format + if (! strcmp(argv[1], "exportinfo")) { + aiString s; + + if (argc<3) { + printf("Expected file format id\n"); + return -11; + } + + for(size_t i = 0, end = exp.GetExportFormatCount(); i < end; ++i) { + const aiExportFormatDesc* const e = exp.GetExportFormatDescription(i); + if (!strcmp(e->id,argv[2])) { + printf("%s\n%s\n%s\n",e->id,e->fileExtension,e->description); + return 0; + } + } + + printf("Unknown file format id: \'%s\'\n",argv[2]); + return -12; + } + + // assimp export + // Export a model to a file + if (! strcmp(argv[1], "export")) { + return Assimp_Export (&argv[2],argc-2); + } + +#endif + + // assimp knowext + // Check whether a particular file extension is known by us, return 0 on success + if (! strcmp(argv[1], "knowext")) { + if (argc<3) { + printf("Expected file extension"); + return -10; + } + const bool b = imp.IsExtensionSupported(argv[2]); + printf("File extension \'%s\' is %sknown\n",argv[2],(b?"":"not ")); + return b?0:-1; + } + + // assimp info + // Print basic model statistics + if (! strcmp(argv[1], "info")) { + return Assimp_Info ((const char**)&argv[2],argc-2); + } + + // assimp dump + // Dump a model to a file + if (! strcmp(argv[1], "dump")) { + return Assimp_Dump (&argv[2],argc-2); + } + + // assimp extract + // Extract an embedded texture from a file + if (! strcmp(argv[1], "extract")) { + return Assimp_Extract (&argv[2],argc-2); + } + + // assimp testbatchload + // Used by /test/other/streamload.py to load a list of files + // using the same importer instance to check for incompatible + // importers. + if (! strcmp(argv[1], "testbatchload")) { + return Assimp_TestBatchLoad (&argv[2],argc-2); + } + + printf("Unrecognized command. Use \'assimp help\' for a detailed command list\n"); + return 1; +} + + +// ------------------------------------------------------------------------------ +void SetLogStreams(const ImportData& imp) +{ + printf("\nAttaching log stream ... OK\n"); + + unsigned int flags = 0; + if (imp.logFile.length()) { + flags |= aiDefaultLogStream_FILE; + } + if (imp.showLog) { + flags |= aiDefaultLogStream_STDERR; + } + DefaultLogger::create(imp.logFile.c_str(),imp.verbose ? Logger::VERBOSE : Logger::NORMAL,flags); +} + + +// ------------------------------------------------------------------------------ +void FreeLogStreams() +{ + DefaultLogger::kill(); +} + + +// ------------------------------------------------------------------------------ +void PrintHorBar() +{ + printf("-----------------------------------------------------------------\n"); +} + + +// ------------------------------------------------------------------------------ +// Import a specific file +const aiScene* ImportModel( + const ImportData& imp, + const std::string& path) +{ + // Attach log streams + if (imp.log) { + SetLogStreams(imp); + } + printf("Launching asset import ... OK\n"); + + // Now validate this flag combination + if(!globalImporter->ValidateFlags(imp.ppFlags)) { + printf("ERROR: Unsupported post-processing flags \n"); + return NULL; + } + printf("Validating postprocessing flags ... OK\n"); + if (imp.showLog) { + PrintHorBar(); + } + + + // do the actual import, measure time + const clock_t first = clock(); + const aiScene* scene = globalImporter->ReadFile(path,imp.ppFlags); + + if (imp.showLog) { + PrintHorBar(); + } + if (!scene) { + printf("ERROR: Failed to load file\n"); + return NULL; + } + + const clock_t second = ::clock(); + const double seconds = static_cast(second-first) / CLOCKS_PER_SEC; + + printf("Importing file ... OK \n import took approx. %.5f seconds\n" + "\n",seconds); + + if (imp.log) { + FreeLogStreams(); + } + return scene; +} + +#ifndef ASSIMP_BUILD_NO_EXPORT +// ------------------------------------------------------------------------------ +bool ExportModel(const aiScene* pOut, + const ImportData& imp, + const std::string& path, + const char* pID) +{ + // Attach log streams + if (imp.log) { + SetLogStreams(imp); + } + printf("Launching asset export ... OK\n"); + + if (imp.showLog) { + PrintHorBar(); + } + + // do the actual export, measure time + const clock_t first = clock(); + const aiReturn res = globalExporter->Export(pOut,pID,path); + + if (imp.showLog) { + PrintHorBar(); + } + if (res != AI_SUCCESS) { + printf("ERROR: Failed to write file\n"); + return false; + } + + const clock_t second = ::clock(); + const double seconds = static_cast(second-first) / CLOCKS_PER_SEC; + + printf("Exporting file ... OK \n export took approx. %.5f seconds\n" + "\n",seconds); + + if (imp.log) { + FreeLogStreams(); + } + + return true; +} +#endif + +// ------------------------------------------------------------------------------ +// Process standard arguments +int ProcessStandardArguments( + ImportData& fill, + const char* const * params, + unsigned int num) +{ + // -ptv --pretransform-vertices + // -gsn --gen-smooth-normals + // -gn --gen-normals + // -cts --calc-tangent-space + // -jiv --join-identical-vertices + // -rrm --remove-redundant-materials + // -fd --find-degenerates + // -slm --split-large-meshes + // -lbw --limit-bone-weights + // -vds --validate-data-structure + // -icl --improve-cache-locality + // -sbpt --sort-by-ptype + // -lh --convert-to-lh + // -fuv --flip-uv + // -fwo --flip-winding-order + // -tuv --transform-uv-coords + // -guv --gen-uvcoords + // -fid --find-invalid-data + // -fixn --fix normals + // -tri --triangulate + // -fi --find-instances + // -fi --find-instances + // -og --optimize-graph + // -om --optimize-meshes + // -db --debone + // -sbc --split-by-bone-count + // + // -c --config-file= + + for (unsigned int i = 0; i < num;++i) + { + if (! strcmp(params[i], "-ptv") || ! strcmp(params[i], "--pretransform-vertices")) { + fill.ppFlags |= aiProcess_PreTransformVertices; + } + else if (! strcmp(params[i], "-gsn") || ! strcmp(params[i], "--gen-smooth-normals")) { + fill.ppFlags |= aiProcess_GenSmoothNormals; + } + else if (! strcmp(params[i], "-gn") || ! strcmp(params[i], "--gen-normals")) { + fill.ppFlags |= aiProcess_GenNormals; + } + else if (! strcmp(params[i], "-jiv") || ! strcmp(params[i], "--join-identical-vertices")) { + fill.ppFlags |= aiProcess_JoinIdenticalVertices; + } + else if (! strcmp(params[i], "-rrm") || ! strcmp(params[i], "--remove-redundant-materials")) { + fill.ppFlags |= aiProcess_RemoveRedundantMaterials; + } + else if (! strcmp(params[i], "-fd") || ! strcmp(params[i], "--find-degenerates")) { + fill.ppFlags |= aiProcess_FindDegenerates; + } + else if (! strcmp(params[i], "-slm") || ! strcmp(params[i], "--split-large-meshes")) { + fill.ppFlags |= aiProcess_SplitLargeMeshes; + } + else if (! strcmp(params[i], "-lbw") || ! strcmp(params[i], "--limit-bone-weights")) { + fill.ppFlags |= aiProcess_LimitBoneWeights; + } + else if (! strcmp(params[i], "-vds") || ! strcmp(params[i], "--validate-data-structure")) { + fill.ppFlags |= aiProcess_ValidateDataStructure; + } + else if (! strcmp(params[i], "-icl") || ! strcmp(params[i], "--improve-cache-locality")) { + fill.ppFlags |= aiProcess_ImproveCacheLocality; + } + else if (! strcmp(params[i], "-sbpt") || ! strcmp(params[i], "--sort-by-ptype")) { + fill.ppFlags |= aiProcess_SortByPType; + } + else if (! strcmp(params[i], "-lh") || ! strcmp(params[i], "--left-handed")) { + fill.ppFlags |= aiProcess_ConvertToLeftHanded; + } + else if (! strcmp(params[i], "-fuv") || ! strcmp(params[i], "--flip-uv")) { + fill.ppFlags |= aiProcess_FlipUVs; + } + else if (! strcmp(params[i], "-fwo") || ! strcmp(params[i], "--flip-winding-order")) { + fill.ppFlags |= aiProcess_FlipWindingOrder; + } + else if (! strcmp(params[i], "-tuv") || ! strcmp(params[i], "--transform-uv-coords")) { + fill.ppFlags |= aiProcess_TransformUVCoords; + } + else if (! strcmp(params[i], "-guv") || ! strcmp(params[i], "--gen-uvcoords")) { + fill.ppFlags |= aiProcess_GenUVCoords; + } + else if (! strcmp(params[i], "-fid") || ! strcmp(params[i], "--find-invalid-data")) { + fill.ppFlags |= aiProcess_FindInvalidData; + } + else if (! strcmp(params[i], "-fixn") || ! strcmp(params[i], "--fix-normals")) { + fill.ppFlags |= aiProcess_FixInfacingNormals; + } + else if (! strcmp(params[i], "-tri") || ! strcmp(params[i], "--triangulate")) { + fill.ppFlags |= aiProcess_Triangulate; + } + else if (! strcmp(params[i], "-cts") || ! strcmp(params[i], "--calc-tangent-space")) { + fill.ppFlags |= aiProcess_CalcTangentSpace; + } + else if (! strcmp(params[i], "-fi") || ! strcmp(params[i], "--find-instances")) { + fill.ppFlags |= aiProcess_FindInstances; + } + else if (! strcmp(params[i], "-og") || ! strcmp(params[i], "--optimize-graph")) { + fill.ppFlags |= aiProcess_OptimizeGraph; + } + else if (! strcmp(params[i], "-om") || ! strcmp(params[i], "--optimize-meshes")) { + fill.ppFlags |= aiProcess_OptimizeMeshes; + } + else if (! strcmp(params[i], "-db") || ! strcmp(params[i], "--debone")) { + fill.ppFlags |= aiProcess_Debone; + } + else if (! strcmp(params[i], "-sbc") || ! strcmp(params[i], "--split-by-bone-count")) { + fill.ppFlags |= aiProcess_SplitByBoneCount; + } + + + else if (! strncmp(params[i], "-c",2) || ! strncmp(params[i], "--config=",9)) { + + const unsigned int ofs = (params[i][1] == '-' ? 9 : 2); + + // use default configurations + if (! strncmp(params[i]+ofs,"full",4)) { + fill.ppFlags |= aiProcessPreset_TargetRealtime_MaxQuality; + } + else if (! strncmp(params[i]+ofs,"default",7)) { + fill.ppFlags |= aiProcessPreset_TargetRealtime_Quality; + } + else if (! strncmp(params[i]+ofs,"fast",4)) { + fill.ppFlags |= aiProcessPreset_TargetRealtime_Fast; + } + } + else if (! strcmp(params[i], "-l") || ! strcmp(params[i], "--show-log")) { + fill.showLog = true; + } + else if (! strcmp(params[i], "-v") || ! strcmp(params[i], "--verbose")) { + fill.verbose = true; + } + else if (! strncmp(params[i], "--log-out=",10) || ! strncmp(params[i], "-lo",3)) { + fill.logFile = std::string(params[i]+(params[i][1] == '-' ? 10 : 3)); + if (!fill.logFile.length()) { + fill.logFile = "assimp-log.txt"; + } + } + } + + if (fill.logFile.length() || fill.showLog || fill.verbose) { + fill.log = true; + } + + return 0; +} + +// ------------------------------------------------------------------------------ +int Assimp_TestBatchLoad ( + const char* const* params, + unsigned int num) +{ + for(unsigned int i = 0; i < num; ++i) { + globalImporter->ReadFile(params[i],aiProcessPreset_TargetRealtime_MaxQuality); + // we're totally silent. scene destructs automatically. + } + return 0; +} diff --git a/tools/assimp_cmd/Main.h b/tools/assimp_cmd/Main.h index f2849fbcf..56b06d57e 100644 --- a/tools/assimp_cmd/Main.h +++ b/tools/assimp_cmd/Main.h @@ -1,208 +1,208 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file Main.h - * @brief Utility declarations for assimp_cmd - */ - -#ifndef AICMD_MAIN_INCLUDED -#define AICMD_MAIN_INCLUDED - -#ifndef _CRT_SECURE_NO_WARNINGS -#define _CRT_SECURE_NO_WARNINGS -#endif - -#include -#include -#include -#include - -#include -#include -#include -#include -#include - -#ifndef ASSIMP_BUILD_NO_EXPORT -# include -#endif - -#ifdef ASSIMP_BUILD_NO_OWN_ZLIB -#include -#else -#include <../contrib/zlib/zlib.h> -#endif - - -#ifndef SIZE_MAX -# define SIZE_MAX (std::numeric_limits::max()) -#endif - - -using namespace Assimp; - - -// Global assimp importer instance -extern Assimp::Importer* globalImporter; - -#ifndef ASSIMP_BUILD_NO_EXPORT -// Global assimp exporter instance -extern Assimp::Exporter* globalExporter; -#endif - -// ------------------------------------------------------------------------------ -/** Defines common import parameters */ -struct ImportData -{ - ImportData() - : ppFlags (0) - , showLog (false) - , verbose (false) - , log (false) - {} - - /** Postprocessing flags - */ - unsigned int ppFlags; - - - // Log to std::err? - bool showLog; - - // Log file - std::string logFile; - - // Verbose log mode? - bool verbose; - - // Need to log? - bool log; -}; - -// ------------------------------------------------------------------------------ -/** Process standard arguments - * - * @param fill Filled by function - * @param params Command line parameters to be processed - * @param num NUmber of params - * @return 0 for success */ -int ProcessStandardArguments(ImportData& fill, - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** Import a specific model file - * @param imp Import configuration to be used - * @param path Path to the file to be read */ -const aiScene* ImportModel( - const ImportData& imp, - const std::string& path); - -#ifndef ASSIMP_BUILD_NO_EXPORT - -// ------------------------------------------------------------------------------ -/** Export a specific model file - * @param imp Import configuration to be used - * @param path Path to the file to be written - * @param format Format id*/ -bool ExportModel(const aiScene* pOut, - const ImportData& imp, - const std::string& path, - const char* pID); - -#endif - -// ------------------------------------------------------------------------------ -/** assimp_dump utility - * @param params Command line parameters to 'assimp dumb' - * @param Number of params - * @return 0 for success*/ -int Assimp_Dump ( - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** assimp_export utility - * @param params Command line parameters to 'assimp export' - * @param Number of params - * @return 0 for success*/ -int Assimp_Export ( - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** assimp_extract utility - * @param params Command line parameters to 'assimp extract' - * @param Number of params - * @return 0 for success*/ -int Assimp_Extract ( - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** assimp_cmpdump utility - * @param params Command line parameters to 'assimp cmpdump' - * @param Number of params - * @return 0 for success*/ -int Assimp_CompareDump ( - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** @brief assimp info utility - * @param params Command line parameters to 'assimp info' - * @param Number of params - * @return 0 for success */ -int Assimp_Info ( - const char* const* params, - unsigned int num); - -// ------------------------------------------------------------------------------ -/** @brief assimp testbatchload utility - * @param params Command line parameters to 'assimp testbatchload' - * @param Number of params - * @return 0 for success */ -int Assimp_TestBatchLoad ( - const char* const* params, - unsigned int num); - - -#endif // !! AICMD_MAIN_INCLUDED +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Main.h + * @brief Utility declarations for assimp_cmd + */ + +#ifndef AICMD_MAIN_INCLUDED +#define AICMD_MAIN_INCLUDED + +#ifndef _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include +#include +#include +#include + +#include +#include +#include +#include +#include + +#ifndef ASSIMP_BUILD_NO_EXPORT +# include +#endif + +#ifdef ASSIMP_BUILD_NO_OWN_ZLIB +#include +#else +#include <../contrib/zlib/zlib.h> +#endif + + +#ifndef SIZE_MAX +# define SIZE_MAX (std::numeric_limits::max()) +#endif + + +using namespace Assimp; + + +// Global assimp importer instance +extern Assimp::Importer* globalImporter; + +#ifndef ASSIMP_BUILD_NO_EXPORT +// Global assimp exporter instance +extern Assimp::Exporter* globalExporter; +#endif + +// ------------------------------------------------------------------------------ +/** Defines common import parameters */ +struct ImportData +{ + ImportData() + : ppFlags (0) + , showLog (false) + , verbose (false) + , log (false) + {} + + /** Postprocessing flags + */ + unsigned int ppFlags; + + + // Log to std::err? + bool showLog; + + // Log file + std::string logFile; + + // Verbose log mode? + bool verbose; + + // Need to log? + bool log; +}; + +// ------------------------------------------------------------------------------ +/** Process standard arguments + * + * @param fill Filled by function + * @param params Command line parameters to be processed + * @param num NUmber of params + * @return 0 for success */ +int ProcessStandardArguments(ImportData& fill, + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** Import a specific model file + * @param imp Import configuration to be used + * @param path Path to the file to be read */ +const aiScene* ImportModel( + const ImportData& imp, + const std::string& path); + +#ifndef ASSIMP_BUILD_NO_EXPORT + +// ------------------------------------------------------------------------------ +/** Export a specific model file + * @param imp Import configuration to be used + * @param path Path to the file to be written + * @param format Format id*/ +bool ExportModel(const aiScene* pOut, + const ImportData& imp, + const std::string& path, + const char* pID); + +#endif + +// ------------------------------------------------------------------------------ +/** assimp_dump utility + * @param params Command line parameters to 'assimp dumb' + * @param Number of params + * @return 0 for success*/ +int Assimp_Dump ( + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** assimp_export utility + * @param params Command line parameters to 'assimp export' + * @param Number of params + * @return 0 for success*/ +int Assimp_Export ( + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** assimp_extract utility + * @param params Command line parameters to 'assimp extract' + * @param Number of params + * @return 0 for success*/ +int Assimp_Extract ( + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** assimp_cmpdump utility + * @param params Command line parameters to 'assimp cmpdump' + * @param Number of params + * @return 0 for success*/ +int Assimp_CompareDump ( + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** @brief assimp info utility + * @param params Command line parameters to 'assimp info' + * @param Number of params + * @return 0 for success */ +int Assimp_Info ( + const char* const* params, + unsigned int num); + +// ------------------------------------------------------------------------------ +/** @brief assimp testbatchload utility + * @param params Command line parameters to 'assimp testbatchload' + * @param Number of params + * @return 0 for success */ +int Assimp_TestBatchLoad ( + const char* const* params, + unsigned int num); + + +#endif // !! AICMD_MAIN_INCLUDED diff --git a/tools/assimp_cmd/WriteDumb.cpp b/tools/assimp_cmd/WriteDumb.cpp index 198b54359..efc27a935 100644 --- a/tools/assimp_cmd/WriteDumb.cpp +++ b/tools/assimp_cmd/WriteDumb.cpp @@ -1,1393 +1,1393 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file WriteTextDumb.cpp - * @brief Implementation of the 'assimp dump' utility - */ - -#include "Main.h" -#include "../code/ProcessHelper.h" - -const char* AICMD_MSG_DUMP_HELP = -"assimp dump [] [-b] [-s] [-z] [common parameters]\n" -"\t -b Binary output \n" -"\t -s Shortened \n" -"\t -z Compressed \n" -"\t[See the assimp_cmd docs for a full list of all common parameters] \n" -"\t -cfast Fast post processing preset, runs just a few important steps \n" -"\t -cdefault Default post processing: runs all recommended steps\n" -"\t -cfull Fires almost all post processing steps \n" -; - -#include "../../code/assbin_chunks.h" -#include - -FILE* out = NULL; -bool shortened = false; - -// ----------------------------------------------------------------------------------- -// Compress a binary dump file (beginning at offset head_size) -void CompressBinaryDump(const char* file, unsigned int head_size) -{ - // for simplicity ... copy the file into memory again and compress it there - FILE* p = fopen(file,"r"); - fseek(p,0,SEEK_END); - const uint32_t size = ftell(p); - fseek(p,0,SEEK_SET); - - if (size uint32_t Write(const T&); - -// ----------------------------------------------------------------------------------- -// Serialize an aiString -template <> -inline uint32_t Write(const aiString& s) -{ - const uint32_t s2 = (uint32_t)s.length; - fwrite(&s,4,1,out); - fwrite(s.data,s2,1,out); - return s2+4; -} - -// ----------------------------------------------------------------------------------- -// Serialize an unsigned int as uint32_t -template <> -inline uint32_t Write(const unsigned int& w) -{ - const uint32_t t = (uint32_t)w; - if (w > t) { - // this shouldn't happen, integers in Assimp data structures never exceed 2^32 - printf("loss of data due to 64 -> 32 bit integer conversion"); - } - - fwrite(&t,4,1,out); - return 4; -} - -// ----------------------------------------------------------------------------------- -// Serialize an unsigned int as uint16_t -template <> -inline uint32_t Write(const uint16_t& w) -{ - fwrite(&w,2,1,out); - return 2; -} - -// ----------------------------------------------------------------------------------- -// Serialize a float -template <> -inline uint32_t Write(const float& f) -{ - BOOST_STATIC_ASSERT(sizeof(float)==4); - fwrite(&f,4,1,out); - return 4; -} - -// ----------------------------------------------------------------------------------- -// Serialize a double -template <> -inline uint32_t Write(const double& f) -{ - BOOST_STATIC_ASSERT(sizeof(double)==8); - fwrite(&f,8,1,out); - return 8; -} - -// ----------------------------------------------------------------------------------- -// Serialize a vec3 -template <> -inline uint32_t Write(const aiVector3D& v) -{ - uint32_t t = Write(v.x); - t += Write(v.y); - t += Write(v.z); - return t; -} - -// ----------------------------------------------------------------------------------- -// Serialize a color value -template <> -inline uint32_t Write(const aiColor4D& v) -{ - uint32_t t = Write(v.r); - t += Write(v.g); - t += Write(v.b); - t += Write(v.a); - return t; -} - -// ----------------------------------------------------------------------------------- -// Serialize a quaternion -template <> -inline uint32_t Write(const aiQuaternion& v) -{ - uint32_t t = Write(v.w); - t += Write(v.x); - t += Write(v.y); - t += Write(v.z); - return 16; -} - - -// ----------------------------------------------------------------------------------- -// Serialize a vertex weight -template <> -inline uint32_t Write(const aiVertexWeight& v) -{ - uint32_t t = Write(v.mVertexId); - return t+Write(v.mWeight); -} - -// ----------------------------------------------------------------------------------- -// Serialize a mat4x4 -template <> -inline uint32_t Write(const aiMatrix4x4& m) -{ - for (unsigned int i = 0; i < 4;++i) { - for (unsigned int i2 = 0; i2 < 4;++i2) { - Write(m[i][i2]); - } - } - return 64; -} - -// ----------------------------------------------------------------------------------- -// Serialize an aiVectorKey -template <> -inline uint32_t Write(const aiVectorKey& v) -{ - const uint32_t t = Write(v.mTime); - return t + Write(v.mValue); -} - -// ----------------------------------------------------------------------------------- -// Serialize an aiQuatKey -template <> -inline uint32_t Write(const aiQuatKey& v) -{ - const uint32_t t = Write(v.mTime); - return t + Write(v.mValue); -} - -// ----------------------------------------------------------------------------------- -// Write the min/max values of an array of Ts to the file -template -inline uint32_t WriteBounds(const T* in, unsigned int size) -{ - T minc,maxc; - Assimp::ArrayBounds(in,size,minc,maxc); - - const uint32_t t = Write(minc); - return t + Write(maxc); -} - - - -// ----------------------------------------------------------------------------------- -void ChangeInteger(uint32_t ofs,uint32_t n) -{ - const uint32_t cur = ftell(out); - fseek(out,ofs,SEEK_SET); - fwrite(&n,4,1,out); - fseek(out,cur,SEEK_SET); -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryNode(const aiNode* node) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODE); - len += Write(node->mName); - len += Write(node->mTransformation); - len += Write(node->mNumChildren); - len += Write(node->mNumMeshes); - - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - len += Write(node->mMeshes[i]); - } - - for (unsigned int i = 0; i < node->mNumChildren;++i) { - len += WriteBinaryNode(node->mChildren[i])+8; - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryTexture(const aiTexture* tex) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AITEXTURE); - - len += Write(tex->mWidth); - len += Write(tex->mHeight); - len += fwrite(tex->achFormatHint,1,4,out); - - if(!shortened) { - if (!tex->mHeight) { - len += fwrite(tex->pcData,1,tex->mWidth,out); - } - else { - len += fwrite(tex->pcData,1,tex->mWidth*tex->mHeight*4,out); - } - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryBone(const aiBone* b) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIBONE); - - len += Write(b->mName); - len += Write(b->mNumWeights); - len += Write(b->mOffsetMatrix); - - // for the moment we write dumb min/max values for the bones, too. - // maybe I'll add a better, hash-like solution later - if (shortened) { - len += WriteBounds(b->mWeights,b->mNumWeights); - } // else write as usual - else len += fwrite(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight),out); - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryMesh(const aiMesh* mesh) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMESH); - - len += Write(mesh->mPrimitiveTypes); - len += Write(mesh->mNumVertices); - len += Write(mesh->mNumFaces); - len += Write(mesh->mNumBones); - len += Write(mesh->mMaterialIndex); - - // first of all, write bits for all existent vertex components - unsigned int c = 0; - if (mesh->mVertices) { - c |= ASSBIN_MESH_HAS_POSITIONS; - } - if (mesh->mNormals) { - c |= ASSBIN_MESH_HAS_NORMALS; - } - if (mesh->mTangents && mesh->mBitangents) { - c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS; - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (!mesh->mTextureCoords[n]) { - break; - } - c |= ASSBIN_MESH_HAS_TEXCOORD(n); - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { - if (!mesh->mColors[n]) { - break; - } - c |= ASSBIN_MESH_HAS_COLOR(n); - } - len += Write(c); - - aiVector3D minVec, maxVec; - if (mesh->mVertices) { - if (shortened) { - len += WriteBounds(mesh->mVertices,mesh->mNumVertices); - } // else write as usual - else len += fwrite(mesh->mVertices,1,12*mesh->mNumVertices,out); - } - if (mesh->mNormals) { - if (shortened) { - len += WriteBounds(mesh->mNormals,mesh->mNumVertices); - } // else write as usual - else len += fwrite(mesh->mNormals,1,12*mesh->mNumVertices,out); - } - if (mesh->mTangents && mesh->mBitangents) { - if (shortened) { - len += WriteBounds(mesh->mTangents,mesh->mNumVertices); - len += WriteBounds(mesh->mBitangents,mesh->mNumVertices); - } // else write as usual - else { - len += fwrite(mesh->mTangents,1,12*mesh->mNumVertices,out); - len += fwrite(mesh->mBitangents,1,12*mesh->mNumVertices,out); - } - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { - if (!mesh->mColors[n]) - break; - - if (shortened) { - len += WriteBounds(mesh->mColors[n],mesh->mNumVertices); - } // else write as usual - else len += fwrite(mesh->mColors[n],16*mesh->mNumVertices,1,out); - } - for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { - if (!mesh->mTextureCoords[n]) - break; - - // write number of UV components - len += Write(mesh->mNumUVComponents[n]); - - if (shortened) { - len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices); - } // else write as usual - else len += fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out); - } - - // write faces. There are no floating-point calculations involved - // in these, so we can write a simple hash over the face data - // to the dump file. We generate a single 32 Bit hash for 512 faces - // using Assimp's standard hashing function. - if (shortened) { - unsigned int processed = 0; - for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) { - - uint32_t hash = 0; - for (unsigned int a = 0; a < job;++a) { - - const aiFace& f = mesh->mFaces[processed+a]; - uint32_t tmp = f.mNumIndices; - hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); - for (unsigned int i = 0; i < f.mNumIndices; ++i) { - BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff); - tmp = static_cast( f.mIndices[i] ); - hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); - } - } - len += Write(hash); - } - } - else // else write as usual - { - // if there are less than 2^16 vertices, we can simply use 16 bit integers ... - for (unsigned int i = 0; i < mesh->mNumFaces;++i) { - const aiFace& f = mesh->mFaces[i]; - - BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff); - len += Write(f.mNumIndices); - - for (unsigned int a = 0; a < f.mNumIndices;++a) { - if (mesh->mNumVertices < (1u<<16)) { - len += Write(f.mIndices[a]); - } - else len += Write(f.mIndices[a]); - } - } - } - - // write bones - if (mesh->mNumBones) { - for (unsigned int a = 0; a < mesh->mNumBones;++a) { - const aiBone* b = mesh->mBones[a]; - len += WriteBinaryBone(b)+8; - } - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryMaterialProperty(const aiMaterialProperty* prop) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIALPROPERTY); - - len += Write(prop->mKey); - len += Write(prop->mSemantic); - len += Write(prop->mIndex); - - len += Write(prop->mDataLength); - len += Write((unsigned int)prop->mType); - len += fwrite(prop->mData,1,prop->mDataLength,out); - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryMaterial(const aiMaterial* mat) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIAL); - - len += Write(mat->mNumProperties); - for (unsigned int i = 0; i < mat->mNumProperties;++i) { - len += WriteBinaryMaterialProperty(mat->mProperties[i])+8; - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryNodeAnim(const aiNodeAnim* nd) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODEANIM); - - len += Write(nd->mNodeName); - len += Write(nd->mNumPositionKeys); - len += Write(nd->mNumRotationKeys); - len += Write(nd->mNumScalingKeys); - len += Write(nd->mPreState); - len += Write(nd->mPostState); - - if (nd->mPositionKeys) { - if (shortened) { - len += WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys); - - } // else write as usual - else len += fwrite(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey),out); - } - if (nd->mRotationKeys) { - if (shortened) { - len += WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys); - - } // else write as usual - else len += fwrite(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey),out); - } - if (nd->mScalingKeys) { - if (shortened) { - len += WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys); - - } // else write as usual - else len += fwrite(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey),out); - } - - ChangeInteger(old,len); - return len; -} - - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryAnim(const aiAnimation* anim) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIANIMATION); - - len += Write (anim->mName); - len += Write (anim->mDuration); - len += Write (anim->mTicksPerSecond); - len += Write(anim->mNumChannels); - - for (unsigned int a = 0; a < anim->mNumChannels;++a) { - const aiNodeAnim* nd = anim->mChannels[a]; - len += WriteBinaryNodeAnim(nd)+8; - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryLight(const aiLight* l) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AILIGHT); - - len += Write(l->mName); - len += Write(l->mType); - - if (l->mType != aiLightSource_DIRECTIONAL) { - len += Write(l->mAttenuationConstant); - len += Write(l->mAttenuationLinear); - len += Write(l->mAttenuationQuadratic); - } - - len += Write((const aiVector3D&)l->mColorDiffuse); - len += Write((const aiVector3D&)l->mColorSpecular); - len += Write((const aiVector3D&)l->mColorAmbient); - - if (l->mType == aiLightSource_SPOT) { - len += Write(l->mAngleInnerCone); - len += Write(l->mAngleOuterCone); - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryCamera(const aiCamera* cam) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA); - - len += Write(cam->mName); - len += Write(cam->mPosition); - len += Write(cam->mLookAt); - len += Write(cam->mUp); - len += Write(cam->mHorizontalFOV); - len += Write(cam->mClipPlaneNear); - len += Write(cam->mClipPlaneFar); - len += Write(cam->mAspect); - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -uint32_t WriteBinaryScene(const aiScene* scene) -{ - uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AISCENE); - - // basic scene information - len += Write(scene->mFlags); - len += Write(scene->mNumMeshes); - len += Write(scene->mNumMaterials); - len += Write(scene->mNumAnimations); - len += Write(scene->mNumTextures); - len += Write(scene->mNumLights); - len += Write(scene->mNumCameras); - - // write node graph - len += WriteBinaryNode(scene->mRootNode)+8; - - // write all meshes - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - const aiMesh* mesh = scene->mMeshes[i]; - len += WriteBinaryMesh(mesh)+8; - } - - // write materials - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - len += WriteBinaryMaterial(mat)+8; - } - - // write all animations - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - const aiAnimation* anim = scene->mAnimations[i]; - len += WriteBinaryAnim(anim)+8; - } - - - // write all textures - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - const aiTexture* mesh = scene->mTextures[i]; - len += WriteBinaryTexture(mesh)+8; - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - const aiLight* l = scene->mLights[i]; - len += WriteBinaryLight(l)+8; - } - - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - const aiCamera* cam = scene->mCameras[i]; - len += WriteBinaryCamera(cam)+8; - } - - ChangeInteger(old,len); - return len; -} - -// ----------------------------------------------------------------------------------- -// Write a binary model dump -void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd, - bool _shortened, bool compressed, ImportData& /*imp*/) -{ - out = _out; - shortened = _shortened; - - time_t tt = time(NULL); - tm* p = gmtime(&tt); - - // header - fprintf(out,"ASSIMP.binary-dump.%s",asctime(p)); - // == 44 bytes - - Write(ASSBIN_VERSION_MAJOR); - Write(ASSBIN_VERSION_MINOR); - Write(aiGetVersionRevision()); - Write(aiGetCompileFlags()); - Write(shortened); - Write(compressed); - // == 20 bytes - - char buff[256]; - strncpy(buff,src,256); - fwrite(buff,256,1,out); - - strncpy(buff,cmd,128); - fwrite(buff,128,1,out); - - // leave 64 bytes free for future extensions - memset(buff,0xcd,64); - fwrite(buff,64,1,out); - // == 435 bytes - - // ==== total header size: 512 bytes - ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH); - - // Up to here the data is uncompressed. For compressed files, the rest - // is compressed using standard DEFLATE from zlib. - WriteBinaryScene(scene); -} - -// ----------------------------------------------------------------------------------- -// Convert a name to standard XML format -void ConvertName(aiString& out, const aiString& in) -{ - out.length = 0; - for (unsigned int i = 0; i < in.length; ++i) { - switch (in.data[i]) { - case '<': - out.Append("<");break; - case '>': - out.Append(">");break; - case '&': - out.Append("&");break; - case '\"': - out.Append(""");break; - case '\'': - out.Append("'");break; - default: - out.data[out.length++] = in.data[i]; - } - } - out.data[out.length] = 0; -} - -// ----------------------------------------------------------------------------------- -// Write a single node as text dump -void WriteNode(const aiNode* node, FILE* out, unsigned int depth) -{ - char prefix[512]; - for (unsigned int i = 0; i < depth;++i) - prefix[i] = '\t'; - prefix[depth] = '\0'; - - const aiMatrix4x4& m = node->mTransformation; - - aiString name; - ConvertName(name,node->mName); - fprintf(out,"%s \n" - "%s\t \n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" - "%s\t \n", - prefix,name.data,prefix, - prefix,m.a1,m.a2,m.a3,m.a4, - prefix,m.b1,m.b2,m.b3,m.b4, - prefix,m.c1,m.c2,m.c3,m.c4, - prefix,m.d1,m.d2,m.d3,m.d4,prefix); - - if (node->mNumMeshes) { - fprintf(out, "%s\t\n%s\t", - prefix,node->mNumMeshes,prefix); - - for (unsigned int i = 0; i < node->mNumMeshes;++i) { - fprintf(out,"%i ",node->mMeshes[i]); - } - fprintf(out,"\n%s\t\n",prefix); - } - - if (node->mNumChildren) { - fprintf(out,"%s\t\n", - prefix,node->mNumChildren); - - for (unsigned int i = 0; i < node->mNumChildren;++i) { - WriteNode(node->mChildren[i],out,depth+2); - } - fprintf(out,"%s\t\n",prefix); - } - fprintf(out,"%s\n",prefix); -} - - -// ------------------------------------------------------------------------------- -const char* TextureTypeToString(aiTextureType in) -{ - switch (in) - { - case aiTextureType_NONE: - return "n/a"; - case aiTextureType_DIFFUSE: - return "Diffuse"; - case aiTextureType_SPECULAR: - return "Specular"; - case aiTextureType_AMBIENT: - return "Ambient"; - case aiTextureType_EMISSIVE: - return "Emissive"; - case aiTextureType_OPACITY: - return "Opacity"; - case aiTextureType_NORMALS: - return "Normals"; - case aiTextureType_HEIGHT: - return "Height"; - case aiTextureType_SHININESS: - return "Shininess"; - case aiTextureType_DISPLACEMENT: - return "Displacement"; - case aiTextureType_LIGHTMAP: - return "Lightmap"; - case aiTextureType_REFLECTION: - return "Reflection"; - case aiTextureType_UNKNOWN: - return "Unknown"; - default: - break; - } - ai_assert(false); - return "BUG"; -} - - -// ----------------------------------------------------------------------------------- -// Some chuncks of text will need to be encoded for XML -// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 -static std::string encodeXML(const std::string& data) { - std::string buffer; - buffer.reserve(data.size()); - for(size_t pos = 0; pos != data.size(); ++pos) { - switch(data[pos]) { - case '&': buffer.append("&"); break; - case '\"': buffer.append("""); break; - case '\'': buffer.append("'"); break; - case '<': buffer.append("<"); break; - case '>': buffer.append(">"); break; - default: buffer.append(&data[pos], 1); break; - } - } - return buffer; -} - - - -// ----------------------------------------------------------------------------------- -// Write a text model dump -void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened) -{ - time_t tt = ::time(NULL); - tm* p = ::gmtime(&tt); - - std::string c = cmd; - std::string::size_type s; - - // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632 - // -- not allowed in XML comments - while((s = c.find("--")) != std::string::npos) { - c[s] = '?'; - } - aiString name; - - // write header - fprintf(out, - "\n" - "\n\n" - - "" - " \n\n" - "\n", - - aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p), - scene->mFlags, - 0 /*globalImporter->GetEffectivePostProcessing()*/); - - // write the node graph - WriteNode(scene->mRootNode, out, 0); - -#if 0 - // write cameras - for (unsigned int i = 0; i < scene->mNumCameras;++i) { - aiCamera* cam = scene->mCameras[i]; - ConvertName(name,cam->mName); - - // camera header - fprintf(out,"\t\n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\n", - name.data, - cam->mUp.x,cam->mUp.y,cam->mUp.z, - cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, - cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, - cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); - } - - // write lights - for (unsigned int i = 0; i < scene->mNumLights;++i) { - aiLight* l = scene->mLights[i]; - ConvertName(name,l->mName); - - // light header - fprintf(out,"\t type=\"%s\"\n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %0 8f %0 8f %0 8f \n", - name.data, - (l->mType == aiLightSource_DIRECTIONAL ? "directional" : - (l->mType == aiLightSource_POINT ? "point" : "spot" )), - l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, - l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, - l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); - - if (l->mType != aiLightSource_DIRECTIONAL) { - fprintf(out, - "\t\t %0 8f %0 8f %0 8f \n" - "\t\t %f \n" - "\t\t %f \n" - "\t\t %f \n", - l->mPosition.x,l->mPosition.y,l->mPosition.z, - l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); - } - - if (l->mType != aiLightSource_POINT) { - fprintf(out, - "\t\t %0 8f %0 8f %0 8f \n", - l->mDirection.x,l->mDirection.y,l->mDirection.z); - } - - if (l->mType == aiLightSource_SPOT) { - fprintf(out, - "\t\t %f \n" - "\t\t %f \n", - l->mAngleOuterCone,l->mAngleInnerCone); - } - fprintf(out,"\t\n"); - } -#endif - - // write textures - if (scene->mNumTextures) { - fprintf(out,"\n",scene->mNumTextures); - for (unsigned int i = 0; i < scene->mNumTextures;++i) { - aiTexture* tex = scene->mTextures[i]; - bool compressed = (tex->mHeight == 0); - - // mesh header - fprintf(out,"\t \n", - (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), - (compressed ? "true" : "false")); - - if (compressed) { - fprintf(out,"\t\t \n",tex->mWidth); - - if (!shortened) { - for (unsigned int n = 0; n < tex->mWidth;++n) { - fprintf(out,"\t\t\t%2x",reinterpret_cast(tex->pcData)[n]); - if (n && !(n % 50)) { - fprintf(out,"\n"); - } - } - } - } - else if (!shortened){ - fprintf(out,"\t\t \n",tex->mWidth*tex->mHeight*4); - - // const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1; - for (unsigned int y = 0; y < tex->mHeight;++y) { - for (unsigned int x = 0; x < tex->mWidth;++x) { - aiTexel* tx = tex->pcData + y*tex->mWidth+x; - unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a; - fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a); - - // group by four for readibility - if (0 == (x+y*tex->mWidth) % 4) - fprintf(out,"\n"); - } - } - } - fprintf(out,"\t\t\n\t\n"); - } - fprintf(out,"\n"); - } - - // write materials - if (scene->mNumMaterials) { - fprintf(out,"\n",scene->mNumMaterials); - for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { - const aiMaterial* mat = scene->mMaterials[i]; - - fprintf(out,"\t\n"); - fprintf(out,"\t\t\n",mat->mNumProperties); - for (unsigned int n = 0; n < mat->mNumProperties;++n) { - - const aiMaterialProperty* prop = mat->mProperties[n]; - const char* sz = ""; - if (prop->mType == aiPTI_Float) { - sz = "float"; - } - else if (prop->mType == aiPTI_Integer) { - sz = "integer"; - } - else if (prop->mType == aiPTI_String) { - sz = "string"; - } - else if (prop->mType == aiPTI_Buffer) { - sz = "binary_buffer"; - } - - fprintf(out,"\t\t\tmKey.data, sz, - ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); - - if (prop->mType == aiPTI_Float) { - fprintf(out," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength/sizeof(float))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) { - fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float)))); - } - } - else if (prop->mType == aiPTI_Integer) { - fprintf(out," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength/sizeof(int))); - - for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) { - fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int)))); - } - } - else if (prop->mType == aiPTI_Buffer) { - fprintf(out," size=\"%i\">\n\t\t\t\t", - static_cast(prop->mDataLength)); - - for (unsigned int p = 0; p < prop->mDataLength;++p) { - fprintf(out,"%2x ",prop->mData[p]); - if (p && 0 == p%30) { - fprintf(out,"\n\t\t\t\t"); - } - } - } - else if (prop->mType == aiPTI_String) { - fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */); - } - fprintf(out,"\n\t\t\t\n"); - } - fprintf(out,"\t\t\n"); - fprintf(out,"\t\n"); - } - fprintf(out,"\n"); - } - - // write animations - if (scene->mNumAnimations) { - fprintf(out,"\n",scene->mNumAnimations); - for (unsigned int i = 0; i < scene->mNumAnimations;++i) { - aiAnimation* anim = scene->mAnimations[i]; - - // anim header - ConvertName(name,anim->mName); - fprintf(out,"\t\n", - name.data, anim->mDuration, anim->mTicksPerSecond); - - // write bone animation channels - if (anim->mNumChannels) { - fprintf(out,"\t\t\n",anim->mNumChannels); - for (unsigned int n = 0; n < anim->mNumChannels;++n) { - aiNodeAnim* nd = anim->mChannels[n]; - - // node anim header - ConvertName(name,nd->mNodeName); - fprintf(out,"\t\t\t\n",name.data); - - if (!shortened) { - // write position keys - if (nd->mNumPositionKeys) { - fprintf(out,"\t\t\t\t\n",nd->mNumPositionKeys); - for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { - aiVectorKey* vc = nd->mPositionKeys+a; - fprintf(out,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - fprintf(out,"\t\t\t\t\n"); - } - - // write scaling keys - if (nd->mNumScalingKeys) { - fprintf(out,"\t\t\t\t\n",nd->mNumScalingKeys); - for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { - aiVectorKey* vc = nd->mScalingKeys+a; - fprintf(out,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); - } - fprintf(out,"\t\t\t\t\n"); - } - - // write rotation keys - if (nd->mNumRotationKeys) { - fprintf(out,"\t\t\t\t\n",nd->mNumRotationKeys); - for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { - aiQuatKey* vc = nd->mRotationKeys+a; - fprintf(out,"\t\t\t\t\t\n" - "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", - vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); - } - fprintf(out,"\t\t\t\t\n"); - } - } - fprintf(out,"\t\t\t\n"); - } - fprintf(out,"\t\t\n"); - } - fprintf(out,"\t\n"); - } - fprintf(out,"\n"); - } - - // write meshes - if (scene->mNumMeshes) { - fprintf(out,"\n",scene->mNumMeshes); - for (unsigned int i = 0; i < scene->mNumMeshes;++i) { - aiMesh* mesh = scene->mMeshes[i]; - // const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1; - - // mesh header - fprintf(out,"\t\n", - (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), - (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), - mesh->mMaterialIndex); - - // bones - if (mesh->mNumBones) { - fprintf(out,"\t\t\n",mesh->mNumBones); - - for (unsigned int n = 0; n < mesh->mNumBones;++n) { - aiBone* bone = mesh->mBones[n]; - - ConvertName(name,bone->mName); - // bone header - fprintf(out,"\t\t\t\n" - "\t\t\t\t \n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" - "\t\t\t\t \n", - name.data, - bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4, - bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4, - bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4, - bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4); - - if (!shortened && bone->mNumWeights) { - fprintf(out,"\t\t\t\t\n",bone->mNumWeights); - - // bone weights - for (unsigned int a = 0; a < bone->mNumWeights;++a) { - aiVertexWeight* wght = bone->mWeights+a; - - fprintf(out,"\t\t\t\t\t\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", - wght->mVertexId,wght->mWeight); - } - fprintf(out,"\t\t\t\t\n"); - } - fprintf(out,"\t\t\t\n"); - } - fprintf(out,"\t\t\n"); - } - - // faces - if (!shortened && mesh->mNumFaces) { - fprintf(out,"\t\t\n",mesh->mNumFaces); - for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { - aiFace& f = mesh->mFaces[n]; - fprintf(out,"\t\t\t\n" - "\t\t\t\t",f.mNumIndices); - - for (unsigned int j = 0; j < f.mNumIndices;++j) - fprintf(out,"%i ",f.mIndices[j]); - - fprintf(out,"\n\t\t\t\n"); - } - fprintf(out,"\t\t\n"); - } - - // vertex positions - if (mesh->HasPositions()) { - fprintf(out,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mVertices[n].x, - mesh->mVertices[n].y, - mesh->mVertices[n].z); - } - } - fprintf(out,"\t\t\n"); - } - - // vertex normals - if (mesh->HasNormals()) { - fprintf(out,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mNormals[n].x, - mesh->mNormals[n].y, - mesh->mNormals[n].z); - } - } - else { - } - fprintf(out,"\t\t\n"); - } - - // vertex tangents and bitangents - if (mesh->HasTangentsAndBitangents()) { - fprintf(out,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTangents[n].x, - mesh->mTangents[n].y, - mesh->mTangents[n].z); - } - } - fprintf(out,"\t\t\n"); - - fprintf(out,"\t\t \n",mesh->mNumVertices); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mBitangents[n].x, - mesh->mBitangents[n].y, - mesh->mBitangents[n].z); - } - } - fprintf(out,"\t\t\n"); - } - - // texture coordinates - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { - if (!mesh->mTextureCoords[a]) - break; - - fprintf(out,"\t\t \n",mesh->mNumVertices, - a,mesh->mNumUVComponents[a]); - - if (!shortened) { - if (mesh->mNumUVComponents[a] == 3) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y, - mesh->mTextureCoords[a][n].z); - } - } - else { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f\n", - mesh->mTextureCoords[a][n].x, - mesh->mTextureCoords[a][n].y); - } - } - } - fprintf(out,"\t\t\n"); - } - - // vertex colors - for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { - if (!mesh->mColors[a]) - break; - fprintf(out,"\t\t \n",mesh->mNumVertices,a); - if (!shortened) { - for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { - fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n", - mesh->mColors[a][n].r, - mesh->mColors[a][n].g, - mesh->mColors[a][n].b, - mesh->mColors[a][n].a); - } - } - fprintf(out,"\t\t\n"); - } - fprintf(out,"\t\n"); - } - fprintf(out,"\n"); - } - fprintf(out,"\n"); -} - - -// ----------------------------------------------------------------------------------- -int Assimp_Dump (const char* const* params, unsigned int num) -{ - const char* fail = "assimp dump: Invalid number of arguments. " - "See \'assimp dump --help\'\r\n"; - if (num < 1) { - printf("%s", fail); - return 1; - } - - // --help - if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { - printf("%s",AICMD_MSG_DUMP_HELP); - return 0; - } - - // asssimp dump in out [options] - if (num < 1) { - printf("%s", fail); - return 1; - } - - std::string in = std::string(params[0]); - std::string out = (num > 1 ? std::string(params[1]) : std::string("-")); - - // store full command line - std::string cmd; - for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { - if (!params[i])continue; - cmd.append(params[i]); - cmd.append(" "); - } - - // get import flags - ImportData import; - ProcessStandardArguments(import,params+1,num-1); - - bool binary = false, shortened = false,compressed=false; - - // process other flags - for (unsigned int i = 1; i < num;++i) { - if (!params[i])continue; - if (!strcmp( params[i], "-b") || !strcmp( params[i], "--binary")) { - binary = true; - } - else if (!strcmp( params[i], "-s") || !strcmp( params[i], "--short")) { - shortened = true; - } - else if (!strcmp( params[i], "-z") || !strcmp( params[i], "--compressed")) { - compressed = true; - } -#if 0 - else if (i > 2 || params[i][0] == '-') { - ::printf("Unknown parameter: %s\n",params[i]); - return 10; - } -#endif - } - - if (out[0] == '-') { - // take file name from input file - std::string::size_type s = in.find_last_of('.'); - if (s == std::string::npos) { - s = in.length(); - } - - out = in.substr(0,s); - out.append((binary ? ".assbin" : ".assxml")); - if (shortened && binary) { - out.append(".regress"); - } - } - - // import the main model - const aiScene* scene = ImportModel(import,in); - if (!scene) { - printf("assimp dump: Unable to load input file %s\n",in.c_str()); - return 5; - } - - // open the output file and build the dump - FILE* o = ::fopen(out.c_str(),(binary ? "wb" : "wt")); - if (!o) { - printf("assimp dump: Unable to open output file %s\n",out.c_str()); - return 12; - } - - if (binary) { - WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import); - } - else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened); - fclose(o); - - if (compressed && binary) { - CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH); - } - - printf("assimp dump: Wrote output dump %s\n",out.c_str()); - return 0; -} - +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file WriteTextDumb.cpp + * @brief Implementation of the 'assimp dump' utility + */ + +#include "Main.h" +#include "../code/ProcessHelper.h" + +const char* AICMD_MSG_DUMP_HELP = +"assimp dump [] [-b] [-s] [-z] [common parameters]\n" +"\t -b Binary output \n" +"\t -s Shortened \n" +"\t -z Compressed \n" +"\t[See the assimp_cmd docs for a full list of all common parameters] \n" +"\t -cfast Fast post processing preset, runs just a few important steps \n" +"\t -cdefault Default post processing: runs all recommended steps\n" +"\t -cfull Fires almost all post processing steps \n" +; + +#include "../../code/assbin_chunks.h" +#include + +FILE* out = NULL; +bool shortened = false; + +// ----------------------------------------------------------------------------------- +// Compress a binary dump file (beginning at offset head_size) +void CompressBinaryDump(const char* file, unsigned int head_size) +{ + // for simplicity ... copy the file into memory again and compress it there + FILE* p = fopen(file,"r"); + fseek(p,0,SEEK_END); + const uint32_t size = ftell(p); + fseek(p,0,SEEK_SET); + + if (size uint32_t Write(const T&); + +// ----------------------------------------------------------------------------------- +// Serialize an aiString +template <> +inline uint32_t Write(const aiString& s) +{ + const uint32_t s2 = (uint32_t)s.length; + fwrite(&s,4,1,out); + fwrite(s.data,s2,1,out); + return s2+4; +} + +// ----------------------------------------------------------------------------------- +// Serialize an unsigned int as uint32_t +template <> +inline uint32_t Write(const unsigned int& w) +{ + const uint32_t t = (uint32_t)w; + if (w > t) { + // this shouldn't happen, integers in Assimp data structures never exceed 2^32 + printf("loss of data due to 64 -> 32 bit integer conversion"); + } + + fwrite(&t,4,1,out); + return 4; +} + +// ----------------------------------------------------------------------------------- +// Serialize an unsigned int as uint16_t +template <> +inline uint32_t Write(const uint16_t& w) +{ + fwrite(&w,2,1,out); + return 2; +} + +// ----------------------------------------------------------------------------------- +// Serialize a float +template <> +inline uint32_t Write(const float& f) +{ + BOOST_STATIC_ASSERT(sizeof(float)==4); + fwrite(&f,4,1,out); + return 4; +} + +// ----------------------------------------------------------------------------------- +// Serialize a double +template <> +inline uint32_t Write(const double& f) +{ + BOOST_STATIC_ASSERT(sizeof(double)==8); + fwrite(&f,8,1,out); + return 8; +} + +// ----------------------------------------------------------------------------------- +// Serialize a vec3 +template <> +inline uint32_t Write(const aiVector3D& v) +{ + uint32_t t = Write(v.x); + t += Write(v.y); + t += Write(v.z); + return t; +} + +// ----------------------------------------------------------------------------------- +// Serialize a color value +template <> +inline uint32_t Write(const aiColor4D& v) +{ + uint32_t t = Write(v.r); + t += Write(v.g); + t += Write(v.b); + t += Write(v.a); + return t; +} + +// ----------------------------------------------------------------------------------- +// Serialize a quaternion +template <> +inline uint32_t Write(const aiQuaternion& v) +{ + uint32_t t = Write(v.w); + t += Write(v.x); + t += Write(v.y); + t += Write(v.z); + return 16; +} + + +// ----------------------------------------------------------------------------------- +// Serialize a vertex weight +template <> +inline uint32_t Write(const aiVertexWeight& v) +{ + uint32_t t = Write(v.mVertexId); + return t+Write(v.mWeight); +} + +// ----------------------------------------------------------------------------------- +// Serialize a mat4x4 +template <> +inline uint32_t Write(const aiMatrix4x4& m) +{ + for (unsigned int i = 0; i < 4;++i) { + for (unsigned int i2 = 0; i2 < 4;++i2) { + Write(m[i][i2]); + } + } + return 64; +} + +// ----------------------------------------------------------------------------------- +// Serialize an aiVectorKey +template <> +inline uint32_t Write(const aiVectorKey& v) +{ + const uint32_t t = Write(v.mTime); + return t + Write(v.mValue); +} + +// ----------------------------------------------------------------------------------- +// Serialize an aiQuatKey +template <> +inline uint32_t Write(const aiQuatKey& v) +{ + const uint32_t t = Write(v.mTime); + return t + Write(v.mValue); +} + +// ----------------------------------------------------------------------------------- +// Write the min/max values of an array of Ts to the file +template +inline uint32_t WriteBounds(const T* in, unsigned int size) +{ + T minc,maxc; + Assimp::ArrayBounds(in,size,minc,maxc); + + const uint32_t t = Write(minc); + return t + Write(maxc); +} + + + +// ----------------------------------------------------------------------------------- +void ChangeInteger(uint32_t ofs,uint32_t n) +{ + const uint32_t cur = ftell(out); + fseek(out,ofs,SEEK_SET); + fwrite(&n,4,1,out); + fseek(out,cur,SEEK_SET); +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryNode(const aiNode* node) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODE); + len += Write(node->mName); + len += Write(node->mTransformation); + len += Write(node->mNumChildren); + len += Write(node->mNumMeshes); + + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + len += Write(node->mMeshes[i]); + } + + for (unsigned int i = 0; i < node->mNumChildren;++i) { + len += WriteBinaryNode(node->mChildren[i])+8; + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryTexture(const aiTexture* tex) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AITEXTURE); + + len += Write(tex->mWidth); + len += Write(tex->mHeight); + len += fwrite(tex->achFormatHint,1,4,out); + + if(!shortened) { + if (!tex->mHeight) { + len += fwrite(tex->pcData,1,tex->mWidth,out); + } + else { + len += fwrite(tex->pcData,1,tex->mWidth*tex->mHeight*4,out); + } + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryBone(const aiBone* b) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIBONE); + + len += Write(b->mName); + len += Write(b->mNumWeights); + len += Write(b->mOffsetMatrix); + + // for the moment we write dumb min/max values for the bones, too. + // maybe I'll add a better, hash-like solution later + if (shortened) { + len += WriteBounds(b->mWeights,b->mNumWeights); + } // else write as usual + else len += fwrite(b->mWeights,1,b->mNumWeights*sizeof(aiVertexWeight),out); + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryMesh(const aiMesh* mesh) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMESH); + + len += Write(mesh->mPrimitiveTypes); + len += Write(mesh->mNumVertices); + len += Write(mesh->mNumFaces); + len += Write(mesh->mNumBones); + len += Write(mesh->mMaterialIndex); + + // first of all, write bits for all existent vertex components + unsigned int c = 0; + if (mesh->mVertices) { + c |= ASSBIN_MESH_HAS_POSITIONS; + } + if (mesh->mNormals) { + c |= ASSBIN_MESH_HAS_NORMALS; + } + if (mesh->mTangents && mesh->mBitangents) { + c |= ASSBIN_MESH_HAS_TANGENTS_AND_BITANGENTS; + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (!mesh->mTextureCoords[n]) { + break; + } + c |= ASSBIN_MESH_HAS_TEXCOORD(n); + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { + if (!mesh->mColors[n]) { + break; + } + c |= ASSBIN_MESH_HAS_COLOR(n); + } + len += Write(c); + + aiVector3D minVec, maxVec; + if (mesh->mVertices) { + if (shortened) { + len += WriteBounds(mesh->mVertices,mesh->mNumVertices); + } // else write as usual + else len += fwrite(mesh->mVertices,1,12*mesh->mNumVertices,out); + } + if (mesh->mNormals) { + if (shortened) { + len += WriteBounds(mesh->mNormals,mesh->mNumVertices); + } // else write as usual + else len += fwrite(mesh->mNormals,1,12*mesh->mNumVertices,out); + } + if (mesh->mTangents && mesh->mBitangents) { + if (shortened) { + len += WriteBounds(mesh->mTangents,mesh->mNumVertices); + len += WriteBounds(mesh->mBitangents,mesh->mNumVertices); + } // else write as usual + else { + len += fwrite(mesh->mTangents,1,12*mesh->mNumVertices,out); + len += fwrite(mesh->mBitangents,1,12*mesh->mNumVertices,out); + } + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_COLOR_SETS;++n) { + if (!mesh->mColors[n]) + break; + + if (shortened) { + len += WriteBounds(mesh->mColors[n],mesh->mNumVertices); + } // else write as usual + else len += fwrite(mesh->mColors[n],16*mesh->mNumVertices,1,out); + } + for (unsigned int n = 0; n < AI_MAX_NUMBER_OF_TEXTURECOORDS;++n) { + if (!mesh->mTextureCoords[n]) + break; + + // write number of UV components + len += Write(mesh->mNumUVComponents[n]); + + if (shortened) { + len += WriteBounds(mesh->mTextureCoords[n],mesh->mNumVertices); + } // else write as usual + else len += fwrite(mesh->mTextureCoords[n],12*mesh->mNumVertices,1,out); + } + + // write faces. There are no floating-point calculations involved + // in these, so we can write a simple hash over the face data + // to the dump file. We generate a single 32 Bit hash for 512 faces + // using Assimp's standard hashing function. + if (shortened) { + unsigned int processed = 0; + for (unsigned int job;(job = std::min(mesh->mNumFaces-processed,512u));processed += job) { + + uint32_t hash = 0; + for (unsigned int a = 0; a < job;++a) { + + const aiFace& f = mesh->mFaces[processed+a]; + uint32_t tmp = f.mNumIndices; + hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); + for (unsigned int i = 0; i < f.mNumIndices; ++i) { + BOOST_STATIC_ASSERT(AI_MAX_VERTICES <= 0xffffffff); + tmp = static_cast( f.mIndices[i] ); + hash = SuperFastHash(reinterpret_cast(&tmp),sizeof tmp,hash); + } + } + len += Write(hash); + } + } + else // else write as usual + { + // if there are less than 2^16 vertices, we can simply use 16 bit integers ... + for (unsigned int i = 0; i < mesh->mNumFaces;++i) { + const aiFace& f = mesh->mFaces[i]; + + BOOST_STATIC_ASSERT(AI_MAX_FACE_INDICES <= 0xffff); + len += Write(f.mNumIndices); + + for (unsigned int a = 0; a < f.mNumIndices;++a) { + if (mesh->mNumVertices < (1u<<16)) { + len += Write(f.mIndices[a]); + } + else len += Write(f.mIndices[a]); + } + } + } + + // write bones + if (mesh->mNumBones) { + for (unsigned int a = 0; a < mesh->mNumBones;++a) { + const aiBone* b = mesh->mBones[a]; + len += WriteBinaryBone(b)+8; + } + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryMaterialProperty(const aiMaterialProperty* prop) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIALPROPERTY); + + len += Write(prop->mKey); + len += Write(prop->mSemantic); + len += Write(prop->mIndex); + + len += Write(prop->mDataLength); + len += Write((unsigned int)prop->mType); + len += fwrite(prop->mData,1,prop->mDataLength,out); + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryMaterial(const aiMaterial* mat) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIMATERIAL); + + len += Write(mat->mNumProperties); + for (unsigned int i = 0; i < mat->mNumProperties;++i) { + len += WriteBinaryMaterialProperty(mat->mProperties[i])+8; + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryNodeAnim(const aiNodeAnim* nd) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AINODEANIM); + + len += Write(nd->mNodeName); + len += Write(nd->mNumPositionKeys); + len += Write(nd->mNumRotationKeys); + len += Write(nd->mNumScalingKeys); + len += Write(nd->mPreState); + len += Write(nd->mPostState); + + if (nd->mPositionKeys) { + if (shortened) { + len += WriteBounds(nd->mPositionKeys,nd->mNumPositionKeys); + + } // else write as usual + else len += fwrite(nd->mPositionKeys,1,nd->mNumPositionKeys*sizeof(aiVectorKey),out); + } + if (nd->mRotationKeys) { + if (shortened) { + len += WriteBounds(nd->mRotationKeys,nd->mNumRotationKeys); + + } // else write as usual + else len += fwrite(nd->mRotationKeys,1,nd->mNumRotationKeys*sizeof(aiQuatKey),out); + } + if (nd->mScalingKeys) { + if (shortened) { + len += WriteBounds(nd->mScalingKeys,nd->mNumScalingKeys); + + } // else write as usual + else len += fwrite(nd->mScalingKeys,1,nd->mNumScalingKeys*sizeof(aiVectorKey),out); + } + + ChangeInteger(old,len); + return len; +} + + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryAnim(const aiAnimation* anim) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AIANIMATION); + + len += Write (anim->mName); + len += Write (anim->mDuration); + len += Write (anim->mTicksPerSecond); + len += Write(anim->mNumChannels); + + for (unsigned int a = 0; a < anim->mNumChannels;++a) { + const aiNodeAnim* nd = anim->mChannels[a]; + len += WriteBinaryNodeAnim(nd)+8; + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryLight(const aiLight* l) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AILIGHT); + + len += Write(l->mName); + len += Write(l->mType); + + if (l->mType != aiLightSource_DIRECTIONAL) { + len += Write(l->mAttenuationConstant); + len += Write(l->mAttenuationLinear); + len += Write(l->mAttenuationQuadratic); + } + + len += Write((const aiVector3D&)l->mColorDiffuse); + len += Write((const aiVector3D&)l->mColorSpecular); + len += Write((const aiVector3D&)l->mColorAmbient); + + if (l->mType == aiLightSource_SPOT) { + len += Write(l->mAngleInnerCone); + len += Write(l->mAngleOuterCone); + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryCamera(const aiCamera* cam) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AICAMERA); + + len += Write(cam->mName); + len += Write(cam->mPosition); + len += Write(cam->mLookAt); + len += Write(cam->mUp); + len += Write(cam->mHorizontalFOV); + len += Write(cam->mClipPlaneNear); + len += Write(cam->mClipPlaneFar); + len += Write(cam->mAspect); + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +uint32_t WriteBinaryScene(const aiScene* scene) +{ + uint32_t len = 0, old = WriteMagic(ASSBIN_CHUNK_AISCENE); + + // basic scene information + len += Write(scene->mFlags); + len += Write(scene->mNumMeshes); + len += Write(scene->mNumMaterials); + len += Write(scene->mNumAnimations); + len += Write(scene->mNumTextures); + len += Write(scene->mNumLights); + len += Write(scene->mNumCameras); + + // write node graph + len += WriteBinaryNode(scene->mRootNode)+8; + + // write all meshes + for (unsigned int i = 0; i < scene->mNumMeshes;++i) { + const aiMesh* mesh = scene->mMeshes[i]; + len += WriteBinaryMesh(mesh)+8; + } + + // write materials + for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { + const aiMaterial* mat = scene->mMaterials[i]; + len += WriteBinaryMaterial(mat)+8; + } + + // write all animations + for (unsigned int i = 0; i < scene->mNumAnimations;++i) { + const aiAnimation* anim = scene->mAnimations[i]; + len += WriteBinaryAnim(anim)+8; + } + + + // write all textures + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + const aiTexture* mesh = scene->mTextures[i]; + len += WriteBinaryTexture(mesh)+8; + } + + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + const aiLight* l = scene->mLights[i]; + len += WriteBinaryLight(l)+8; + } + + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + const aiCamera* cam = scene->mCameras[i]; + len += WriteBinaryCamera(cam)+8; + } + + ChangeInteger(old,len); + return len; +} + +// ----------------------------------------------------------------------------------- +// Write a binary model dump +void WriteBinaryDump(const aiScene* scene, FILE* _out, const char* src, const char* cmd, + bool _shortened, bool compressed, ImportData& /*imp*/) +{ + out = _out; + shortened = _shortened; + + time_t tt = time(NULL); + tm* p = gmtime(&tt); + + // header + fprintf(out,"ASSIMP.binary-dump.%s",asctime(p)); + // == 44 bytes + + Write(ASSBIN_VERSION_MAJOR); + Write(ASSBIN_VERSION_MINOR); + Write(aiGetVersionRevision()); + Write(aiGetCompileFlags()); + Write(shortened); + Write(compressed); + // == 20 bytes + + char buff[256]; + strncpy(buff,src,256); + fwrite(buff,256,1,out); + + strncpy(buff,cmd,128); + fwrite(buff,128,1,out); + + // leave 64 bytes free for future extensions + memset(buff,0xcd,64); + fwrite(buff,64,1,out); + // == 435 bytes + + // ==== total header size: 512 bytes + ai_assert(ftell(out)==ASSBIN_HEADER_LENGTH); + + // Up to here the data is uncompressed. For compressed files, the rest + // is compressed using standard DEFLATE from zlib. + WriteBinaryScene(scene); +} + +// ----------------------------------------------------------------------------------- +// Convert a name to standard XML format +void ConvertName(aiString& out, const aiString& in) +{ + out.length = 0; + for (unsigned int i = 0; i < in.length; ++i) { + switch (in.data[i]) { + case '<': + out.Append("<");break; + case '>': + out.Append(">");break; + case '&': + out.Append("&");break; + case '\"': + out.Append(""");break; + case '\'': + out.Append("'");break; + default: + out.data[out.length++] = in.data[i]; + } + } + out.data[out.length] = 0; +} + +// ----------------------------------------------------------------------------------- +// Write a single node as text dump +void WriteNode(const aiNode* node, FILE* out, unsigned int depth) +{ + char prefix[512]; + for (unsigned int i = 0; i < depth;++i) + prefix[i] = '\t'; + prefix[depth] = '\0'; + + const aiMatrix4x4& m = node->mTransformation; + + aiString name; + ConvertName(name,node->mName); + fprintf(out,"%s \n" + "%s\t \n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t\t%0 6f %0 6f %0 6f %0 6f\n" + "%s\t \n", + prefix,name.data,prefix, + prefix,m.a1,m.a2,m.a3,m.a4, + prefix,m.b1,m.b2,m.b3,m.b4, + prefix,m.c1,m.c2,m.c3,m.c4, + prefix,m.d1,m.d2,m.d3,m.d4,prefix); + + if (node->mNumMeshes) { + fprintf(out, "%s\t\n%s\t", + prefix,node->mNumMeshes,prefix); + + for (unsigned int i = 0; i < node->mNumMeshes;++i) { + fprintf(out,"%i ",node->mMeshes[i]); + } + fprintf(out,"\n%s\t\n",prefix); + } + + if (node->mNumChildren) { + fprintf(out,"%s\t\n", + prefix,node->mNumChildren); + + for (unsigned int i = 0; i < node->mNumChildren;++i) { + WriteNode(node->mChildren[i],out,depth+2); + } + fprintf(out,"%s\t\n",prefix); + } + fprintf(out,"%s\n",prefix); +} + + +// ------------------------------------------------------------------------------- +const char* TextureTypeToString(aiTextureType in) +{ + switch (in) + { + case aiTextureType_NONE: + return "n/a"; + case aiTextureType_DIFFUSE: + return "Diffuse"; + case aiTextureType_SPECULAR: + return "Specular"; + case aiTextureType_AMBIENT: + return "Ambient"; + case aiTextureType_EMISSIVE: + return "Emissive"; + case aiTextureType_OPACITY: + return "Opacity"; + case aiTextureType_NORMALS: + return "Normals"; + case aiTextureType_HEIGHT: + return "Height"; + case aiTextureType_SHININESS: + return "Shininess"; + case aiTextureType_DISPLACEMENT: + return "Displacement"; + case aiTextureType_LIGHTMAP: + return "Lightmap"; + case aiTextureType_REFLECTION: + return "Reflection"; + case aiTextureType_UNKNOWN: + return "Unknown"; + default: + break; + } + ai_assert(false); + return "BUG"; +} + + +// ----------------------------------------------------------------------------------- +// Some chuncks of text will need to be encoded for XML +// http://stackoverflow.com/questions/5665231/most-efficient-way-to-escape-xml-html-in-c-string#5665377 +static std::string encodeXML(const std::string& data) { + std::string buffer; + buffer.reserve(data.size()); + for(size_t pos = 0; pos != data.size(); ++pos) { + switch(data[pos]) { + case '&': buffer.append("&"); break; + case '\"': buffer.append("""); break; + case '\'': buffer.append("'"); break; + case '<': buffer.append("<"); break; + case '>': buffer.append(">"); break; + default: buffer.append(&data[pos], 1); break; + } + } + return buffer; +} + + + +// ----------------------------------------------------------------------------------- +// Write a text model dump +void WriteDump(const aiScene* scene, FILE* out, const char* src, const char* cmd, bool shortened) +{ + time_t tt = ::time(NULL); + tm* p = ::gmtime(&tt); + + std::string c = cmd; + std::string::size_type s; + + // https://sourceforge.net/tracker/?func=detail&aid=3167364&group_id=226462&atid=1067632 + // -- not allowed in XML comments + while((s = c.find("--")) != std::string::npos) { + c[s] = '?'; + } + aiString name; + + // write header + fprintf(out, + "\n" + "\n\n" + + "" + " \n\n" + "\n", + + aiGetVersionMajor(),aiGetVersionMinor(),aiGetVersionRevision(),src,c.c_str(),asctime(p), + scene->mFlags, + 0 /*globalImporter->GetEffectivePostProcessing()*/); + + // write the node graph + WriteNode(scene->mRootNode, out, 0); + +#if 0 + // write cameras + for (unsigned int i = 0; i < scene->mNumCameras;++i) { + aiCamera* cam = scene->mCameras[i]; + ConvertName(name,cam->mName); + + // camera header + fprintf(out,"\t\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\n", + name.data, + cam->mUp.x,cam->mUp.y,cam->mUp.z, + cam->mLookAt.x,cam->mLookAt.y,cam->mLookAt.z, + cam->mPosition.x,cam->mPosition.y,cam->mPosition.z, + cam->mHorizontalFOV,cam->mAspect,cam->mClipPlaneNear,cam->mClipPlaneFar,i); + } + + // write lights + for (unsigned int i = 0; i < scene->mNumLights;++i) { + aiLight* l = scene->mLights[i]; + ConvertName(name,l->mName); + + // light header + fprintf(out,"\t type=\"%s\"\n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %0 8f %0 8f %0 8f \n", + name.data, + (l->mType == aiLightSource_DIRECTIONAL ? "directional" : + (l->mType == aiLightSource_POINT ? "point" : "spot" )), + l->mColorDiffuse.r, l->mColorDiffuse.g, l->mColorDiffuse.b, + l->mColorSpecular.r,l->mColorSpecular.g,l->mColorSpecular.b, + l->mColorAmbient.r, l->mColorAmbient.g, l->mColorAmbient.b); + + if (l->mType != aiLightSource_DIRECTIONAL) { + fprintf(out, + "\t\t %0 8f %0 8f %0 8f \n" + "\t\t %f \n" + "\t\t %f \n" + "\t\t %f \n", + l->mPosition.x,l->mPosition.y,l->mPosition.z, + l->mAttenuationConstant,l->mAttenuationLinear,l->mAttenuationQuadratic); + } + + if (l->mType != aiLightSource_POINT) { + fprintf(out, + "\t\t %0 8f %0 8f %0 8f \n", + l->mDirection.x,l->mDirection.y,l->mDirection.z); + } + + if (l->mType == aiLightSource_SPOT) { + fprintf(out, + "\t\t %f \n" + "\t\t %f \n", + l->mAngleOuterCone,l->mAngleInnerCone); + } + fprintf(out,"\t\n"); + } +#endif + + // write textures + if (scene->mNumTextures) { + fprintf(out,"\n",scene->mNumTextures); + for (unsigned int i = 0; i < scene->mNumTextures;++i) { + aiTexture* tex = scene->mTextures[i]; + bool compressed = (tex->mHeight == 0); + + // mesh header + fprintf(out,"\t \n", + (compressed ? -1 : tex->mWidth),(compressed ? -1 : tex->mHeight), + (compressed ? "true" : "false")); + + if (compressed) { + fprintf(out,"\t\t \n",tex->mWidth); + + if (!shortened) { + for (unsigned int n = 0; n < tex->mWidth;++n) { + fprintf(out,"\t\t\t%2x",reinterpret_cast(tex->pcData)[n]); + if (n && !(n % 50)) { + fprintf(out,"\n"); + } + } + } + } + else if (!shortened){ + fprintf(out,"\t\t \n",tex->mWidth*tex->mHeight*4); + + // const unsigned int width = (unsigned int)log10((double)std::max(tex->mHeight,tex->mWidth))+1; + for (unsigned int y = 0; y < tex->mHeight;++y) { + for (unsigned int x = 0; x < tex->mWidth;++x) { + aiTexel* tx = tex->pcData + y*tex->mWidth+x; + unsigned int r = tx->r,g=tx->g,b=tx->b,a=tx->a; + fprintf(out,"\t\t\t%2x %2x %2x %2x",r,g,b,a); + + // group by four for readibility + if (0 == (x+y*tex->mWidth) % 4) + fprintf(out,"\n"); + } + } + } + fprintf(out,"\t\t\n\t\n"); + } + fprintf(out,"\n"); + } + + // write materials + if (scene->mNumMaterials) { + fprintf(out,"\n",scene->mNumMaterials); + for (unsigned int i = 0; i< scene->mNumMaterials; ++i) { + const aiMaterial* mat = scene->mMaterials[i]; + + fprintf(out,"\t\n"); + fprintf(out,"\t\t\n",mat->mNumProperties); + for (unsigned int n = 0; n < mat->mNumProperties;++n) { + + const aiMaterialProperty* prop = mat->mProperties[n]; + const char* sz = ""; + if (prop->mType == aiPTI_Float) { + sz = "float"; + } + else if (prop->mType == aiPTI_Integer) { + sz = "integer"; + } + else if (prop->mType == aiPTI_String) { + sz = "string"; + } + else if (prop->mType == aiPTI_Buffer) { + sz = "binary_buffer"; + } + + fprintf(out,"\t\t\tmKey.data, sz, + ::TextureTypeToString((aiTextureType)prop->mSemantic),prop->mIndex); + + if (prop->mType == aiPTI_Float) { + fprintf(out," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength/sizeof(float))); + + for (unsigned int p = 0; p < prop->mDataLength/sizeof(float);++p) { + fprintf(out,"%f ",*((float*)(prop->mData+p*sizeof(float)))); + } + } + else if (prop->mType == aiPTI_Integer) { + fprintf(out," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength/sizeof(int))); + + for (unsigned int p = 0; p < prop->mDataLength/sizeof(int);++p) { + fprintf(out,"%i ",*((int*)(prop->mData+p*sizeof(int)))); + } + } + else if (prop->mType == aiPTI_Buffer) { + fprintf(out," size=\"%i\">\n\t\t\t\t", + static_cast(prop->mDataLength)); + + for (unsigned int p = 0; p < prop->mDataLength;++p) { + fprintf(out,"%2x ",prop->mData[p]); + if (p && 0 == p%30) { + fprintf(out,"\n\t\t\t\t"); + } + } + } + else if (prop->mType == aiPTI_String) { + fprintf(out,">\n\t\t\t\t\"%s\"",encodeXML(prop->mData+4).c_str() /* skip length */); + } + fprintf(out,"\n\t\t\t\n"); + } + fprintf(out,"\t\t\n"); + fprintf(out,"\t\n"); + } + fprintf(out,"\n"); + } + + // write animations + if (scene->mNumAnimations) { + fprintf(out,"\n",scene->mNumAnimations); + for (unsigned int i = 0; i < scene->mNumAnimations;++i) { + aiAnimation* anim = scene->mAnimations[i]; + + // anim header + ConvertName(name,anim->mName); + fprintf(out,"\t\n", + name.data, anim->mDuration, anim->mTicksPerSecond); + + // write bone animation channels + if (anim->mNumChannels) { + fprintf(out,"\t\t\n",anim->mNumChannels); + for (unsigned int n = 0; n < anim->mNumChannels;++n) { + aiNodeAnim* nd = anim->mChannels[n]; + + // node anim header + ConvertName(name,nd->mNodeName); + fprintf(out,"\t\t\t\n",name.data); + + if (!shortened) { + // write position keys + if (nd->mNumPositionKeys) { + fprintf(out,"\t\t\t\t\n",nd->mNumPositionKeys); + for (unsigned int a = 0; a < nd->mNumPositionKeys;++a) { + aiVectorKey* vc = nd->mPositionKeys+a; + fprintf(out,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); + } + fprintf(out,"\t\t\t\t\n"); + } + + // write scaling keys + if (nd->mNumScalingKeys) { + fprintf(out,"\t\t\t\t\n",nd->mNumScalingKeys); + for (unsigned int a = 0; a < nd->mNumScalingKeys;++a) { + aiVectorKey* vc = nd->mScalingKeys+a; + fprintf(out,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z); + } + fprintf(out,"\t\t\t\t\n"); + } + + // write rotation keys + if (nd->mNumRotationKeys) { + fprintf(out,"\t\t\t\t\n",nd->mNumRotationKeys); + for (unsigned int a = 0; a < nd->mNumRotationKeys;++a) { + aiQuatKey* vc = nd->mRotationKeys+a; + fprintf(out,"\t\t\t\t\t\n" + "\t\t\t\t\t\t%0 8f %0 8f %0 8f %0 8f\n\t\t\t\t\t\n", + vc->mTime,vc->mValue.x,vc->mValue.y,vc->mValue.z,vc->mValue.w); + } + fprintf(out,"\t\t\t\t\n"); + } + } + fprintf(out,"\t\t\t\n"); + } + fprintf(out,"\t\t\n"); + } + fprintf(out,"\t\n"); + } + fprintf(out,"\n"); + } + + // write meshes + if (scene->mNumMeshes) { + fprintf(out,"\n",scene->mNumMeshes); + for (unsigned int i = 0; i < scene->mNumMeshes;++i) { + aiMesh* mesh = scene->mMeshes[i]; + // const unsigned int width = (unsigned int)log10((double)mesh->mNumVertices)+1; + + // mesh header + fprintf(out,"\t\n", + (mesh->mPrimitiveTypes & aiPrimitiveType_POINT ? "points" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_LINE ? "lines" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_TRIANGLE ? "triangles" : ""), + (mesh->mPrimitiveTypes & aiPrimitiveType_POLYGON ? "polygons" : ""), + mesh->mMaterialIndex); + + // bones + if (mesh->mNumBones) { + fprintf(out,"\t\t\n",mesh->mNumBones); + + for (unsigned int n = 0; n < mesh->mNumBones;++n) { + aiBone* bone = mesh->mBones[n]; + + ConvertName(name,bone->mName); + // bone header + fprintf(out,"\t\t\t\n" + "\t\t\t\t \n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t\t%0 6f %0 6f %0 6f %0 6f\n" + "\t\t\t\t \n", + name.data, + bone->mOffsetMatrix.a1,bone->mOffsetMatrix.a2,bone->mOffsetMatrix.a3,bone->mOffsetMatrix.a4, + bone->mOffsetMatrix.b1,bone->mOffsetMatrix.b2,bone->mOffsetMatrix.b3,bone->mOffsetMatrix.b4, + bone->mOffsetMatrix.c1,bone->mOffsetMatrix.c2,bone->mOffsetMatrix.c3,bone->mOffsetMatrix.c4, + bone->mOffsetMatrix.d1,bone->mOffsetMatrix.d2,bone->mOffsetMatrix.d3,bone->mOffsetMatrix.d4); + + if (!shortened && bone->mNumWeights) { + fprintf(out,"\t\t\t\t\n",bone->mNumWeights); + + // bone weights + for (unsigned int a = 0; a < bone->mNumWeights;++a) { + aiVertexWeight* wght = bone->mWeights+a; + + fprintf(out,"\t\t\t\t\t\n\t\t\t\t\t\t%f\n\t\t\t\t\t\n", + wght->mVertexId,wght->mWeight); + } + fprintf(out,"\t\t\t\t\n"); + } + fprintf(out,"\t\t\t\n"); + } + fprintf(out,"\t\t\n"); + } + + // faces + if (!shortened && mesh->mNumFaces) { + fprintf(out,"\t\t\n",mesh->mNumFaces); + for (unsigned int n = 0; n < mesh->mNumFaces; ++n) { + aiFace& f = mesh->mFaces[n]; + fprintf(out,"\t\t\t\n" + "\t\t\t\t",f.mNumIndices); + + for (unsigned int j = 0; j < f.mNumIndices;++j) + fprintf(out,"%i ",f.mIndices[j]); + + fprintf(out,"\n\t\t\t\n"); + } + fprintf(out,"\t\t\n"); + } + + // vertex positions + if (mesh->HasPositions()) { + fprintf(out,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mVertices[n].x, + mesh->mVertices[n].y, + mesh->mVertices[n].z); + } + } + fprintf(out,"\t\t\n"); + } + + // vertex normals + if (mesh->HasNormals()) { + fprintf(out,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mNormals[n].x, + mesh->mNormals[n].y, + mesh->mNormals[n].z); + } + } + else { + } + fprintf(out,"\t\t\n"); + } + + // vertex tangents and bitangents + if (mesh->HasTangentsAndBitangents()) { + fprintf(out,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mTangents[n].x, + mesh->mTangents[n].y, + mesh->mTangents[n].z); + } + } + fprintf(out,"\t\t\n"); + + fprintf(out,"\t\t \n",mesh->mNumVertices); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mBitangents[n].x, + mesh->mBitangents[n].y, + mesh->mBitangents[n].z); + } + } + fprintf(out,"\t\t\n"); + } + + // texture coordinates + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_TEXTURECOORDS; ++a) { + if (!mesh->mTextureCoords[a]) + break; + + fprintf(out,"\t\t \n",mesh->mNumVertices, + a,mesh->mNumUVComponents[a]); + + if (!shortened) { + if (mesh->mNumUVComponents[a] == 3) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y, + mesh->mTextureCoords[a][n].z); + } + } + else { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f\n", + mesh->mTextureCoords[a][n].x, + mesh->mTextureCoords[a][n].y); + } + } + } + fprintf(out,"\t\t\n"); + } + + // vertex colors + for (unsigned int a = 0; a < AI_MAX_NUMBER_OF_COLOR_SETS; ++a) { + if (!mesh->mColors[a]) + break; + fprintf(out,"\t\t \n",mesh->mNumVertices,a); + if (!shortened) { + for (unsigned int n = 0; n < mesh->mNumVertices; ++n) { + fprintf(out,"\t\t%0 8f %0 8f %0 8f %0 8f\n", + mesh->mColors[a][n].r, + mesh->mColors[a][n].g, + mesh->mColors[a][n].b, + mesh->mColors[a][n].a); + } + } + fprintf(out,"\t\t\n"); + } + fprintf(out,"\t\n"); + } + fprintf(out,"\n"); + } + fprintf(out,"\n"); +} + + +// ----------------------------------------------------------------------------------- +int Assimp_Dump (const char* const* params, unsigned int num) +{ + const char* fail = "assimp dump: Invalid number of arguments. " + "See \'assimp dump --help\'\r\n"; + if (num < 1) { + printf("%s", fail); + return 1; + } + + // --help + if (!strcmp( params[0], "-h") || !strcmp( params[0], "--help") || !strcmp( params[0], "-?") ) { + printf("%s",AICMD_MSG_DUMP_HELP); + return 0; + } + + // asssimp dump in out [options] + if (num < 1) { + printf("%s", fail); + return 1; + } + + std::string in = std::string(params[0]); + std::string out = (num > 1 ? std::string(params[1]) : std::string("-")); + + // store full command line + std::string cmd; + for (unsigned int i = (out[0] == '-' ? 1 : 2); i < num;++i) { + if (!params[i])continue; + cmd.append(params[i]); + cmd.append(" "); + } + + // get import flags + ImportData import; + ProcessStandardArguments(import,params+1,num-1); + + bool binary = false, shortened = false,compressed=false; + + // process other flags + for (unsigned int i = 1; i < num;++i) { + if (!params[i])continue; + if (!strcmp( params[i], "-b") || !strcmp( params[i], "--binary")) { + binary = true; + } + else if (!strcmp( params[i], "-s") || !strcmp( params[i], "--short")) { + shortened = true; + } + else if (!strcmp( params[i], "-z") || !strcmp( params[i], "--compressed")) { + compressed = true; + } +#if 0 + else if (i > 2 || params[i][0] == '-') { + ::printf("Unknown parameter: %s\n",params[i]); + return 10; + } +#endif + } + + if (out[0] == '-') { + // take file name from input file + std::string::size_type s = in.find_last_of('.'); + if (s == std::string::npos) { + s = in.length(); + } + + out = in.substr(0,s); + out.append((binary ? ".assbin" : ".assxml")); + if (shortened && binary) { + out.append(".regress"); + } + } + + // import the main model + const aiScene* scene = ImportModel(import,in); + if (!scene) { + printf("assimp dump: Unable to load input file %s\n",in.c_str()); + return 5; + } + + // open the output file and build the dump + FILE* o = ::fopen(out.c_str(),(binary ? "wb" : "wt")); + if (!o) { + printf("assimp dump: Unable to open output file %s\n",out.c_str()); + return 12; + } + + if (binary) { + WriteBinaryDump (scene,o,in.c_str(),cmd.c_str(),shortened,compressed,import); + } + else WriteDump (scene,o,in.c_str(),cmd.c_str(),shortened); + fclose(o); + + if (compressed && binary) { + CompressBinaryDump(out.c_str(),ASSBIN_HEADER_LENGTH); + } + + printf("assimp dump: Wrote output dump %s\n",out.c_str()); + return 0; +} + diff --git a/tools/assimp_cmd/assimp_cmd.rc b/tools/assimp_cmd/assimp_cmd.rc index baa153c73..e67100698 100644 --- a/tools/assimp_cmd/assimp_cmd.rc +++ b/tools/assimp_cmd/assimp_cmd.rc @@ -1,51 +1,51 @@ -// Microsoft Visual C++ generated resource script. -// -#include "resource.h" -#include "../../revision.h" - -#define APSTUDIO_READONLY_SYMBOLS -///////////////////////////////////////////////////////////////////////////// -// -// Generated from the TEXTINCLUDE 2 resource. -// -#define APSTUDIO_HIDDEN_SYMBOLS -#include "windows.h" -#undef APSTUDIO_HIDDEN_SYMBOLS - -///////////////////////////////////////////////////////////////////////////// -#undef APSTUDIO_READONLY_SYMBOLS - -///////////////////////////////////////////////////////////////////////////// -// Deutsch (Deutschland) resources - -#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU) -#ifdef _WIN32 -LANGUAGE LANG_GERMAN, SUBLANG_GERMAN -#pragma code_page(1252) -#endif //_WIN32 - -///////////////////////////////////////////////////////////////////////////// -// -// Icon -// - -// Icon with lowest ID value placed first to ensure application icon -// remains consistent on all systems. -IDI_ASSIMP_VIEW ICON "../shared/assimp_tools_icon.ico" - - - - - - - -#ifndef APSTUDIO_INVOKED -///////////////////////////////////////////////////////////////////////////// -// -// Generated from the TEXTINCLUDE 3 resource. -// - - -///////////////////////////////////////////////////////////////////////////// -#endif // not APSTUDIO_INVOKED -#endif +// Microsoft Visual C++ generated resource script. +// +#include "resource.h" +#include "../../revision.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 2 resource. +// +#define APSTUDIO_HIDDEN_SYMBOLS +#include "windows.h" +#undef APSTUDIO_HIDDEN_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// Deutsch (Deutschland) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU) +#ifdef _WIN32 +LANGUAGE LANG_GERMAN, SUBLANG_GERMAN +#pragma code_page(1252) +#endif //_WIN32 + +///////////////////////////////////////////////////////////////////////////// +// +// Icon +// + +// Icon with lowest ID value placed first to ensure application icon +// remains consistent on all systems. +IDI_ASSIMP_VIEW ICON "../shared/assimp_tools_icon.ico" + + + + + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 3 resource. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // not APSTUDIO_INVOKED +#endif diff --git a/tools/assimp_cmd/resource.h b/tools/assimp_cmd/resource.h index e5af4f18e..c516b5e5c 100644 --- a/tools/assimp_cmd/resource.h +++ b/tools/assimp_cmd/resource.h @@ -1,21 +1,21 @@ -//{{NO_DEPENDENCIES}} -// Microsoft Visual C++ generated include file. -// Used by assimp_view.rc -// -#define IDC_MYICON 2 -#define IDD_ASSIMP_VIEW_DIALOG 102 -#define IDD_ABOUTBOX 103 -#define IDI_ASSIMP_VIEW 107 - - -// Next default values for new objects -// -#ifdef APSTUDIO_INVOKED -#ifndef APSTUDIO_READONLY_SYMBOLS -#define _APS_NO_MFC 1 -#define _APS_NEXT_RESOURCE_VALUE 159 -#define _APS_NEXT_COMMAND_VALUE 32831 -#define _APS_NEXT_CONTROL_VALUE 1052 -#define _APS_NEXT_SYMED_VALUE 110 -#endif -#endif +//{{NO_DEPENDENCIES}} +// Microsoft Visual C++ generated include file. +// Used by assimp_view.rc +// +#define IDC_MYICON 2 +#define IDD_ASSIMP_VIEW_DIALOG 102 +#define IDD_ABOUTBOX 103 +#define IDI_ASSIMP_VIEW 107 + + +// Next default values for new objects +// +#ifdef APSTUDIO_INVOKED +#ifndef APSTUDIO_READONLY_SYMBOLS +#define _APS_NO_MFC 1 +#define _APS_NEXT_RESOURCE_VALUE 159 +#define _APS_NEXT_COMMAND_VALUE 32831 +#define _APS_NEXT_CONTROL_VALUE 1052 +#define _APS_NEXT_SYMED_VALUE 110 +#endif +#endif diff --git a/tools/assimp_view/AssetHelper.h b/tools/assimp_view/AssetHelper.h index 390f0c6b9..05ba1f6ab 100644 --- a/tools/assimp_view/AssetHelper.h +++ b/tools/assimp_view/AssetHelper.h @@ -145,6 +145,7 @@ namespace AssimpView { MeshHelper() : + eShadingMode(), piVB( NULL ), piIB( NULL ), piVBNormals( NULL ), @@ -158,6 +159,9 @@ namespace AssimpView { piOpacityTexture( NULL ), piShininessTexture( NULL ), piLightmapTexture( NULL ), + fOpacity(), + fShininess(), + fSpecularStrength() twosided( false ), pvOriginalNormals( NULL ) {} diff --git a/tools/assimp_view/Shaders.cpp b/tools/assimp_view/Shaders.cpp index e120ec699..1b6f3dc88 100644 --- a/tools/assimp_view/Shaders.cpp +++ b/tools/assimp_view/Shaders.cpp @@ -1,1410 +1,1410 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ -#include "assimp_view.h" - -namespace AssimpView { - -// ------------------------------------------------------------------------------------------------ -std::string g_szNormalsShader = std::string( - - // World * View * Projection matrix\n" - // NOTE: Assume that the material uses a WorldViewProjection matrix\n" - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4 OUTPUT_COLOR;\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "// Position\n" - "float3 Position : POSITION;\n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "};\n" - - // Vertex shader output structure for FixedFunction usage - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 Color : COLOR;\n" - "};\n" - - // Vertex shader for rendering normals using pixel shader - "VS_OUTPUT RenderNormalsVS(VS_INPUT IN)\n" - "{\n" - "// Initialize the output structure with zero\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "// Multiply with the WorldViewProjection matrix\n" - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - - "return Out;\n" - "}\n" - - // Vertex shader for rendering normals using fixed function pipeline - "VS_OUTPUT_FF RenderNormalsVS_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out;\n" - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - "Out.Color = OUTPUT_COLOR;\n" - "return Out;\n" - "}\n" - - // Pixel shader - "float4 RenderNormalsPS() : COLOR\n" - "{\n" - "return OUTPUT_COLOR;\n" - "}\n" - - // Technique for the normal rendering effect (ps_2_0) - "technique RenderNormals\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 RenderNormalsPS();\n" - "VertexShader = compile vs_2_0 RenderNormalsVS();\n" - "}\n" - "};\n" - - // Technique for the normal rendering effect (fixed function) - "technique RenderNormals_FF\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Diffuse;\n" - "}\n" - "};\n" - ); - -// ------------------------------------------------------------------------------------------------ -std::string g_szSkyboxShader = std::string( - - // Sampler and texture for the skybox - "textureCUBE lw_tex_envmap;\n" - "samplerCUBE EnvironmentMapSampler = sampler_state\n" - "{\n" - "Texture = (lw_tex_envmap);\n" - "AddressU = CLAMP;\n" - "AddressV = CLAMP;\n" - "AddressW = CLAMP;\n" - - "MAGFILTER = linear;\n" - "MINFILTER = linear;\n" - "};\n" - - // World * View * Projection matrix\n" - // NOTE: Assume that the material uses a WorldViewProjection matrix\n" - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Texture0 : TEXCOORD0;\n" - "};\n" - - // Vertex shader output structure - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 Texture0 : TEXCOORD0;\n" - "};\n" - - // Vertex shader - "VS_OUTPUT RenderSkyBoxVS(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out;\n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - - // Set z to w to ensure z becomes 1.0 after the division through w occurs - "Out.Position.z = Out.Position.w;\n" - - // Simply pass through texture coordinates - "Out.Texture0 = IN.Texture0;\n" - - "return Out;\n" - "}\n" - - // Pixel shader - "float4 RenderSkyBoxPS(float3 Texture0 : TEXCOORD0) : COLOR\n" - "{\n" - // Lookup the skybox texture - "return texCUBE(EnvironmentMapSampler,Texture0) ;\n" - "}\n" - - // Technique for the skybox shader (ps_2_0) - "technique RenderSkyBox\n" - "{\n" - "pass p0\n" - "{\n" - "ZWriteEnable = FALSE;\n" - "FogEnable = FALSE;\n" - "CullMode = NONE;\n" - - "PixelShader = compile ps_2_0 RenderSkyBoxPS();\n" - "VertexShader = compile vs_2_0 RenderSkyBoxVS();\n" - "}\n" - "};\n" - - // -------------- same for static background image ----------------- - "texture TEXTURE_2D;\n" - "sampler TEXTURE_SAMPLER = sampler_state\n" - "{\n" - "Texture = (TEXTURE_2D);\n" - "};\n" - - "struct VS_OUTPUT2\n" - "{\n" - "float4 Position : POSITION;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - "VS_OUTPUT2 RenderImageVS(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT2 Out;\n" - - "Out.Position.xy = INPosition.xy;\n" - "Out.Position.z = Out.Position.w = 1.0f;\n" - "Out.TexCoord0 = INTexCoord0;\n" - - "return Out;\n" - "}\n" - - "float4 RenderImagePS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - "return tex2D(TEXTURE_SAMPLER,IN);\n" - "}\n" - - // Technique for the background image shader (ps_2_0) - "technique RenderImage2D\n" - "{\n" - "pass p0\n" - "{\n" - "ZWriteEnable = FALSE;\n" - "FogEnable = FALSE;\n" - "CullMode = NONE;\n" - - "PixelShader = compile ps_2_0 RenderImagePS();\n" - "VertexShader = compile vs_2_0 RenderImageVS();\n" - "}\n" - "};\n" - ); - -std::string g_szDefaultShader = std::string( - - // World * View * Projection matrix - // NOTE: Assume that the material uses a WorldViewProjection matrix - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4x4 World : WORLD;\n" - "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" - - // light colors - "float3 afLightColor[5];\n" - // light direction - "float3 afLightDir[5];\n" - - // position of the camera in worldspace\n" - "float3 vCameraPos : CAMERAPOSITION;\n" - - // Bone matrices -// "#ifdef AV_SKINNING \n" - "float4x3 gBoneMatrix[60]; \n" -// "#endif // AV_SKINNING \n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Normal : NORMAL;\n" -// "#ifdef AV_SKINNING \n" - "float4 BlendIndices : BLENDINDICES;\n" - "float4 BlendWeights : BLENDWEIGHT;\n" -// "#endif // AV_SKINNING \n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 ViewDir : TEXCOORD0;\n" - "float3 Normal : TEXCOORD1;\n" - "};\n" - - // Vertex shader output structure for fixed function - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 Color : COLOR;\n" - "};\n" - - // Vertex shader for pixel shader usage - "VS_OUTPUT DefaultVShader(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out;\n" - -// "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" -// "#else \n" -// "float3 objPos = IN.Position; \n" -// "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - - "return Out;\n" - "}\n" - - // Vertex shader for fixed function pipeline - "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out;\n" - -// "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" -// "#else \n" -// "float3 objPos = IN.Position; \n" -// "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - - "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" - - // per-vertex lighting. We simply assume light colors of unused lights to be black - "Out.Color = float4( 0.2f, 0.2f, 0.2f, 1.0f); \n" - "for( int a = 0; a < 2; a++)\n" - " Out.Color.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" - "return Out;\n" - "}\n" - - // Pixel shader for one light - "float4 DefaultPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "return OUT;\n" - "}\n" - - // Pixel shader for two lights - "float4 DefaultPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (ViewDir,Normal);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[0]),9));\n" - "}\n" - "{\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (ViewDir,Normal);\n" - "float fHalfLambert = L1*L1;\n" - "OUT.rgb += afLightColor[1] * (fHalfLambert +\n" - "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[1]),9));\n" - "}\n" - "return OUT;\n" - "}\n" - // ---------------------------------------------------------------------------- - "float4 DefaultPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]);\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "OUT.rgb += afLightColor[0] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - - "return OUT;\n" - "}\n" - // ---------------------------------------------------------------------------- - "float4 DefaultPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "float3 Normal = normalize(IN.Normal);\n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "float L1 = dot(Normal,afLightDir[0]);\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "OUT.rgb += afLightColor[0] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "{\n" - "float L1 = dot(Normal,afLightDir[1]);\n" - "float3 Reflect = reflect (Normal,afLightDir[1]);\n" - "OUT.rgb += afLightColor[1] * ((L1) +\n" - "pow(dot(Reflect,ViewDir),9));\n" - "}\n" - "return OUT;\n" - "}\n" - - - // Technique for the default effect - "technique DefaultFXSpecular_D1\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D1();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n" - "technique DefaultFXSpecular_D2\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D2();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Technique for the default effect (ps_2_0) - "technique DefaultFXSpecular_PS20_D1\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D1();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - "technique DefaultFXSpecular_PS20_D2\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D2();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Technique for the default effect using the fixed function pixel pipeline - "technique DefaultFXSpecular_FF\n" - "{\n" - "pass p0\n" - "{\n" - "CullMode=none;\n" - "VertexShader = compile vs_2_0 DefaultVShader_FF();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Diffuse;\n" - "}\n" - "};\n" - ); - - -std::string g_szMaterialShader = std::string( - - // World * View * Projection matrix - // NOTE: Assume that the material uses a WorldViewProjection matrix - "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" - "float4x4 World : WORLD;\n" - "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" - - "#ifndef AV_DISABLESSS\n" - "float4x3 ViewProj;\n" - "float4x3 InvViewProj;\n" - "#endif\n" - - "float4 DIFFUSE_COLOR;\n" - "float4 SPECULAR_COLOR;\n" - "float4 AMBIENT_COLOR;\n" - "float4 EMISSIVE_COLOR;\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "float SPECULARITY;\n" - "float SPECULAR_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY\n" - "float TRANSPARENCY;\n" - "#endif\n" - - // light colors (diffuse and specular) - "float4 afLightColor[5];\n" - "float4 afLightColorAmbient[5];\n" - - // light direction - "float3 afLightDir[5];\n" - - // position of the camera in worldspace - "float3 vCameraPos : CAMERAPOSITION;\n" - - // Bone matrices - "#ifdef AV_SKINNING \n" - "float4x3 gBoneMatrix[60]; \n" - "#endif // AV_SKINNING \n" - - "#ifdef AV_DIFFUSE_TEXTURE\n" - "texture DIFFUSE_TEXTURE;\n" - "sampler DIFFUSE_SAMPLER\n" - "{\n" - "Texture = ;\n" - "#ifdef AV_WRAPU\n" - "AddressU = WRAP;\n" - "#endif\n" - "#ifdef AV_MIRRORU\n" - "AddressU = MIRROR;\n" - "#endif\n" - "#ifdef AV_CLAMPU\n" - "AddressU = CLAMP;\n" - "#endif\n" - "#ifdef AV_WRAPV\n" - "AddressV = WRAP;\n" - "#endif\n" - "#ifdef AV_MIRRORV\n" - "AddressV = MIRROR;\n" - "#endif\n" - "#ifdef AV_CLAMPV\n" - "AddressV = CLAMP;\n" - "#endif\n" - "};\n" - "#endif // AV_DIFFUSE_TEXTUR\n" - - "#ifdef AV_DIFFUSE_TEXTURE2\n" - "texture DIFFUSE_TEXTURE2;\n" - "sampler DIFFUSE_SAMPLER2\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_DIFFUSE_TEXTUR2\n" - - "#ifdef AV_SPECULAR_TEXTURE\n" - "texture SPECULAR_TEXTURE;\n" - "sampler SPECULAR_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_SPECULAR_TEXTUR\n" - - "#ifdef AV_AMBIENT_TEXTURE\n" - "texture AMBIENT_TEXTURE;\n" - "sampler AMBIENT_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_AMBIENT_TEXTUR\n" - - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "texture LIGHTMAP_TEXTURE;\n" - "sampler LIGHTMAP_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_LIGHTMAP_TEXTURE\n" - - "#ifdef AV_OPACITY_TEXTURE\n" - "texture OPACITY_TEXTURE;\n" - "sampler OPACITY_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_OPACITY_TEXTURE\n" - - "#ifdef AV_EMISSIVE_TEXTURE\n" - "texture EMISSIVE_TEXTURE;\n" - "sampler EMISSIVE_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_EMISSIVE_TEXTUR\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "texture NORMAL_TEXTURE;\n" - "sampler NORMAL_SAMPLER\n" - "{\n" - "Texture = ;\n" - "};\n" - "#endif // AV_NORMAL_TEXTURE\n" - - "#ifdef AV_SKYBOX_LOOKUP\n" - "textureCUBE lw_tex_envmap;\n" - "samplerCUBE EnvironmentMapSampler = sampler_state\n" - "{\n" - "Texture = (lw_tex_envmap);\n" - "AddressU = CLAMP;\n" - "AddressV = CLAMP;\n" - "AddressW = CLAMP;\n" - - "MAGFILTER = linear;\n" - "MINFILTER = linear;\n" - "};\n" - "#endif // AV_SKYBOX_LOOKUP\n" - - // Vertex shader input structure - "struct VS_INPUT\n" - "{\n" - "float3 Position : POSITION;\n" - "float3 Normal : NORMAL;\n" - "float4 Color : COLOR0;\n" - "float3 Tangent : TANGENT;\n" - "float3 Bitangent : BINORMAL;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "#ifdef AV_TWO_UV \n" - "float2 TexCoord1 : TEXCOORD1;\n" - "#endif \n" - "#ifdef AV_SKINNING \n" - "float4 BlendIndices : BLENDINDICES;\n" - "float4 BlendWeights : BLENDWEIGHT;\n" - "#endif // AV_SKINNING \n" - "};\n" - - // Vertex shader output structure for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float3 ViewDir : TEXCOORD0;\n" - - "float4 Color : COLOR0;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "float3 Normal : TEXCOORD1;\n" - "#endif\n" - - "float2 TexCoord0 : TEXCOORD2;\n" - "#ifdef AV_TWO_UV \n" - "float2 TexCoord1 : TEXCOORD3;\n" - "#endif \n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 Light0 : TEXCOORD3;\n" - "float3 Light1 : TEXCOORD4;\n" - "#endif\n" - "};\n" - - // Vertex shader output structure for fixed function pixel pipeline - "struct VS_OUTPUT_FF\n" - "{\n" - "float4 Position : POSITION;\n" - "float4 DiffuseColor : COLOR0;\n" - "float4 SpecularColor : COLOR1;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - - // Selective SuperSampling in screenspace for reflection lookups - "#define GetSSSCubeMap(_refl) (texCUBElod(EnvironmentMapSampler,float4(_refl,0.0f)).rgb) \n" - - - // Vertex shader for pixel shader usage and one light - "VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.TexCoord0 = IN.TexCoord0;\n" - "#ifdef AV_TWO_UV \n" - "Out.TexCoord1 = IN.TexCoord1;\n" - "#endif\n" - "Out.Color = IN.Color;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - "#endif\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" - "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" - "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" - "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" - "#endif\n" - "return Out;\n" - "}\n" - - // Vertex shader for pixel shader usage and two lights - "VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT Out = (VS_OUTPUT)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" - "Out.TexCoord0 = IN.TexCoord0;\n" - "#ifdef AV_TWO_UV \n" - "Out.TexCoord1 = IN.TexCoord1;\n" - "#endif\n" - "Out.Color = IN.Color;\n" - - "#ifndef AV_NORMAL_TEXTURE\n" - "Out.ViewDir = vCameraPos - WorldPos;\n" - "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" - "#endif\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" - "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" - "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" - "Out.Light1 = normalize(mul(WTTS, afLightDir[1] ));\n" - "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" - "#endif\n" - "return Out;\n" - "}\n" - - // Vertex shader for zero to five lights using the fixed function pixel pipeline - "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n" - "{\n" - "VS_OUTPUT_FF Out = (VS_OUTPUT_FF)0;\n" - - "#ifdef AV_SKINNING \n" - "float4 weights = IN.BlendWeights; \n" - "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" - "float4 localPos = float4( IN.Position, 1.0f); \n" - "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" - "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" - "#else \n" - "float3 objPos = IN.Position; \n" - "#endif // AV_SKINNING \n" - - // Multiply with the WorldViewProjection matrix - "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" - "float3 worldPos = mul( float4( objPos, 1.0f), World);\n" - "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" - "Out.TexCoord0 = IN.TexCoord0;\n" - - // calculate per-vertex diffuse lighting including ambient part - "float4 diffuseColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" - "for( int a = 0; a < 2; a++) \n" - " diffuseColor.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" - // factor in material properties and a bit of ambient lighting - "Out.DiffuseColor = diffuseColor * DIFFUSE_COLOR + float4( 0.2f, 0.2f, 0.2f, 1.0f) * AMBIENT_COLOR; ; \n" - - // and specular including emissive part - "float4 specularColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 viewDir = normalize( worldPos - vCameraPos); \n" - "for( int a = 0; a < 2; a++) \n" - "{ \n" - " float3 reflDir = reflect( afLightDir[a], worldNormal); \n" - " float specIntensity = pow( saturate( dot( reflDir, viewDir)), SPECULARITY) * SPECULAR_STRENGTH; \n" - " specularColor.rgb += afLightColor[a] * specIntensity; \n" - "} \n" - "#endif // AV_SPECULAR_COMPONENT\n" - // factor in material properties and the emissive part - "Out.SpecularColor = specularColor * SPECULAR_COLOR + EMISSIVE_COLOR; \n" - - "return Out;\n" - "}\n" - - - // Pixel shader - one light - "float4 MaterialPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 Reflect = normalize(reflect (-ViewDir,Normal));\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 IN_Light0\n" - // would need to convert the reflection vector into world space .... - // simply let it ... - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 afLightDir[0]\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE2\n" - "float fHalfLambert = 1.f;\n" - "#else\n" - "float fHalfLambert = L1*L1;\n" - "#endif \n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - - "#undef AV_LIGHT_0\n" - "}\n" - - // Pixel shader - two lights - "float4 MaterialPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 IN_Light1 = normalize(IN.Light1);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - "#ifdef AV_SPECULAR_COMPONENT\n" - "float3 Reflect = -normalize(reflect (ViewDir,Normal));\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - - "{\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 IN_Light0\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_0 afLightDir[0]\n" - "#endif\n" - "float fHalfLambert = L1*L1;\n" - - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_1 IN_Light1\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "#define AV_LIGHT_1 afLightDir[1]\n" - "#endif\n" - "float fHalfLambert = L1*L1;\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" - "#else\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifndef AV_SKYBOX_LOOKUP\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#else\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SKYBOX_LOOKUP\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_LIGHTMAP_TEXTURE\n" - "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - - "#undef AV_LIGHT_0\n" - "#undef AV_LIGHT_1\n" - "}\n" - - // Same pixel shader again, one light - "float4 MaterialPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light0);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - "}\n" - - // Same pixel shader again, two lights - "float4 MaterialPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" - "{\n" - "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" - - "#ifdef AV_NORMAL_TEXTURE\n" - "float3 IN_Light0 = normalize(IN.Light0);\n" - "float3 IN_Light1 = normalize(IN.Light1);\n" - "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0) - 1.0f);\n" - "#else\n" - "float3 Normal = normalize(IN.Normal);\n" - "#endif \n" - "float3 ViewDir = normalize(IN.ViewDir);\n" - - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light0);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[0]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - "{\n" - "#ifdef AV_NORMAL_TEXTURE\n" - "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,IN_Light1);\n" - "#else\n" - "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" - "float3 Reflect = reflect (Normal,afLightDir[1]);\n" - "#endif\n" - "#ifdef AV_DIFFUSE_TEXTURE\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" - "#else\n" - "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * L1 +\n" - "#endif // !AV_DIFFUSE_TEXTURE\n" - - "#ifdef AV_SPECULAR_COMPONENT\n" - "#ifdef AV_SPECULAR_TEXTURE\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#else\n" - "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" - "#endif // !AV_SPECULAR_TEXTURE\n" - "#endif // !AV_SPECULAR_COMPONENT\n" - "#ifdef AV_AMBIENT_TEXTURE\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" - "#else\n" - "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" - "#endif // !AV_AMBIENT_TEXTURE\n" - "#ifdef AV_EMISSIVE_TEXTURE\n" - "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" - "#else \n" - "EMISSIVE_COLOR.rgb;\n" - "#endif // !AV_EMISSIVE_TEXTURE\n" - "}\n" - - "#ifdef AV_OPACITY\n" - "OUT.a = TRANSPARENCY;\n" - "#endif\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" - "#endif\n" - "return OUT;\n" - "}\n" - - - // Technique for the material effect - "technique MaterialFXSpecular_D1\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D1();\n" - "VertexShader = compile vs_3_0 MaterialVShader_D1();\n" - "}\n" - "};\n" - "technique MaterialFXSpecular_D2\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D2();\n" - "VertexShader = compile vs_3_0 MaterialVShader_D2();\n" - "}\n" - "};\n" - - // Technique for the material effect (ps_2_0) - "technique MaterialFXSpecular_PS20_D1\n" - "{\n" - "pass p0\n" - "{\n" - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D1();\n" - "VertexShader = compile vs_2_0 MaterialVShader_D1();\n" - "}\n" - "};\n" - - "technique MaterialFXSpecular_PS20_D2\n" - "{\n" - "pass p0\n" - "{\n" - "//CullMode=none;\n" - - "#ifdef AV_OPACITY_TEXTURE\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#else\n" - "#ifdef AV_OPACITY\n" - "AlphaBlendEnable=TRUE;" - "SrcBlend = srcalpha;\n" - "DestBlend = invsrcalpha;\n" - "#endif \n" - "#endif\n" - - "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D2();\n" - "VertexShader = compile vs_2_0 MaterialVShader_D2();\n" - "}\n" - "};\n" - - // Technique for the material effect using fixed function pixel pipeline - "technique MaterialFX_FF\n" - "{\n" - "pass p0\n" - "{\n" - "//CullMode=none;\n" - "SpecularEnable = true; \n" - "VertexShader = compile vs_2_0 MaterialVShader_FF();\n" - "ColorOp[0] = Modulate;\n" - "ColorArg0[0] = Texture;\n" - "ColorArg1[0] = Diffuse;\n" - "AlphaOp[0] = Modulate;\n" - "AlphaArg0[0] = Texture;\n" - "AlphaArg1[0] = Diffuse;\n" - "}\n" - "};\n" - ); - -std::string g_szPassThroughShader = std::string( - "texture TEXTURE_2D;\n" - "sampler TEXTURE_SAMPLER = sampler_state\n" - "{\n" - "Texture = (TEXTURE_2D);\n" - "MinFilter = POINT;\n" - "MagFilter = POINT;\n" - "};\n" - - // Vertex Shader output for pixel shader usage - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "float2 TexCoord0 : TEXCOORD0;\n" - "};\n" - - // vertex shader for pixel shader usage - "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT Out;\n" - - "Out.Position = INPosition;\n" - "Out.TexCoord0 = INTexCoord0;\n" - - "return Out;\n" - "}\n" - - // simply lookup a texture - "float4 PassThrough_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return tex2D(TEXTURE_SAMPLER,IN);\n" - "}\n" - - // visualize the alpha channel (in black) -> use a - "float4 PassThroughAlphaA_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).a);\n" - "}\n" - - // visualize the alpha channel (in black) -> use r - "float4 PassThroughAlphaR_PS(float2 IN : TEXCOORD0) : COLOR\n" - "{\n" - " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).r);\n" - "}\n" - - // Simple pass-through technique - "technique PassThrough\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThrough_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Pass-through technique which visualizes the texture's alpha channel - "technique PassThroughAlphaFromA\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThroughAlphaA_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // Pass-through technique which visualizes the texture's red channel - "technique PassThroughAlphaFromR\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "PixelShader = compile ps_2_0 PassThroughAlphaR_PS();\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "}\n" - "};\n" - - // technique for fixed function pixel pipeline - "technique PassThrough_FF\n" - "{\n" - "pass p0\n" - "{\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "AlphaBlendEnable = TRUE;\n" - "SrcBlend =srcalpha;\n" - "DestBlend =invsrcalpha;\n" - "VertexShader = compile vs_2_0 DefaultVShader();\n" - "ColorOp[0] = SelectArg1;\n" - "ColorArg0[0] = Texture;\n" - "AlphaOp[0] = SelectArg1;\n" - "AlphaArg0[0] = Texture;\n" - "}\n" - "};\n" - ); - -std::string g_szCheckerBackgroundShader = std::string( - - // the two colors used to draw the checker pattern - "float3 COLOR_ONE = float3(0.4f,0.4f,0.4f);\n" - "float3 COLOR_TWO = float3(0.6f,0.6f,0.6f);\n" - - // size of a square in both x and y direction - "float SQUARE_SIZE = 10.0f;\n" - - // vertex shader output structure - "struct VS_OUTPUT\n" - "{\n" - "float4 Position : POSITION;\n" - "};\n" - - // vertex shader - "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" - "{\n" - "VS_OUTPUT Out;\n" - - "Out.Position = INPosition;\n" - "return Out;\n" - "}\n" - - // pixel shader - "float4 MakePattern_PS(float2 IN : VPOS) : COLOR\n" - "{\n" - "float2 fDiv = IN / SQUARE_SIZE;\n" - "float3 fColor = COLOR_ONE;\n" - "if (0 == round(fmod(round(fDiv.x),2)))\n" - "{\n" - " if (0 == round(fmod(round(fDiv.y),2))) fColor = COLOR_TWO;\n" - "}\n" - "else if (0 != round(fmod(round(fDiv.y),2)))fColor = COLOR_TWO;\n" - "return float4(fColor,1.0f);" - "}\n" - - // technique to generate a pattern - "technique MakePattern\n" - "{\n" - "pass p0\n" - "{\n" - "FillMode=Solid;\n" - "ZEnable = FALSE;\n" - "CullMode = none;\n" - "PixelShader = compile ps_3_0 MakePattern_PS();\n" - "VertexShader = compile vs_3_0 DefaultVShader();\n" - "}\n" - "};\n" - ); +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ +#include "assimp_view.h" + +namespace AssimpView { + +// ------------------------------------------------------------------------------------------------ +std::string g_szNormalsShader = std::string( + + // World * View * Projection matrix\n" + // NOTE: Assume that the material uses a WorldViewProjection matrix\n" + "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" + "float4 OUTPUT_COLOR;\n" + + // Vertex shader input structure + "struct VS_INPUT\n" + "{\n" + "// Position\n" + "float3 Position : POSITION;\n" + "};\n" + + // Vertex shader output structure for pixel shader usage + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "};\n" + + // Vertex shader output structure for FixedFunction usage + "struct VS_OUTPUT_FF\n" + "{\n" + "float4 Position : POSITION;\n" + "float4 Color : COLOR;\n" + "};\n" + + // Vertex shader for rendering normals using pixel shader + "VS_OUTPUT RenderNormalsVS(VS_INPUT IN)\n" + "{\n" + "// Initialize the output structure with zero\n" + "VS_OUTPUT Out = (VS_OUTPUT)0;\n" + + "// Multiply with the WorldViewProjection matrix\n" + "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" + + "return Out;\n" + "}\n" + + // Vertex shader for rendering normals using fixed function pipeline + "VS_OUTPUT_FF RenderNormalsVS_FF(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT_FF Out;\n" + "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" + "Out.Color = OUTPUT_COLOR;\n" + "return Out;\n" + "}\n" + + // Pixel shader + "float4 RenderNormalsPS() : COLOR\n" + "{\n" + "return OUTPUT_COLOR;\n" + "}\n" + + // Technique for the normal rendering effect (ps_2_0) + "technique RenderNormals\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "PixelShader = compile ps_2_0 RenderNormalsPS();\n" + "VertexShader = compile vs_2_0 RenderNormalsVS();\n" + "}\n" + "};\n" + + // Technique for the normal rendering effect (fixed function) + "technique RenderNormals_FF\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n" + "ColorOp[0] = SelectArg1;\n" + "ColorArg0[0] = Diffuse;\n" + "AlphaOp[0] = SelectArg1;\n" + "AlphaArg0[0] = Diffuse;\n" + "}\n" + "};\n" + ); + +// ------------------------------------------------------------------------------------------------ +std::string g_szSkyboxShader = std::string( + + // Sampler and texture for the skybox + "textureCUBE lw_tex_envmap;\n" + "samplerCUBE EnvironmentMapSampler = sampler_state\n" + "{\n" + "Texture = (lw_tex_envmap);\n" + "AddressU = CLAMP;\n" + "AddressV = CLAMP;\n" + "AddressW = CLAMP;\n" + + "MAGFILTER = linear;\n" + "MINFILTER = linear;\n" + "};\n" + + // World * View * Projection matrix\n" + // NOTE: Assume that the material uses a WorldViewProjection matrix\n" + "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" + + // Vertex shader input structure + "struct VS_INPUT\n" + "{\n" + "float3 Position : POSITION;\n" + "float3 Texture0 : TEXCOORD0;\n" + "};\n" + + // Vertex shader output structure + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "float3 Texture0 : TEXCOORD0;\n" + "};\n" + + // Vertex shader + "VS_OUTPUT RenderSkyBoxVS(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT Out;\n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" + + // Set z to w to ensure z becomes 1.0 after the division through w occurs + "Out.Position.z = Out.Position.w;\n" + + // Simply pass through texture coordinates + "Out.Texture0 = IN.Texture0;\n" + + "return Out;\n" + "}\n" + + // Pixel shader + "float4 RenderSkyBoxPS(float3 Texture0 : TEXCOORD0) : COLOR\n" + "{\n" + // Lookup the skybox texture + "return texCUBE(EnvironmentMapSampler,Texture0) ;\n" + "}\n" + + // Technique for the skybox shader (ps_2_0) + "technique RenderSkyBox\n" + "{\n" + "pass p0\n" + "{\n" + "ZWriteEnable = FALSE;\n" + "FogEnable = FALSE;\n" + "CullMode = NONE;\n" + + "PixelShader = compile ps_2_0 RenderSkyBoxPS();\n" + "VertexShader = compile vs_2_0 RenderSkyBoxVS();\n" + "}\n" + "};\n" + + // -------------- same for static background image ----------------- + "texture TEXTURE_2D;\n" + "sampler TEXTURE_SAMPLER = sampler_state\n" + "{\n" + "Texture = (TEXTURE_2D);\n" + "};\n" + + "struct VS_OUTPUT2\n" + "{\n" + "float4 Position : POSITION;\n" + "float2 TexCoord0 : TEXCOORD0;\n" + "};\n" + + "VS_OUTPUT2 RenderImageVS(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" + "{\n" + "VS_OUTPUT2 Out;\n" + + "Out.Position.xy = INPosition.xy;\n" + "Out.Position.z = Out.Position.w = 1.0f;\n" + "Out.TexCoord0 = INTexCoord0;\n" + + "return Out;\n" + "}\n" + + "float4 RenderImagePS(float2 IN : TEXCOORD0) : COLOR\n" + "{\n" + "return tex2D(TEXTURE_SAMPLER,IN);\n" + "}\n" + + // Technique for the background image shader (ps_2_0) + "technique RenderImage2D\n" + "{\n" + "pass p0\n" + "{\n" + "ZWriteEnable = FALSE;\n" + "FogEnable = FALSE;\n" + "CullMode = NONE;\n" + + "PixelShader = compile ps_2_0 RenderImagePS();\n" + "VertexShader = compile vs_2_0 RenderImageVS();\n" + "}\n" + "};\n" + ); + +std::string g_szDefaultShader = std::string( + + // World * View * Projection matrix + // NOTE: Assume that the material uses a WorldViewProjection matrix + "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" + "float4x4 World : WORLD;\n" + "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" + + // light colors + "float3 afLightColor[5];\n" + // light direction + "float3 afLightDir[5];\n" + + // position of the camera in worldspace\n" + "float3 vCameraPos : CAMERAPOSITION;\n" + + // Bone matrices +// "#ifdef AV_SKINNING \n" + "float4x3 gBoneMatrix[60]; \n" +// "#endif // AV_SKINNING \n" + + // Vertex shader input structure + "struct VS_INPUT\n" + "{\n" + "float3 Position : POSITION;\n" + "float3 Normal : NORMAL;\n" +// "#ifdef AV_SKINNING \n" + "float4 BlendIndices : BLENDINDICES;\n" + "float4 BlendWeights : BLENDWEIGHT;\n" +// "#endif // AV_SKINNING \n" + "};\n" + + // Vertex shader output structure for pixel shader usage + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "float3 ViewDir : TEXCOORD0;\n" + "float3 Normal : TEXCOORD1;\n" + "};\n" + + // Vertex shader output structure for fixed function + "struct VS_OUTPUT_FF\n" + "{\n" + "float4 Position : POSITION;\n" + "float4 Color : COLOR;\n" + "};\n" + + // Vertex shader for pixel shader usage + "VS_OUTPUT DefaultVShader(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT Out;\n" + +// "#ifdef AV_SKINNING \n" + "float4 weights = IN.BlendWeights; \n" + "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" + "float4 localPos = float4( IN.Position, 1.0f); \n" + "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" +// "#else \n" +// "float3 objPos = IN.Position; \n" +// "#endif // AV_SKINNING \n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" + "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" + "Out.ViewDir = vCameraPos - WorldPos;\n" + "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" + + "return Out;\n" + "}\n" + + // Vertex shader for fixed function pipeline + "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT_FF Out;\n" + +// "#ifdef AV_SKINNING \n" + "float4 weights = IN.BlendWeights; \n" + "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" + "float4 localPos = float4( IN.Position, 1.0f); \n" + "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" +// "#else \n" +// "float3 objPos = IN.Position; \n" +// "#endif // AV_SKINNING \n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" + + "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" + + // per-vertex lighting. We simply assume light colors of unused lights to be black + "Out.Color = float4( 0.2f, 0.2f, 0.2f, 1.0f); \n" + "for( int a = 0; a < 2; a++)\n" + " Out.Color.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" + "return Out;\n" + "}\n" + + // Pixel shader for one light + "float4 DefaultPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "float3 Normal = normalize(IN.Normal);\n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,afLightDir[0]);\n" + "float fHalfLambert = L1*L1;\n" + "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" + "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,ViewDir),9));\n" + "}\n" + "return OUT;\n" + "}\n" + + // Pixel shader for two lights + "float4 DefaultPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "float3 Normal = normalize(IN.Normal);\n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (ViewDir,Normal);\n" + "float fHalfLambert = L1*L1;\n" + "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" + "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[0]),9));\n" + "}\n" + "{\n" + "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (ViewDir,Normal);\n" + "float fHalfLambert = L1*L1;\n" + "OUT.rgb += afLightColor[1] * (fHalfLambert +\n" + "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[1]),9));\n" + "}\n" + "return OUT;\n" + "}\n" + // ---------------------------------------------------------------------------- + "float4 DefaultPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "float3 Normal = normalize(IN.Normal);\n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "float L1 = dot(Normal,afLightDir[0]);\n" + "float3 Reflect = reflect (Normal,afLightDir[0]);\n" + "OUT.rgb += afLightColor[0] * ((L1) +\n" + "pow(dot(Reflect,ViewDir),9));\n" + "}\n" + + "return OUT;\n" + "}\n" + // ---------------------------------------------------------------------------- + "float4 DefaultPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "float3 Normal = normalize(IN.Normal);\n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "float L1 = dot(Normal,afLightDir[0]);\n" + "float3 Reflect = reflect (Normal,afLightDir[0]);\n" + "OUT.rgb += afLightColor[0] * ((L1) +\n" + "pow(dot(Reflect,ViewDir),9));\n" + "}\n" + "{\n" + "float L1 = dot(Normal,afLightDir[1]);\n" + "float3 Reflect = reflect (Normal,afLightDir[1]);\n" + "OUT.rgb += afLightColor[1] * ((L1) +\n" + "pow(dot(Reflect,ViewDir),9));\n" + "}\n" + "return OUT;\n" + "}\n" + + + // Technique for the default effect + "technique DefaultFXSpecular_D1\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D1();\n" + "VertexShader = compile vs_3_0 DefaultVShader();\n" + "}\n" + "};\n" + "technique DefaultFXSpecular_D2\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D2();\n" + "VertexShader = compile vs_3_0 DefaultVShader();\n" + "}\n" + "};\n" + + // Technique for the default effect (ps_2_0) + "technique DefaultFXSpecular_PS20_D1\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D1();\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "}\n" + "};\n" + "technique DefaultFXSpecular_PS20_D2\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D2();\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "}\n" + "};\n" + + // Technique for the default effect using the fixed function pixel pipeline + "technique DefaultFXSpecular_FF\n" + "{\n" + "pass p0\n" + "{\n" + "CullMode=none;\n" + "VertexShader = compile vs_2_0 DefaultVShader_FF();\n" + "ColorOp[0] = SelectArg1;\n" + "ColorArg0[0] = Diffuse;\n" + "AlphaOp[0] = SelectArg1;\n" + "AlphaArg0[0] = Diffuse;\n" + "}\n" + "};\n" + ); + + +std::string g_szMaterialShader = std::string( + + // World * View * Projection matrix + // NOTE: Assume that the material uses a WorldViewProjection matrix + "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" + "float4x4 World : WORLD;\n" + "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" + + "#ifndef AV_DISABLESSS\n" + "float4x3 ViewProj;\n" + "float4x3 InvViewProj;\n" + "#endif\n" + + "float4 DIFFUSE_COLOR;\n" + "float4 SPECULAR_COLOR;\n" + "float4 AMBIENT_COLOR;\n" + "float4 EMISSIVE_COLOR;\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "float SPECULARITY;\n" + "float SPECULAR_STRENGTH;\n" + "#endif\n" + "#ifdef AV_OPACITY\n" + "float TRANSPARENCY;\n" + "#endif\n" + + // light colors (diffuse and specular) + "float4 afLightColor[5];\n" + "float4 afLightColorAmbient[5];\n" + + // light direction + "float3 afLightDir[5];\n" + + // position of the camera in worldspace + "float3 vCameraPos : CAMERAPOSITION;\n" + + // Bone matrices + "#ifdef AV_SKINNING \n" + "float4x3 gBoneMatrix[60]; \n" + "#endif // AV_SKINNING \n" + + "#ifdef AV_DIFFUSE_TEXTURE\n" + "texture DIFFUSE_TEXTURE;\n" + "sampler DIFFUSE_SAMPLER\n" + "{\n" + "Texture = ;\n" + "#ifdef AV_WRAPU\n" + "AddressU = WRAP;\n" + "#endif\n" + "#ifdef AV_MIRRORU\n" + "AddressU = MIRROR;\n" + "#endif\n" + "#ifdef AV_CLAMPU\n" + "AddressU = CLAMP;\n" + "#endif\n" + "#ifdef AV_WRAPV\n" + "AddressV = WRAP;\n" + "#endif\n" + "#ifdef AV_MIRRORV\n" + "AddressV = MIRROR;\n" + "#endif\n" + "#ifdef AV_CLAMPV\n" + "AddressV = CLAMP;\n" + "#endif\n" + "};\n" + "#endif // AV_DIFFUSE_TEXTUR\n" + + "#ifdef AV_DIFFUSE_TEXTURE2\n" + "texture DIFFUSE_TEXTURE2;\n" + "sampler DIFFUSE_SAMPLER2\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_DIFFUSE_TEXTUR2\n" + + "#ifdef AV_SPECULAR_TEXTURE\n" + "texture SPECULAR_TEXTURE;\n" + "sampler SPECULAR_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_SPECULAR_TEXTUR\n" + + "#ifdef AV_AMBIENT_TEXTURE\n" + "texture AMBIENT_TEXTURE;\n" + "sampler AMBIENT_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_AMBIENT_TEXTUR\n" + + "#ifdef AV_LIGHTMAP_TEXTURE\n" + "texture LIGHTMAP_TEXTURE;\n" + "sampler LIGHTMAP_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_LIGHTMAP_TEXTURE\n" + + "#ifdef AV_OPACITY_TEXTURE\n" + "texture OPACITY_TEXTURE;\n" + "sampler OPACITY_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_OPACITY_TEXTURE\n" + + "#ifdef AV_EMISSIVE_TEXTURE\n" + "texture EMISSIVE_TEXTURE;\n" + "sampler EMISSIVE_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_EMISSIVE_TEXTUR\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "texture NORMAL_TEXTURE;\n" + "sampler NORMAL_SAMPLER\n" + "{\n" + "Texture = ;\n" + "};\n" + "#endif // AV_NORMAL_TEXTURE\n" + + "#ifdef AV_SKYBOX_LOOKUP\n" + "textureCUBE lw_tex_envmap;\n" + "samplerCUBE EnvironmentMapSampler = sampler_state\n" + "{\n" + "Texture = (lw_tex_envmap);\n" + "AddressU = CLAMP;\n" + "AddressV = CLAMP;\n" + "AddressW = CLAMP;\n" + + "MAGFILTER = linear;\n" + "MINFILTER = linear;\n" + "};\n" + "#endif // AV_SKYBOX_LOOKUP\n" + + // Vertex shader input structure + "struct VS_INPUT\n" + "{\n" + "float3 Position : POSITION;\n" + "float3 Normal : NORMAL;\n" + "float4 Color : COLOR0;\n" + "float3 Tangent : TANGENT;\n" + "float3 Bitangent : BINORMAL;\n" + "float2 TexCoord0 : TEXCOORD0;\n" + "#ifdef AV_TWO_UV \n" + "float2 TexCoord1 : TEXCOORD1;\n" + "#endif \n" + "#ifdef AV_SKINNING \n" + "float4 BlendIndices : BLENDINDICES;\n" + "float4 BlendWeights : BLENDWEIGHT;\n" + "#endif // AV_SKINNING \n" + "};\n" + + // Vertex shader output structure for pixel shader usage + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "float3 ViewDir : TEXCOORD0;\n" + + "float4 Color : COLOR0;\n" + + "#ifndef AV_NORMAL_TEXTURE\n" + "float3 Normal : TEXCOORD1;\n" + "#endif\n" + + "float2 TexCoord0 : TEXCOORD2;\n" + "#ifdef AV_TWO_UV \n" + "float2 TexCoord1 : TEXCOORD3;\n" + "#endif \n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3 Light0 : TEXCOORD3;\n" + "float3 Light1 : TEXCOORD4;\n" + "#endif\n" + "};\n" + + // Vertex shader output structure for fixed function pixel pipeline + "struct VS_OUTPUT_FF\n" + "{\n" + "float4 Position : POSITION;\n" + "float4 DiffuseColor : COLOR0;\n" + "float4 SpecularColor : COLOR1;\n" + "float2 TexCoord0 : TEXCOORD0;\n" + "};\n" + + + // Selective SuperSampling in screenspace for reflection lookups + "#define GetSSSCubeMap(_refl) (texCUBElod(EnvironmentMapSampler,float4(_refl,0.0f)).rgb) \n" + + + // Vertex shader for pixel shader usage and one light + "VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT Out = (VS_OUTPUT)0;\n" + + "#ifdef AV_SKINNING \n" + "float4 weights = IN.BlendWeights; \n" + "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" + "float4 localPos = float4( IN.Position, 1.0f); \n" + "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" + "#else \n" + "float3 objPos = IN.Position; \n" + "#endif // AV_SKINNING \n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" + "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" + "Out.TexCoord0 = IN.TexCoord0;\n" + "#ifdef AV_TWO_UV \n" + "Out.TexCoord1 = IN.TexCoord1;\n" + "#endif\n" + "Out.Color = IN.Color;\n" + + "#ifndef AV_NORMAL_TEXTURE\n" + "Out.ViewDir = vCameraPos - WorldPos;\n" + "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" + "#endif\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" + "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" + "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" + "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" + "#endif\n" + "return Out;\n" + "}\n" + + // Vertex shader for pixel shader usage and two lights + "VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT Out = (VS_OUTPUT)0;\n" + + "#ifdef AV_SKINNING \n" + "float4 weights = IN.BlendWeights; \n" + "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" + "float4 localPos = float4( IN.Position, 1.0f); \n" + "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" + "#else \n" + "float3 objPos = IN.Position; \n" + "#endif // AV_SKINNING \n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" + "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n" + "Out.TexCoord0 = IN.TexCoord0;\n" + "#ifdef AV_TWO_UV \n" + "Out.TexCoord1 = IN.TexCoord1;\n" + "#endif\n" + "Out.Color = IN.Color;\n" + + "#ifndef AV_NORMAL_TEXTURE\n" + "Out.ViewDir = vCameraPos - WorldPos;\n" + "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" + "#endif\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" + "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" + "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" + "Out.Light1 = normalize(mul(WTTS, afLightDir[1] ));\n" + "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" + "#endif\n" + "return Out;\n" + "}\n" + + // Vertex shader for zero to five lights using the fixed function pixel pipeline + "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n" + "{\n" + "VS_OUTPUT_FF Out = (VS_OUTPUT_FF)0;\n" + + "#ifdef AV_SKINNING \n" + "float4 weights = IN.BlendWeights; \n" + "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n" + "float4 localPos = float4( IN.Position, 1.0f); \n" + "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n" + "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n" + "#else \n" + "float3 objPos = IN.Position; \n" + "#endif // AV_SKINNING \n" + + // Multiply with the WorldViewProjection matrix + "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n" + "float3 worldPos = mul( float4( objPos, 1.0f), World);\n" + "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n" + "Out.TexCoord0 = IN.TexCoord0;\n" + + // calculate per-vertex diffuse lighting including ambient part + "float4 diffuseColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" + "for( int a = 0; a < 2; a++) \n" + " diffuseColor.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n" + // factor in material properties and a bit of ambient lighting + "Out.DiffuseColor = diffuseColor * DIFFUSE_COLOR + float4( 0.2f, 0.2f, 0.2f, 1.0f) * AMBIENT_COLOR; ; \n" + + // and specular including emissive part + "float4 specularColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n" + "#ifdef AV_SPECULAR_COMPONENT\n" + "float3 viewDir = normalize( worldPos - vCameraPos); \n" + "for( int a = 0; a < 2; a++) \n" + "{ \n" + " float3 reflDir = reflect( afLightDir[a], worldNormal); \n" + " float specIntensity = pow( saturate( dot( reflDir, viewDir)), SPECULARITY) * SPECULAR_STRENGTH; \n" + " specularColor.rgb += afLightColor[a] * specIntensity; \n" + "} \n" + "#endif // AV_SPECULAR_COMPONENT\n" + // factor in material properties and the emissive part + "Out.SpecularColor = specularColor * SPECULAR_COLOR + EMISSIVE_COLOR; \n" + + "return Out;\n" + "}\n" + + + // Pixel shader - one light + "float4 MaterialPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3 IN_Light0 = normalize(IN.Light0);\n" + "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" + "#else\n" + "float3 Normal = normalize(IN.Normal);\n" + "#endif \n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + "#ifdef AV_SPECULAR_COMPONENT\n" + "float3 Reflect = normalize(reflect (-ViewDir,Normal));\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + + "{\n" + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_0 IN_Light0\n" + // would need to convert the reflection vector into world space .... + // simply let it ... + "#else\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_0 afLightDir[0]\n" + "#endif\n" + "#ifdef AV_DIFFUSE_TEXTURE2\n" + "float fHalfLambert = 1.f;\n" + "#else\n" + "float fHalfLambert = L1*L1;\n" + "#endif \n" + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" + "#else\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifndef AV_SKYBOX_LOOKUP\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#else\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SKYBOX_LOOKUP\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + "#ifdef AV_OPACITY\n" + "OUT.a = TRANSPARENCY;\n" + "#endif\n" + "#ifdef AV_LIGHTMAP_TEXTURE\n" + "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" + "#endif\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" + "#endif\n" + "return OUT;\n" + + "#undef AV_LIGHT_0\n" + "}\n" + + // Pixel shader - two lights + "float4 MaterialPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3 IN_Light0 = normalize(IN.Light0);\n" + "float3 IN_Light1 = normalize(IN.Light1);\n" + "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" + "#else\n" + "float3 Normal = normalize(IN.Normal);\n" + "#endif \n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + "#ifdef AV_SPECULAR_COMPONENT\n" + "float3 Reflect = -normalize(reflect (ViewDir,Normal));\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + + "{\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_0 IN_Light0\n" + "#else\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_0 afLightDir[0]\n" + "#endif\n" + "float fHalfLambert = L1*L1;\n" + + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" + "#else\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifndef AV_SKYBOX_LOOKUP\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#else\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SKYBOX_LOOKUP\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + "{\n" + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_1 IN_Light1\n" + "#else\n" + "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" + "#define AV_LIGHT_1 afLightDir[1]\n" + "#endif\n" + "float fHalfLambert = L1*L1;\n" + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n" + "#else\n" + "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifndef AV_SKYBOX_LOOKUP\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#else\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SKYBOX_LOOKUP\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + "#ifdef AV_OPACITY\n" + "OUT.a = TRANSPARENCY;\n" + "#endif\n" + "#ifdef AV_LIGHTMAP_TEXTURE\n" + "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\n" + "#endif\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" + "#endif\n" + "return OUT;\n" + + "#undef AV_LIGHT_0\n" + "#undef AV_LIGHT_1\n" + "}\n" + + // Same pixel shader again, one light + "float4 MaterialPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3 IN_Light0 = normalize(IN.Light0);\n" + "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" + "#else\n" + "float3 Normal = normalize(IN.Normal);\n" + "#endif \n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,IN_Light0);\n" + "#else\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,afLightDir[0]);\n" + "#endif\n" + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" + "#else\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + + "#ifdef AV_OPACITY\n" + "OUT.a = TRANSPARENCY;\n" + "#endif\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" + "#endif\n" + "return OUT;\n" + "}\n" + + // Same pixel shader again, two lights + "float4 MaterialPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" + "{\n" + "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" + + "#ifdef AV_NORMAL_TEXTURE\n" + "float3 IN_Light0 = normalize(IN.Light0);\n" + "float3 IN_Light1 = normalize(IN.Light1);\n" + "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0) - 1.0f);\n" + "#else\n" + "float3 Normal = normalize(IN.Normal);\n" + "#endif \n" + "float3 ViewDir = normalize(IN.ViewDir);\n" + + "{\n" + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,IN_Light0);\n" + "#else\n" + "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,afLightDir[0]);\n" + "#endif\n" + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" + "#else\n" + "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + "{\n" + "#ifdef AV_NORMAL_TEXTURE\n" + "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,IN_Light1);\n" + "#else\n" + "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" + "float3 Reflect = reflect (Normal,afLightDir[1]);\n" + "#endif\n" + "#ifdef AV_DIFFUSE_TEXTURE\n" + "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" + "#else\n" + "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * L1 +\n" + "#endif // !AV_DIFFUSE_TEXTURE\n" + + "#ifdef AV_SPECULAR_COMPONENT\n" + "#ifdef AV_SPECULAR_TEXTURE\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#else\n" + "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" + "#endif // !AV_SPECULAR_TEXTURE\n" + "#endif // !AV_SPECULAR_COMPONENT\n" + "#ifdef AV_AMBIENT_TEXTURE\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" + "#else\n" + "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" + "#endif // !AV_AMBIENT_TEXTURE\n" + "#ifdef AV_EMISSIVE_TEXTURE\n" + "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" + "#else \n" + "EMISSIVE_COLOR.rgb;\n" + "#endif // !AV_EMISSIVE_TEXTURE\n" + "}\n" + + "#ifdef AV_OPACITY\n" + "OUT.a = TRANSPARENCY;\n" + "#endif\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" + "#endif\n" + "return OUT;\n" + "}\n" + + + // Technique for the material effect + "technique MaterialFXSpecular_D1\n" + "{\n" + "pass p0\n" + "{\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#else\n" + "#ifdef AV_OPACITY\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#endif \n" + "#endif\n" + + "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D1();\n" + "VertexShader = compile vs_3_0 MaterialVShader_D1();\n" + "}\n" + "};\n" + "technique MaterialFXSpecular_D2\n" + "{\n" + "pass p0\n" + "{\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#else\n" + "#ifdef AV_OPACITY\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#endif \n" + "#endif\n" + + "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D2();\n" + "VertexShader = compile vs_3_0 MaterialVShader_D2();\n" + "}\n" + "};\n" + + // Technique for the material effect (ps_2_0) + "technique MaterialFXSpecular_PS20_D1\n" + "{\n" + "pass p0\n" + "{\n" + "#ifdef AV_OPACITY_TEXTURE\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#else\n" + "#ifdef AV_OPACITY\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#endif \n" + "#endif\n" + + "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D1();\n" + "VertexShader = compile vs_2_0 MaterialVShader_D1();\n" + "}\n" + "};\n" + + "technique MaterialFXSpecular_PS20_D2\n" + "{\n" + "pass p0\n" + "{\n" + "//CullMode=none;\n" + + "#ifdef AV_OPACITY_TEXTURE\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#else\n" + "#ifdef AV_OPACITY\n" + "AlphaBlendEnable=TRUE;" + "SrcBlend = srcalpha;\n" + "DestBlend = invsrcalpha;\n" + "#endif \n" + "#endif\n" + + "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D2();\n" + "VertexShader = compile vs_2_0 MaterialVShader_D2();\n" + "}\n" + "};\n" + + // Technique for the material effect using fixed function pixel pipeline + "technique MaterialFX_FF\n" + "{\n" + "pass p0\n" + "{\n" + "//CullMode=none;\n" + "SpecularEnable = true; \n" + "VertexShader = compile vs_2_0 MaterialVShader_FF();\n" + "ColorOp[0] = Modulate;\n" + "ColorArg0[0] = Texture;\n" + "ColorArg1[0] = Diffuse;\n" + "AlphaOp[0] = Modulate;\n" + "AlphaArg0[0] = Texture;\n" + "AlphaArg1[0] = Diffuse;\n" + "}\n" + "};\n" + ); + +std::string g_szPassThroughShader = std::string( + "texture TEXTURE_2D;\n" + "sampler TEXTURE_SAMPLER = sampler_state\n" + "{\n" + "Texture = (TEXTURE_2D);\n" + "MinFilter = POINT;\n" + "MagFilter = POINT;\n" + "};\n" + + // Vertex Shader output for pixel shader usage + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "float2 TexCoord0 : TEXCOORD0;\n" + "};\n" + + // vertex shader for pixel shader usage + "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" + "{\n" + "VS_OUTPUT Out;\n" + + "Out.Position = INPosition;\n" + "Out.TexCoord0 = INTexCoord0;\n" + + "return Out;\n" + "}\n" + + // simply lookup a texture + "float4 PassThrough_PS(float2 IN : TEXCOORD0) : COLOR\n" + "{\n" + " return tex2D(TEXTURE_SAMPLER,IN);\n" + "}\n" + + // visualize the alpha channel (in black) -> use a + "float4 PassThroughAlphaA_PS(float2 IN : TEXCOORD0) : COLOR\n" + "{\n" + " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).a);\n" + "}\n" + + // visualize the alpha channel (in black) -> use r + "float4 PassThroughAlphaR_PS(float2 IN : TEXCOORD0) : COLOR\n" + "{\n" + " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).r);\n" + "}\n" + + // Simple pass-through technique + "technique PassThrough\n" + "{\n" + "pass p0\n" + "{\n" + "FillMode=Solid;\n" + "ZEnable = FALSE;\n" + "CullMode = none;\n" + "AlphaBlendEnable = TRUE;\n" + "SrcBlend =srcalpha;\n" + "DestBlend =invsrcalpha;\n" + "PixelShader = compile ps_2_0 PassThrough_PS();\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "}\n" + "};\n" + + // Pass-through technique which visualizes the texture's alpha channel + "technique PassThroughAlphaFromA\n" + "{\n" + "pass p0\n" + "{\n" + "FillMode=Solid;\n" + "ZEnable = FALSE;\n" + "CullMode = none;\n" + "AlphaBlendEnable = TRUE;\n" + "SrcBlend =srcalpha;\n" + "DestBlend =invsrcalpha;\n" + "PixelShader = compile ps_2_0 PassThroughAlphaA_PS();\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "}\n" + "};\n" + + // Pass-through technique which visualizes the texture's red channel + "technique PassThroughAlphaFromR\n" + "{\n" + "pass p0\n" + "{\n" + "FillMode=Solid;\n" + "ZEnable = FALSE;\n" + "CullMode = none;\n" + "AlphaBlendEnable = TRUE;\n" + "SrcBlend =srcalpha;\n" + "DestBlend =invsrcalpha;\n" + "PixelShader = compile ps_2_0 PassThroughAlphaR_PS();\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "}\n" + "};\n" + + // technique for fixed function pixel pipeline + "technique PassThrough_FF\n" + "{\n" + "pass p0\n" + "{\n" + "ZEnable = FALSE;\n" + "CullMode = none;\n" + "AlphaBlendEnable = TRUE;\n" + "SrcBlend =srcalpha;\n" + "DestBlend =invsrcalpha;\n" + "VertexShader = compile vs_2_0 DefaultVShader();\n" + "ColorOp[0] = SelectArg1;\n" + "ColorArg0[0] = Texture;\n" + "AlphaOp[0] = SelectArg1;\n" + "AlphaArg0[0] = Texture;\n" + "}\n" + "};\n" + ); + +std::string g_szCheckerBackgroundShader = std::string( + + // the two colors used to draw the checker pattern + "float3 COLOR_ONE = float3(0.4f,0.4f,0.4f);\n" + "float3 COLOR_TWO = float3(0.6f,0.6f,0.6f);\n" + + // size of a square in both x and y direction + "float SQUARE_SIZE = 10.0f;\n" + + // vertex shader output structure + "struct VS_OUTPUT\n" + "{\n" + "float4 Position : POSITION;\n" + "};\n" + + // vertex shader + "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n" + "{\n" + "VS_OUTPUT Out;\n" + + "Out.Position = INPosition;\n" + "return Out;\n" + "}\n" + + // pixel shader + "float4 MakePattern_PS(float2 IN : VPOS) : COLOR\n" + "{\n" + "float2 fDiv = IN / SQUARE_SIZE;\n" + "float3 fColor = COLOR_ONE;\n" + "if (0 == round(fmod(round(fDiv.x),2)))\n" + "{\n" + " if (0 == round(fmod(round(fDiv.y),2))) fColor = COLOR_TWO;\n" + "}\n" + "else if (0 != round(fmod(round(fDiv.y),2)))fColor = COLOR_TWO;\n" + "return float4(fColor,1.0f);" + "}\n" + + // technique to generate a pattern + "technique MakePattern\n" + "{\n" + "pass p0\n" + "{\n" + "FillMode=Solid;\n" + "ZEnable = FALSE;\n" + "CullMode = none;\n" + "PixelShader = compile ps_3_0 MakePattern_PS();\n" + "VertexShader = compile vs_3_0 DefaultVShader();\n" + "}\n" + "};\n" + ); }; \ No newline at end of file diff --git a/tools/assimp_view/assimp_view.cpp b/tools/assimp_view/assimp_view.cpp index 57507257a..c3222299f 100644 --- a/tools/assimp_view/assimp_view.cpp +++ b/tools/assimp_view/assimp_view.cpp @@ -1,1189 +1,1189 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (assimp) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2015, assimp team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above -copyright notice, this list of conditions and the -following disclaimer. - -* Redistributions in binary form must reproduce the above -copyright notice, this list of conditions and the -following disclaimer in the documentation and/or other -materials provided with the distribution. - -* Neither the name of the assimp team, nor the names of its -contributors may be used to endorse or promote products -derived from this software without specific prior -written permission of the assimp team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - - -#include "assimp_view.h" -#include - -using namespace std; - -namespace AssimpView { - -extern std::string g_szNormalsShader; -extern std::string g_szDefaultShader; -extern std::string g_szPassThroughShader; - -//------------------------------------------------------------------------------- -HINSTANCE g_hInstance = NULL; -HWND g_hDlg = NULL; -IDirect3D9* g_piD3D = NULL; -IDirect3DDevice9* g_piDevice = NULL; -IDirect3DVertexDeclaration9* gDefaultVertexDecl = NULL; -double g_fFPS = 0.0f; -char g_szFileName[MAX_PATH]; -ID3DXEffect* g_piDefaultEffect = NULL; -ID3DXEffect* g_piNormalsEffect = NULL; -ID3DXEffect* g_piPassThroughEffect = NULL; -ID3DXEffect* g_piPatternEffect = NULL; -bool g_bMousePressed = false; -bool g_bMousePressedR = false; -bool g_bMousePressedM = false; -bool g_bMousePressedBoth = false; -float g_fElpasedTime = 0.0f; -D3DCAPS9 g_sCaps; -bool g_bLoadingFinished = false; -HANDLE g_hThreadHandle = NULL; -float g_fWheelPos = -10.0f; -bool g_bLoadingCanceled = false; -IDirect3DTexture9* g_pcTexture = NULL; -bool g_bPlay = false; -double g_dCurrent = 0.; - -// default pp steps -unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible - aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing - aiProcess_ValidateDataStructure | // perform a full validation of the loader's output - aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices - aiProcess_RemoveRedundantMaterials | // remove redundant materials - aiProcess_FindDegenerates | // remove degenerated polygons from the import - aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors - aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs - aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) - aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master - aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex - aiProcess_OptimizeMeshes | // join small meshes, if possible; - aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader - 0; - -unsigned int ppstepsdefault = ppsteps; - -bool nopointslines = false; - -extern bool g_bWasFlipped /*= false*/; - -aiMatrix4x4 g_mWorld; -aiMatrix4x4 g_mWorldRotate; -aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f); - -// NOTE: The second light direction is now computed from the first -aiVector3D g_avLightDirs[1] = -{ aiVector3D(-0.5f,0.6f,0.2f) }; - -D3DCOLOR g_avLightColors[3] = -{ - D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0xFF), - D3DCOLOR_ARGB(0xFF,0xFF,0x00,0x00), - D3DCOLOR_ARGB(0xFF,0x05,0x05,0x05), -}; - -POINT g_mousePos; -POINT g_LastmousePos; -bool g_bFPSView = false; -bool g_bInvert = false; -EClickPos g_eClick = EClickPos_Circle; -unsigned int g_iCurrentColor = 0; - -float g_fLightIntensity = 1.0f; -float g_fLightColor = 1.0f; - -RenderOptions g_sOptions; -Camera g_sCamera; -AssetHelper *g_pcAsset = NULL; - -// -// Contains the mask image for the HUD -// (used to determine the position of a click) -// -unsigned char* g_szImageMask = NULL; - -float g_fLoadTime = 0.0f; - - -//------------------------------------------------------------------------------- -// Entry point for the loader thread -// The laoder thread loads the asset while the progress dialog displays the -// smart progress bar -//------------------------------------------------------------------------------- -DWORD WINAPI LoadThreadProc(LPVOID lpParameter) -{ - UNREFERENCED_PARAMETER(lpParameter); - - // get current time - double fCur = (double)timeGetTime(); - - aiPropertyStore* props = aiCreatePropertyStore(); - aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); - aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); - aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); - - aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); - //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); - - // Call ASSIMPs C-API to load the file - g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, - - ppsteps | /* configurable pp steps */ - aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing - aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes - aiProcess_Triangulate | // triangulate polygons with more than 3 edges - aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space - aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives - 0, - NULL, - props); - - aiReleasePropertyStore(props); - - // get the end time of zje operation, calculate delta t - double fEnd = (double)timeGetTime(); - g_fLoadTime = (float)((fEnd - fCur) / 1000); -// char szTemp[128]; - g_bLoadingFinished = true; - - // check whether the loading process has failed ... - if (NULL == g_pcAsset->pcScene) - { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - - // print ASSIMPs error string to the log display - CLogDisplay::Instance().AddEntry(aiGetErrorString(), - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - return 1; - } - - return 0; -} - -//------------------------------------------------------------------------------- -// load the current asset -// THe path to the asset is specified in the global path variable -//------------------------------------------------------------------------------- -int LoadAsset(void) -{ - // set the world and world rotation matrices to the identuty - g_mWorldRotate = aiMatrix4x4(); - g_mWorld = aiMatrix4x4(); - -// char szTemp[MAX_PATH+64]; -// sprintf(szTemp,"Starting to load %s",g_szFileName); - CLogWindow::Instance().WriteLine( - "----------------------------------------------------------------------------"); -// CLogWindow::Instance().WriteLine(szTemp); -// CLogWindow::Instance().WriteLine( -// "----------------------------------------------------------------------------"); - CLogWindow::Instance().SetAutoUpdate(false); - - // create a helper thread to load the asset - DWORD dwID; - g_bLoadingCanceled = false; - g_pcAsset = new AssetHelper(); - g_hThreadHandle = CreateThread(NULL,0,&LoadThreadProc,NULL,0,&dwID); - - if (!g_hThreadHandle) - { - CLogDisplay::Instance().AddEntry( - "[ERROR] Unable to create helper thread for loading", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - return 0; - } - - // show the progress bar dialog - DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_LOADDIALOG), - g_hDlg,&ProgressMessageProc); - - // update the log window - CLogWindow::Instance().SetAutoUpdate(true); - CLogWindow::Instance().Update(); - - // now we should have loaded the asset. Check this ... - g_bLoadingFinished = false; - if (!g_pcAsset || !g_pcAsset->pcScene) - { - if (g_pcAsset) - { - delete g_pcAsset; - g_pcAsset = NULL; - } - return 0; - } - - // allocate a new MeshHelper array and build a new instance - // for each mesh in the original asset - g_pcAsset->apcMeshes = new AssetHelper::MeshHelper*[g_pcAsset->pcScene->mNumMeshes](); - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper(); - - - // create animator - g_pcAsset->mAnimator = new SceneAnimator( g_pcAsset->pcScene); - - // build a new caption string for the viewer - char szOut[MAX_PATH + 10]; - sprintf(szOut,AI_VIEW_CAPTION_BASE " [%s]",g_szFileName); - SetWindowText(g_hDlg,szOut); - - // scale the asset vertices to fit into the viewer window - ScaleAsset(); - - // reset the camera view to the default position - g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f); - g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); - g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); - g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); - - // build native D3D vertex/index buffers, textures, materials - if( 1 != CreateAssetData()) - return 0; - - if (!g_pcAsset->pcScene->HasAnimations()) { - EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),FALSE); - EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),FALSE); - } - else { - EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),TRUE); - EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),TRUE); - } - - CLogDisplay::Instance().AddEntry("[OK] The asset has been loaded successfully"); - CDisplay::Instance().FillDisplayList(); - CDisplay::Instance().FillAnimList(); - - CDisplay::Instance().FillDefaultStatistics(); - - // render the scene once - CDisplay::Instance().OnRender(); - - g_pcAsset->iNormalSet = AssetHelper::ORIGINAL; - g_bWasFlipped = false; - return 1; -} - - -//------------------------------------------------------------------------------- -// Delete the loaded asset -// The function does nothing is no asset is loaded -//------------------------------------------------------------------------------- -int DeleteAsset(void) -{ - if (!g_pcAsset)return 0; - - // don't anymore know why this was necessary ... - CDisplay::Instance().OnRender(); - - // delete everything - DeleteAssetData(); - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - delete g_pcAsset->apcMeshes[i]; - } - aiReleaseImport(g_pcAsset->pcScene); - delete[] g_pcAsset->apcMeshes; - delete g_pcAsset->mAnimator; - delete g_pcAsset; - g_pcAsset = NULL; - - // reset the caption of the viewer window - SetWindowText(g_hDlg,AI_VIEW_CAPTION_BASE); - - // clear UI - CDisplay::Instance().ClearAnimList(); - CDisplay::Instance().ClearDisplayList(); - - CMaterialManager::Instance().Reset(); - UpdateWindow(g_hDlg); - return 1; -} - - -//------------------------------------------------------------------------------- -// Calculate the boundaries of a given node and all of its children -// The boundaries are in Worldspace (AABB) -// piNode Input node -// p_avOut Receives the min/max boundaries. Must point to 2 vec3s -// piMatrix Transformation matrix of the graph at this position -//------------------------------------------------------------------------------- -int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, - const aiMatrix4x4& piMatrix) -{ - ai_assert(NULL != piNode); - ai_assert(NULL != p_avOut); - - aiMatrix4x4 mTemp = piNode->mTransformation; - mTemp.Transpose(); - aiMatrix4x4 aiMe = mTemp * piMatrix; - - for (unsigned int i = 0; i < piNode->mNumMeshes;++i) - { - for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[ - piNode->mMeshes[i]]->mNumVertices;++a) - { - aiVector3D pc =g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a]; - - aiVector3D pc1; - D3DXVec3TransformCoord((D3DXVECTOR3*)&pc1,(D3DXVECTOR3*)&pc, - (D3DXMATRIX*)&aiMe); - - p_avOut[0].x = min( p_avOut[0].x, pc1.x); - p_avOut[0].y = min( p_avOut[0].y, pc1.y); - p_avOut[0].z = min( p_avOut[0].z, pc1.z); - p_avOut[1].x = max( p_avOut[1].x, pc1.x); - p_avOut[1].y = max( p_avOut[1].y, pc1.y); - p_avOut[1].z = max( p_avOut[1].z, pc1.z); - } - } - for (unsigned int i = 0; i < piNode->mNumChildren;++i) - { - CalculateBounds( piNode->mChildren[i], p_avOut, aiMe ); - } - return 1; -} -//------------------------------------------------------------------------------- -// Scale the asset that it fits perfectly into the viewer window -// The function calculates the boundaries of the mesh and modifies the -// global world transformation matrix according to the aset AABB -//------------------------------------------------------------------------------- -int ScaleAsset(void) -{ - aiVector3D aiVecs[2] = {aiVector3D( 1e10f, 1e10f, 1e10f), - aiVector3D( -1e10f, -1e10f, -1e10f) }; - - if (g_pcAsset->pcScene->mRootNode) - { - aiMatrix4x4 m; - CalculateBounds(g_pcAsset->pcScene->mRootNode,aiVecs,m); - } - - aiVector3D vDelta = aiVecs[1]-aiVecs[0]; - aiVector3D vHalf = aiVecs[0] + (vDelta / 2.0f); - float fScale = 10.0f / vDelta.Length(); - - g_mWorld = aiMatrix4x4( - 1.0f,0.0f,0.0f,0.0f, - 0.0f,1.0f,0.0f,0.0f, - 0.0f,0.0f,1.0f,0.0f, - -vHalf.x,-vHalf.y,-vHalf.z,1.0f) * - aiMatrix4x4( - fScale,0.0f,0.0f,0.0f, - 0.0f,fScale,0.0f,0.0f, - 0.0f,0.0f,fScale,0.0f, - 0.0f,0.0f,0.0f,1.0f); - return 1; -} - -//------------------------------------------------------------------------------- -// Generate a vertex buffer which holds the normals of the asset as -// a list of unconnected lines -// pcMesh Input mesh -// pcSource Source mesh from ASSIMP -//------------------------------------------------------------------------------- -int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource) -{ - ai_assert(NULL != pcMesh); - ai_assert(NULL != pcSource); - - if (!pcSource->mNormals)return 0; - - // create vertex buffer - if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::LineVertex) * - pcSource->mNumVertices * 2, - D3DUSAGE_WRITEONLY, - AssetHelper::LineVertex::GetFVF(), - D3DPOOL_DEFAULT, &pcMesh->piVBNormals,NULL))) - { - CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - return 2; - } - - // now fill the vertex buffer with data - AssetHelper::LineVertex* pbData2; - pcMesh->piVBNormals->Lock(0,0,(void**)&pbData2,0); - for (unsigned int x = 0; x < pcSource->mNumVertices;++x) - { - pbData2->vPosition = pcSource->mVertices[x]; - - ++pbData2; - - aiVector3D vNormal = pcSource->mNormals[x]; - vNormal.Normalize(); - - // scalo with the inverse of the world scaling to make sure - // the normals have equal length in each case - // TODO: Check whether this works in every case, I don't think so - vNormal.x /= g_mWorld.a1*4; - vNormal.y /= g_mWorld.b2*4; - vNormal.z /= g_mWorld.c3*4; - - pbData2->vPosition = pcSource->mVertices[x] + vNormal; - - ++pbData2; - } - pcMesh->piVBNormals->Unlock(); - return 1; -} - -//------------------------------------------------------------------------------- -// Create the native D3D representation of the asset: vertex buffers, -// index buffers, materials ... -//------------------------------------------------------------------------------- -int CreateAssetData() -{ - if (!g_pcAsset)return 0; - - // reset all subsystems - CMaterialManager::Instance().Reset(); - CDisplay::Instance().Reset(); - - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[i]; - - // create the material for the mesh - if (!g_pcAsset->apcMeshes[i]->piEffect) { - CMaterialManager::Instance().CreateMaterial( - g_pcAsset->apcMeshes[i],mesh); - } - - // create vertex buffer - if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) * - mesh->mNumVertices, - D3DUSAGE_WRITEONLY, - 0, - D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB,NULL))) { - MessageBox(g_hDlg,"Failed to create vertex buffer", - "ASSIMP Viewer Utility",MB_OK); - return 2; - } - - DWORD dwUsage = 0; - if (g_pcAsset->apcMeshes[i]->piOpacityTexture || 1.0f != g_pcAsset->apcMeshes[i]->fOpacity) - dwUsage |= D3DUSAGE_DYNAMIC; - - unsigned int nidx; - switch (mesh->mPrimitiveTypes) { - case aiPrimitiveType_POINT: - nidx = 1;break; - case aiPrimitiveType_LINE: - nidx = 2;break; - case aiPrimitiveType_TRIANGLE: - nidx = 3;break; - default: ai_assert(false); - }; - - // check whether we can use 16 bit indices - if (mesh->mNumFaces * 3 >= 65536) { - // create 32 bit index buffer - if(FAILED( g_piDevice->CreateIndexBuffer( 4 * - mesh->mNumFaces * nidx, - D3DUSAGE_WRITEONLY | dwUsage, - D3DFMT_INDEX32, - D3DPOOL_DEFAULT, - &g_pcAsset->apcMeshes[i]->piIB, - NULL))) - { - MessageBox(g_hDlg,"Failed to create 32 Bit index buffer", - "ASSIMP Viewer Utility",MB_OK); - return 2; - } - - // now fill the index buffer - unsigned int* pbData; - g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0); - for (unsigned int x = 0; x < mesh->mNumFaces;++x) - { - for (unsigned int a = 0; a < nidx;++a) - { - *pbData++ = mesh->mFaces[x].mIndices[a]; - } - } - } - else { - // create 16 bit index buffer - if(FAILED( g_piDevice->CreateIndexBuffer( 2 * - mesh->mNumFaces * nidx, - D3DUSAGE_WRITEONLY | dwUsage, - D3DFMT_INDEX16, - D3DPOOL_DEFAULT, - &g_pcAsset->apcMeshes[i]->piIB, - NULL))) - { - MessageBox(g_hDlg,"Failed to create 16 Bit index buffer", - "ASSIMP Viewer Utility",MB_OK); - return 2; - } - - // now fill the index buffer - uint16_t* pbData; - g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0); - for (unsigned int x = 0; x < mesh->mNumFaces;++x) - { - for (unsigned int a = 0; a < nidx;++a) - { - *pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a]; - } - } - } - g_pcAsset->apcMeshes[i]->piIB->Unlock(); - - // collect weights on all vertices. Quick and careless - std::vector > weightsPerVertex( mesh->mNumVertices); - for( unsigned int a = 0; a < mesh->mNumBones; a++) { - const aiBone* bone = mesh->mBones[a]; - for( unsigned int b = 0; b < bone->mNumWeights; b++) - weightsPerVertex[bone->mWeights[b].mVertexId].push_back( aiVertexWeight( a, bone->mWeights[b].mWeight)); - } - - // now fill the vertex buffer - AssetHelper::Vertex* pbData2; - g_pcAsset->apcMeshes[i]->piVB->Lock(0,0,(void**)&pbData2,0); - for (unsigned int x = 0; x < mesh->mNumVertices;++x) - { - pbData2->vPosition = mesh->mVertices[x]; - - if (NULL == mesh->mNormals) - pbData2->vNormal = aiVector3D(0.0f,0.0f,0.0f); - else pbData2->vNormal = mesh->mNormals[x]; - - if (NULL == mesh->mTangents) { - pbData2->vTangent = aiVector3D(0.0f,0.0f,0.0f); - pbData2->vBitangent = aiVector3D(0.0f,0.0f,0.0f); - } - else { - pbData2->vTangent = mesh->mTangents[x]; - pbData2->vBitangent = mesh->mBitangents[x]; - } - - if (mesh->HasVertexColors( 0)) { - pbData2->dColorDiffuse = D3DCOLOR_ARGB( - ((unsigned char)max( min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)), - ((unsigned char)max( min( mesh->mColors[0][x].r * 255.0f, 255.0f),0.0f)), - ((unsigned char)max( min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)), - ((unsigned char)max( min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f))); - } - else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff); - - // ignore a third texture coordinate component - if (mesh->HasTextureCoords( 0)) { - pbData2->vTextureUV = aiVector2D( - mesh->mTextureCoords[0][x].x, - mesh->mTextureCoords[0][x].y); - } - else pbData2->vTextureUV = aiVector2D(0.5f,0.5f); - - if (mesh->HasTextureCoords( 1)) { - pbData2->vTextureUV2 = aiVector2D( - mesh->mTextureCoords[1][x].x, - mesh->mTextureCoords[1][x].y); - } - else pbData2->vTextureUV2 = aiVector2D(0.5f,0.5f); - - // Bone indices and weights - if( mesh->HasBones()) { - unsigned char boneIndices[4] = { 0, 0, 0, 0 }; - unsigned char boneWeights[4] = { 0, 0, 0, 0 }; - ai_assert( weightsPerVertex[x].size() <= 4); - for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++) - { - boneIndices[a] = weightsPerVertex[x][a].mVertexId; - boneWeights[a] = (unsigned char) (weightsPerVertex[x][a].mWeight * 255.0f); - } - - memcpy( pbData2->mBoneIndices, boneIndices, sizeof( boneIndices)); - memcpy( pbData2->mBoneWeights, boneWeights, sizeof( boneWeights)); - } else - { - memset( pbData2->mBoneIndices, 0, sizeof( pbData2->mBoneIndices)); - memset( pbData2->mBoneWeights, 0, sizeof( pbData2->mBoneWeights)); - } - - ++pbData2; - } - g_pcAsset->apcMeshes[i]->piVB->Unlock(); - - // now generate the second vertex buffer, holding all normals - if (!g_pcAsset->apcMeshes[i]->piVBNormals) { - GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],mesh); - } - } - return 1; -} - -//------------------------------------------------------------------------------- -// Delete all effects, textures, vertex buffers ... associated with -// an asset -//------------------------------------------------------------------------------- -int DeleteAssetData(bool bNoMaterials) -{ - if (!g_pcAsset)return 0; - - // TODO: Move this to a proper destructor - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - if(g_pcAsset->apcMeshes[i]->piVB) - { - g_pcAsset->apcMeshes[i]->piVB->Release(); - g_pcAsset->apcMeshes[i]->piVB = NULL; - } - if(g_pcAsset->apcMeshes[i]->piVBNormals) - { - g_pcAsset->apcMeshes[i]->piVBNormals->Release(); - g_pcAsset->apcMeshes[i]->piVBNormals = NULL; - } - if(g_pcAsset->apcMeshes[i]->piIB) - { - g_pcAsset->apcMeshes[i]->piIB->Release(); - g_pcAsset->apcMeshes[i]->piIB = NULL; - } - - // TODO ... unfixed memory leak - // delete storage eventually allocated to hold a copy - // of the original vertex normals - //if (g_pcAsset->apcMeshes[i]->pvOriginalNormals) - //{ - // delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals; - //} - - if (!bNoMaterials) - { - if(g_pcAsset->apcMeshes[i]->piEffect) - { - g_pcAsset->apcMeshes[i]->piEffect->Release(); - g_pcAsset->apcMeshes[i]->piEffect = NULL; - } - if(g_pcAsset->apcMeshes[i]->piDiffuseTexture) - { - g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release(); - g_pcAsset->apcMeshes[i]->piDiffuseTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piNormalTexture) - { - g_pcAsset->apcMeshes[i]->piNormalTexture->Release(); - g_pcAsset->apcMeshes[i]->piNormalTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piSpecularTexture) - { - g_pcAsset->apcMeshes[i]->piSpecularTexture->Release(); - g_pcAsset->apcMeshes[i]->piSpecularTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piAmbientTexture) - { - g_pcAsset->apcMeshes[i]->piAmbientTexture->Release(); - g_pcAsset->apcMeshes[i]->piAmbientTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piEmissiveTexture) - { - g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release(); - g_pcAsset->apcMeshes[i]->piEmissiveTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piOpacityTexture) - { - g_pcAsset->apcMeshes[i]->piOpacityTexture->Release(); - g_pcAsset->apcMeshes[i]->piOpacityTexture = NULL; - } - if(g_pcAsset->apcMeshes[i]->piShininessTexture) - { - g_pcAsset->apcMeshes[i]->piShininessTexture->Release(); - g_pcAsset->apcMeshes[i]->piShininessTexture = NULL; - } - } - } - return 1; -} - - -//------------------------------------------------------------------------------- -// Switch beetween zoom/rotate view and the standatd FPS view -// g_bFPSView specifies the view mode to setup -//------------------------------------------------------------------------------- -int SetupFPSView() -{ - if (!g_bFPSView) - { - g_sCamera.vPos = aiVector3D(0.0f,0.0f,g_fWheelPos); - g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); - g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); - g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); - } - else - { - g_fWheelPos = g_sCamera.vPos.z; - g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f); - g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); - g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); - g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); - } - return 1; -} - -//------------------------------------------------------------------------------- -// Initialize the IDIrect3D interface -// Called by the WinMain -//------------------------------------------------------------------------------- -int InitD3D(void) -{ - if (NULL == g_piD3D) - { - g_piD3D = Direct3DCreate9(D3D_SDK_VERSION); - if (NULL == g_piD3D)return 0; - } - return 1; -} - - -//------------------------------------------------------------------------------- -// Release the IDirect3D interface. -// NOTE: Assumes that the device has already been deleted -//------------------------------------------------------------------------------- -int ShutdownD3D(void) -{ - ShutdownDevice(); - if (NULL != g_piD3D) - { - g_piD3D->Release(); - g_piD3D = NULL; - } - return 1; -} - - -//------------------------------------------------------------------------------- -// Shutdown the D3D devie object and all resources associated with it -// NOTE: Assumes that the asset has already been deleted -//------------------------------------------------------------------------------- -int ShutdownDevice(void) -{ - // release other subsystems - CBackgroundPainter::Instance().ReleaseNativeResource(); - CLogDisplay::Instance().ReleaseNativeResource(); - - // release global shaders that have been allocazed - if (NULL != g_piDefaultEffect) - { - g_piDefaultEffect->Release(); - g_piDefaultEffect = NULL; - } - if (NULL != g_piNormalsEffect) - { - g_piNormalsEffect->Release(); - g_piNormalsEffect = NULL; - } - if (NULL != g_piPassThroughEffect) - { - g_piPassThroughEffect->Release(); - g_piPassThroughEffect = NULL; - } - if (NULL != g_piPatternEffect) - { - g_piPatternEffect->Release(); - g_piPatternEffect = NULL; - } - if (NULL != g_pcTexture) - { - g_pcTexture->Release(); - g_pcTexture = NULL; - } - - if( NULL != gDefaultVertexDecl) - { - gDefaultVertexDecl->Release(); - gDefaultVertexDecl = NULL; - } - - // delete the main D3D device object - if (NULL != g_piDevice) - { - g_piDevice->Release(); - g_piDevice = NULL; - } - - // deleted the one channel image allocated to hold the HUD mask - delete[] g_szImageMask; - g_szImageMask = NULL; - - return 1; -} - - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int CreateHUDTexture() -{ - // lock the memory resource ourselves - HRSRC res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUD),RT_RCDATA); - HGLOBAL hg = LoadResource(NULL,res); - void* pData = LockResource(hg); - - if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, - pData,SizeofResource(NULL,res), - D3DX_DEFAULT_NONPOW2, - D3DX_DEFAULT_NONPOW2, - 1, - 0, - D3DFMT_A8R8G8B8, - D3DPOOL_MANAGED, - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - NULL, - NULL, - &g_pcTexture))) - { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - - g_pcTexture = NULL; - g_szImageMask = NULL; - - FreeResource(hg); - return 0; - } - - FreeResource(hg); - - D3DSURFACE_DESC sDesc; - g_pcTexture->GetLevelDesc(0,&sDesc); - - - // lock the memory resource ourselves - res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUDMASK),RT_RCDATA); - hg = LoadResource(NULL,res); - pData = LockResource(hg); - - IDirect3DTexture9* pcTex; - if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, - pData,SizeofResource(NULL,res), - sDesc.Width, - sDesc.Height, - 1, - 0, - D3DFMT_L8, - D3DPOOL_MANAGED, // unnecessary - D3DX_DEFAULT, - D3DX_DEFAULT, - 0, - NULL, - NULL, - &pcTex))) - { - CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture", - D3DCOLOR_ARGB(0xFF,0xFF,0,0)); - g_szImageMask = NULL; - - FreeResource(hg); - return 0; - } - - FreeResource(hg); - - // lock the texture and copy it to get a pointer - D3DLOCKED_RECT sRect; - pcTex->LockRect(0,&sRect,NULL,D3DLOCK_READONLY); - - unsigned char* szOut = new unsigned char[sDesc.Width * sDesc.Height]; - unsigned char* _szOut = szOut; - - unsigned char* szCur = (unsigned char*) sRect.pBits; - for (unsigned int y = 0; y < sDesc.Height;++y) - { - memcpy(_szOut,szCur,sDesc.Width); - - szCur += sRect.Pitch; - _szOut += sDesc.Width; - } - pcTex->UnlockRect(0); - pcTex->Release(); - - g_szImageMask = szOut; - return 1; -} - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/) -{ - D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; - - // get the client rectangle of the window. - RECT sRect; - GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); - sRect.right -= sRect.left; - sRect.bottom -= sRect.top; - - D3DPRESENT_PARAMETERS sParams; - memset(&sParams,0,sizeof(D3DPRESENT_PARAMETERS)); - - // get the current display mode - D3DDISPLAYMODE sMode; - g_piD3D->GetAdapterDisplayMode(0,&sMode); - - // fill the presentation parameter structure - sParams.Windowed = TRUE; - sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT ); - sParams.EnableAutoDepthStencil = TRUE; - sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; - sParams.BackBufferWidth = (UINT)sRect.right; - sParams.BackBufferHeight = (UINT)sRect.bottom; - sParams.SwapEffect = D3DSWAPEFFECT_DISCARD; - sParams.BackBufferCount = 1; - - // check whether we can use a D32 depth buffer format - if (SUCCEEDED ( g_piD3D->CheckDepthStencilMatch(0,eType, - D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32))) - { - sParams.AutoDepthStencilFormat = D3DFMT_D32; - } - else sParams.AutoDepthStencilFormat = D3DFMT_D24X8; - - // find the highest multisample type available on this device - D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES; - D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE; - DWORD dwQuality = 0; - if (p_bMultiSample) - { - while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) != - (sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) - { - if(SUCCEEDED( g_piD3D->CheckDeviceMultiSampleType(0,eType, - sMode.Format,TRUE,sMS,&dwQuality))) - { - sMSOut = sMS; - } - } - if (0 != dwQuality)dwQuality -= 1; - - - sParams.MultiSampleQuality = dwQuality; - sParams.MultiSampleType = sMSOut; - } - - // preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing - g_piD3D->GetDeviceCaps( 0, D3DDEVTYPE_HAL, &g_sCaps); - DWORD creationFlags = D3DCREATE_MULTITHREADED; - if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0)) - creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; - else - creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; - - // create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware - if(FAILED(g_piD3D->CreateDevice(0,eType, g_hDlg, creationFlags ,&sParams,&g_piDevice))) - { - // if hardware fails use software rendering instead - if (bHW)return CreateDevice(p_bMultiSample,p_bSuperSample,false); - return 0; - } - - // create a vertex declaration to match the vertex - D3DVERTEXELEMENT9* vdecl = AssetHelper::Vertex::GetDeclarationElements(); - if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl))) - { - MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); - return 0; - } - g_piDevice->SetVertexDeclaration( gDefaultVertexDecl); - - // get the capabilities of the device object - g_piDevice->GetDeviceCaps(&g_sCaps); - if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0)) - { - EnableWindow(GetDlgItem(g_hDlg,IDC_LOWQUALITY),FALSE); - } - - // compile the default material shader (gray gouraud/phong) - ID3DXBuffer* piBuffer = NULL; - if(FAILED( D3DXCreateEffect(g_piDevice, - g_szDefaultShader.c_str(), - (UINT)g_szDefaultShader.length(), - NULL, - NULL, - AI_SHADER_COMPILE_FLAGS, - NULL, - &g_piDefaultEffect,&piBuffer))) - { - if( piBuffer) - { - MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); - piBuffer->Release(); - } - return 0; - } - if( piBuffer) - { - piBuffer->Release(); - piBuffer = NULL; - } - - // use Fixed Function effect when working with shaderless cards - if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) - g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF"); - - // create the shader used to draw the HUD - if(FAILED( D3DXCreateEffect(g_piDevice, - g_szPassThroughShader.c_str(),(UINT)g_szPassThroughShader.length(), - NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piPassThroughEffect,&piBuffer))) - { - if( piBuffer) - { - MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); - piBuffer->Release(); - } - return 0; - } - if( piBuffer) - { - piBuffer->Release(); - piBuffer = NULL; - } - - // use Fixed Function effect when working with shaderless cards - if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) - g_piPassThroughEffect->SetTechnique( "PassThrough_FF"); - - // create the shader used to visualize normal vectors - if(FAILED( D3DXCreateEffect(g_piDevice, - g_szNormalsShader.c_str(),(UINT)g_szNormalsShader.length(), - NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piNormalsEffect, &piBuffer))) - { - if( piBuffer) - { - MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); - piBuffer->Release(); - } - return 0; - } - if( piBuffer) - { - piBuffer->Release(); - piBuffer = NULL; - } - - //MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); - - // use Fixed Function effect when working with shaderless cards - if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) - g_piNormalsEffect->SetTechnique( "RenderNormals_FF"); - - g_piDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE); - - // create the texture for the HUD - CreateHUDTexture(); - CBackgroundPainter::Instance().RecreateNativeResource(); - CLogDisplay::Instance().RecreateNativeResource(); - - g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture); - return 1; -} - - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int CreateDevice (void) -{ - return CreateDevice(g_sOptions.bMultiSample, - g_sOptions.bSuperSample); -} - - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -int GetProjectionMatrix (aiMatrix4x4& p_mOut) -{ - const float fFarPlane = 100.0f; - const float fNearPlane = 0.1f; - const float fFOV = (float)(45.0 * 0.0174532925); - - const float s = 1.0f / tanf(fFOV * 0.5f); - const float Q = fFarPlane / (fFarPlane - fNearPlane); - - RECT sRect; - GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); - sRect.right -= sRect.left; - sRect.bottom -= sRect.top; - const float fAspect = (float)sRect.right / (float)sRect.bottom; - - p_mOut = aiMatrix4x4( - s / fAspect, 0.0f, 0.0f, 0.0f, - 0.0f, s, 0.0f, 0.0f, - 0.0f, 0.0f, Q, 1.0f, - 0.0f, 0.0f, -Q * fNearPlane, 0.0f); - return 1; -} - - -//------------------------------------------------------------------------------- -//------------------------------------------------------------------------------- -aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut) -{ - D3DXMATRIX view; - D3DXMatrixIdentity( &view ); - - D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt ); - D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt ); - D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vRight ); - D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vRight ); - D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp ); - - view._11 = g_sCamera.vRight.x; - view._12 = g_sCamera.vUp.x; - view._13 = g_sCamera.vLookAt.x; - view._14 = 0.0f; - - view._21 = g_sCamera.vRight.y; - view._22 = g_sCamera.vUp.y; - view._23 = g_sCamera.vLookAt.y; - view._24 = 0.0f; - - view._31 = g_sCamera.vRight.z; - view._32 = g_sCamera.vUp.z; - view._33 = g_sCamera.vLookAt.z; - view._34 = 0.0f; - - view._41 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vRight ); - view._42 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vUp ); - view._43 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vLookAt ); - view._44 = 1.0f; - - memcpy(&p_mOut,&view,sizeof(aiMatrix4x4)); - - return g_sCamera.vPos; -} - -} +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2015, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above +copyright notice, this list of conditions and the +following disclaimer. + +* Redistributions in binary form must reproduce the above +copyright notice, this list of conditions and the +following disclaimer in the documentation and/or other +materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its +contributors may be used to endorse or promote products +derived from this software without specific prior +written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + + +#include "assimp_view.h" +#include + +using namespace std; + +namespace AssimpView { + +extern std::string g_szNormalsShader; +extern std::string g_szDefaultShader; +extern std::string g_szPassThroughShader; + +//------------------------------------------------------------------------------- +HINSTANCE g_hInstance = NULL; +HWND g_hDlg = NULL; +IDirect3D9* g_piD3D = NULL; +IDirect3DDevice9* g_piDevice = NULL; +IDirect3DVertexDeclaration9* gDefaultVertexDecl = NULL; +double g_fFPS = 0.0f; +char g_szFileName[MAX_PATH]; +ID3DXEffect* g_piDefaultEffect = NULL; +ID3DXEffect* g_piNormalsEffect = NULL; +ID3DXEffect* g_piPassThroughEffect = NULL; +ID3DXEffect* g_piPatternEffect = NULL; +bool g_bMousePressed = false; +bool g_bMousePressedR = false; +bool g_bMousePressedM = false; +bool g_bMousePressedBoth = false; +float g_fElpasedTime = 0.0f; +D3DCAPS9 g_sCaps; +bool g_bLoadingFinished = false; +HANDLE g_hThreadHandle = NULL; +float g_fWheelPos = -10.0f; +bool g_bLoadingCanceled = false; +IDirect3DTexture9* g_pcTexture = NULL; +bool g_bPlay = false; +double g_dCurrent = 0.; + +// default pp steps +unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible + aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing + aiProcess_ValidateDataStructure | // perform a full validation of the loader's output + aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices + aiProcess_RemoveRedundantMaterials | // remove redundant materials + aiProcess_FindDegenerates | // remove degenerated polygons from the import + aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors + aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs + aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) + aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master + aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex + aiProcess_OptimizeMeshes | // join small meshes, if possible; + aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader + 0; + +unsigned int ppstepsdefault = ppsteps; + +bool nopointslines = false; + +extern bool g_bWasFlipped /*= false*/; + +aiMatrix4x4 g_mWorld; +aiMatrix4x4 g_mWorldRotate; +aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f); + +// NOTE: The second light direction is now computed from the first +aiVector3D g_avLightDirs[1] = +{ aiVector3D(-0.5f,0.6f,0.2f) }; + +D3DCOLOR g_avLightColors[3] = +{ + D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0xFF), + D3DCOLOR_ARGB(0xFF,0xFF,0x00,0x00), + D3DCOLOR_ARGB(0xFF,0x05,0x05,0x05), +}; + +POINT g_mousePos; +POINT g_LastmousePos; +bool g_bFPSView = false; +bool g_bInvert = false; +EClickPos g_eClick = EClickPos_Circle; +unsigned int g_iCurrentColor = 0; + +float g_fLightIntensity = 1.0f; +float g_fLightColor = 1.0f; + +RenderOptions g_sOptions; +Camera g_sCamera; +AssetHelper *g_pcAsset = NULL; + +// +// Contains the mask image for the HUD +// (used to determine the position of a click) +// +unsigned char* g_szImageMask = NULL; + +float g_fLoadTime = 0.0f; + + +//------------------------------------------------------------------------------- +// Entry point for the loader thread +// The laoder thread loads the asset while the progress dialog displays the +// smart progress bar +//------------------------------------------------------------------------------- +DWORD WINAPI LoadThreadProc(LPVOID lpParameter) +{ + UNREFERENCED_PARAMETER(lpParameter); + + // get current time + double fCur = (double)timeGetTime(); + + aiPropertyStore* props = aiCreatePropertyStore(); + aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); + aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); + aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); + + aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); + //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); + + // Call ASSIMPs C-API to load the file + g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, + + ppsteps | /* configurable pp steps */ + aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing + aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes + aiProcess_Triangulate | // triangulate polygons with more than 3 edges + aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space + aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives + 0, + NULL, + props); + + aiReleasePropertyStore(props); + + // get the end time of zje operation, calculate delta t + double fEnd = (double)timeGetTime(); + g_fLoadTime = (float)((fEnd - fCur) / 1000); +// char szTemp[128]; + g_bLoadingFinished = true; + + // check whether the loading process has failed ... + if (NULL == g_pcAsset->pcScene) + { + CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + + // print ASSIMPs error string to the log display + CLogDisplay::Instance().AddEntry(aiGetErrorString(), + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + return 1; + } + + return 0; +} + +//------------------------------------------------------------------------------- +// load the current asset +// THe path to the asset is specified in the global path variable +//------------------------------------------------------------------------------- +int LoadAsset(void) +{ + // set the world and world rotation matrices to the identuty + g_mWorldRotate = aiMatrix4x4(); + g_mWorld = aiMatrix4x4(); + +// char szTemp[MAX_PATH+64]; +// sprintf(szTemp,"Starting to load %s",g_szFileName); + CLogWindow::Instance().WriteLine( + "----------------------------------------------------------------------------"); +// CLogWindow::Instance().WriteLine(szTemp); +// CLogWindow::Instance().WriteLine( +// "----------------------------------------------------------------------------"); + CLogWindow::Instance().SetAutoUpdate(false); + + // create a helper thread to load the asset + DWORD dwID; + g_bLoadingCanceled = false; + g_pcAsset = new AssetHelper(); + g_hThreadHandle = CreateThread(NULL,0,&LoadThreadProc,NULL,0,&dwID); + + if (!g_hThreadHandle) + { + CLogDisplay::Instance().AddEntry( + "[ERROR] Unable to create helper thread for loading", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + return 0; + } + + // show the progress bar dialog + DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_LOADDIALOG), + g_hDlg,&ProgressMessageProc); + + // update the log window + CLogWindow::Instance().SetAutoUpdate(true); + CLogWindow::Instance().Update(); + + // now we should have loaded the asset. Check this ... + g_bLoadingFinished = false; + if (!g_pcAsset || !g_pcAsset->pcScene) + { + if (g_pcAsset) + { + delete g_pcAsset; + g_pcAsset = NULL; + } + return 0; + } + + // allocate a new MeshHelper array and build a new instance + // for each mesh in the original asset + g_pcAsset->apcMeshes = new AssetHelper::MeshHelper*[g_pcAsset->pcScene->mNumMeshes](); + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper(); + + + // create animator + g_pcAsset->mAnimator = new SceneAnimator( g_pcAsset->pcScene); + + // build a new caption string for the viewer + char szOut[MAX_PATH + 10]; + sprintf(szOut,AI_VIEW_CAPTION_BASE " [%s]",g_szFileName); + SetWindowText(g_hDlg,szOut); + + // scale the asset vertices to fit into the viewer window + ScaleAsset(); + + // reset the camera view to the default position + g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f); + g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); + g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); + g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); + + // build native D3D vertex/index buffers, textures, materials + if( 1 != CreateAssetData()) + return 0; + + if (!g_pcAsset->pcScene->HasAnimations()) { + EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),FALSE); + EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),FALSE); + } + else { + EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),TRUE); + EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),TRUE); + } + + CLogDisplay::Instance().AddEntry("[OK] The asset has been loaded successfully"); + CDisplay::Instance().FillDisplayList(); + CDisplay::Instance().FillAnimList(); + + CDisplay::Instance().FillDefaultStatistics(); + + // render the scene once + CDisplay::Instance().OnRender(); + + g_pcAsset->iNormalSet = AssetHelper::ORIGINAL; + g_bWasFlipped = false; + return 1; +} + + +//------------------------------------------------------------------------------- +// Delete the loaded asset +// The function does nothing is no asset is loaded +//------------------------------------------------------------------------------- +int DeleteAsset(void) +{ + if (!g_pcAsset)return 0; + + // don't anymore know why this was necessary ... + CDisplay::Instance().OnRender(); + + // delete everything + DeleteAssetData(); + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + delete g_pcAsset->apcMeshes[i]; + } + aiReleaseImport(g_pcAsset->pcScene); + delete[] g_pcAsset->apcMeshes; + delete g_pcAsset->mAnimator; + delete g_pcAsset; + g_pcAsset = NULL; + + // reset the caption of the viewer window + SetWindowText(g_hDlg,AI_VIEW_CAPTION_BASE); + + // clear UI + CDisplay::Instance().ClearAnimList(); + CDisplay::Instance().ClearDisplayList(); + + CMaterialManager::Instance().Reset(); + UpdateWindow(g_hDlg); + return 1; +} + + +//------------------------------------------------------------------------------- +// Calculate the boundaries of a given node and all of its children +// The boundaries are in Worldspace (AABB) +// piNode Input node +// p_avOut Receives the min/max boundaries. Must point to 2 vec3s +// piMatrix Transformation matrix of the graph at this position +//------------------------------------------------------------------------------- +int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut, + const aiMatrix4x4& piMatrix) +{ + ai_assert(NULL != piNode); + ai_assert(NULL != p_avOut); + + aiMatrix4x4 mTemp = piNode->mTransformation; + mTemp.Transpose(); + aiMatrix4x4 aiMe = mTemp * piMatrix; + + for (unsigned int i = 0; i < piNode->mNumMeshes;++i) + { + for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[ + piNode->mMeshes[i]]->mNumVertices;++a) + { + aiVector3D pc =g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a]; + + aiVector3D pc1; + D3DXVec3TransformCoord((D3DXVECTOR3*)&pc1,(D3DXVECTOR3*)&pc, + (D3DXMATRIX*)&aiMe); + + p_avOut[0].x = min( p_avOut[0].x, pc1.x); + p_avOut[0].y = min( p_avOut[0].y, pc1.y); + p_avOut[0].z = min( p_avOut[0].z, pc1.z); + p_avOut[1].x = max( p_avOut[1].x, pc1.x); + p_avOut[1].y = max( p_avOut[1].y, pc1.y); + p_avOut[1].z = max( p_avOut[1].z, pc1.z); + } + } + for (unsigned int i = 0; i < piNode->mNumChildren;++i) + { + CalculateBounds( piNode->mChildren[i], p_avOut, aiMe ); + } + return 1; +} +//------------------------------------------------------------------------------- +// Scale the asset that it fits perfectly into the viewer window +// The function calculates the boundaries of the mesh and modifies the +// global world transformation matrix according to the aset AABB +//------------------------------------------------------------------------------- +int ScaleAsset(void) +{ + aiVector3D aiVecs[2] = {aiVector3D( 1e10f, 1e10f, 1e10f), + aiVector3D( -1e10f, -1e10f, -1e10f) }; + + if (g_pcAsset->pcScene->mRootNode) + { + aiMatrix4x4 m; + CalculateBounds(g_pcAsset->pcScene->mRootNode,aiVecs,m); + } + + aiVector3D vDelta = aiVecs[1]-aiVecs[0]; + aiVector3D vHalf = aiVecs[0] + (vDelta / 2.0f); + float fScale = 10.0f / vDelta.Length(); + + g_mWorld = aiMatrix4x4( + 1.0f,0.0f,0.0f,0.0f, + 0.0f,1.0f,0.0f,0.0f, + 0.0f,0.0f,1.0f,0.0f, + -vHalf.x,-vHalf.y,-vHalf.z,1.0f) * + aiMatrix4x4( + fScale,0.0f,0.0f,0.0f, + 0.0f,fScale,0.0f,0.0f, + 0.0f,0.0f,fScale,0.0f, + 0.0f,0.0f,0.0f,1.0f); + return 1; +} + +//------------------------------------------------------------------------------- +// Generate a vertex buffer which holds the normals of the asset as +// a list of unconnected lines +// pcMesh Input mesh +// pcSource Source mesh from ASSIMP +//------------------------------------------------------------------------------- +int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource) +{ + ai_assert(NULL != pcMesh); + ai_assert(NULL != pcSource); + + if (!pcSource->mNormals)return 0; + + // create vertex buffer + if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::LineVertex) * + pcSource->mNumVertices * 2, + D3DUSAGE_WRITEONLY, + AssetHelper::LineVertex::GetFVF(), + D3DPOOL_DEFAULT, &pcMesh->piVBNormals,NULL))) + { + CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + return 2; + } + + // now fill the vertex buffer with data + AssetHelper::LineVertex* pbData2; + pcMesh->piVBNormals->Lock(0,0,(void**)&pbData2,0); + for (unsigned int x = 0; x < pcSource->mNumVertices;++x) + { + pbData2->vPosition = pcSource->mVertices[x]; + + ++pbData2; + + aiVector3D vNormal = pcSource->mNormals[x]; + vNormal.Normalize(); + + // scalo with the inverse of the world scaling to make sure + // the normals have equal length in each case + // TODO: Check whether this works in every case, I don't think so + vNormal.x /= g_mWorld.a1*4; + vNormal.y /= g_mWorld.b2*4; + vNormal.z /= g_mWorld.c3*4; + + pbData2->vPosition = pcSource->mVertices[x] + vNormal; + + ++pbData2; + } + pcMesh->piVBNormals->Unlock(); + return 1; +} + +//------------------------------------------------------------------------------- +// Create the native D3D representation of the asset: vertex buffers, +// index buffers, materials ... +//------------------------------------------------------------------------------- +int CreateAssetData() +{ + if (!g_pcAsset)return 0; + + // reset all subsystems + CMaterialManager::Instance().Reset(); + CDisplay::Instance().Reset(); + + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[i]; + + // create the material for the mesh + if (!g_pcAsset->apcMeshes[i]->piEffect) { + CMaterialManager::Instance().CreateMaterial( + g_pcAsset->apcMeshes[i],mesh); + } + + // create vertex buffer + if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) * + mesh->mNumVertices, + D3DUSAGE_WRITEONLY, + 0, + D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB,NULL))) { + MessageBox(g_hDlg,"Failed to create vertex buffer", + "ASSIMP Viewer Utility",MB_OK); + return 2; + } + + DWORD dwUsage = 0; + if (g_pcAsset->apcMeshes[i]->piOpacityTexture || 1.0f != g_pcAsset->apcMeshes[i]->fOpacity) + dwUsage |= D3DUSAGE_DYNAMIC; + + unsigned int nidx; + switch (mesh->mPrimitiveTypes) { + case aiPrimitiveType_POINT: + nidx = 1;break; + case aiPrimitiveType_LINE: + nidx = 2;break; + case aiPrimitiveType_TRIANGLE: + nidx = 3;break; + default: ai_assert(false); + }; + + // check whether we can use 16 bit indices + if (mesh->mNumFaces * 3 >= 65536) { + // create 32 bit index buffer + if(FAILED( g_piDevice->CreateIndexBuffer( 4 * + mesh->mNumFaces * nidx, + D3DUSAGE_WRITEONLY | dwUsage, + D3DFMT_INDEX32, + D3DPOOL_DEFAULT, + &g_pcAsset->apcMeshes[i]->piIB, + NULL))) + { + MessageBox(g_hDlg,"Failed to create 32 Bit index buffer", + "ASSIMP Viewer Utility",MB_OK); + return 2; + } + + // now fill the index buffer + unsigned int* pbData; + g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0); + for (unsigned int x = 0; x < mesh->mNumFaces;++x) + { + for (unsigned int a = 0; a < nidx;++a) + { + *pbData++ = mesh->mFaces[x].mIndices[a]; + } + } + } + else { + // create 16 bit index buffer + if(FAILED( g_piDevice->CreateIndexBuffer( 2 * + mesh->mNumFaces * nidx, + D3DUSAGE_WRITEONLY | dwUsage, + D3DFMT_INDEX16, + D3DPOOL_DEFAULT, + &g_pcAsset->apcMeshes[i]->piIB, + NULL))) + { + MessageBox(g_hDlg,"Failed to create 16 Bit index buffer", + "ASSIMP Viewer Utility",MB_OK); + return 2; + } + + // now fill the index buffer + uint16_t* pbData; + g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0); + for (unsigned int x = 0; x < mesh->mNumFaces;++x) + { + for (unsigned int a = 0; a < nidx;++a) + { + *pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a]; + } + } + } + g_pcAsset->apcMeshes[i]->piIB->Unlock(); + + // collect weights on all vertices. Quick and careless + std::vector > weightsPerVertex( mesh->mNumVertices); + for( unsigned int a = 0; a < mesh->mNumBones; a++) { + const aiBone* bone = mesh->mBones[a]; + for( unsigned int b = 0; b < bone->mNumWeights; b++) + weightsPerVertex[bone->mWeights[b].mVertexId].push_back( aiVertexWeight( a, bone->mWeights[b].mWeight)); + } + + // now fill the vertex buffer + AssetHelper::Vertex* pbData2; + g_pcAsset->apcMeshes[i]->piVB->Lock(0,0,(void**)&pbData2,0); + for (unsigned int x = 0; x < mesh->mNumVertices;++x) + { + pbData2->vPosition = mesh->mVertices[x]; + + if (NULL == mesh->mNormals) + pbData2->vNormal = aiVector3D(0.0f,0.0f,0.0f); + else pbData2->vNormal = mesh->mNormals[x]; + + if (NULL == mesh->mTangents) { + pbData2->vTangent = aiVector3D(0.0f,0.0f,0.0f); + pbData2->vBitangent = aiVector3D(0.0f,0.0f,0.0f); + } + else { + pbData2->vTangent = mesh->mTangents[x]; + pbData2->vBitangent = mesh->mBitangents[x]; + } + + if (mesh->HasVertexColors( 0)) { + pbData2->dColorDiffuse = D3DCOLOR_ARGB( + ((unsigned char)max( min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)), + ((unsigned char)max( min( mesh->mColors[0][x].r * 255.0f, 255.0f),0.0f)), + ((unsigned char)max( min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)), + ((unsigned char)max( min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f))); + } + else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff); + + // ignore a third texture coordinate component + if (mesh->HasTextureCoords( 0)) { + pbData2->vTextureUV = aiVector2D( + mesh->mTextureCoords[0][x].x, + mesh->mTextureCoords[0][x].y); + } + else pbData2->vTextureUV = aiVector2D(0.5f,0.5f); + + if (mesh->HasTextureCoords( 1)) { + pbData2->vTextureUV2 = aiVector2D( + mesh->mTextureCoords[1][x].x, + mesh->mTextureCoords[1][x].y); + } + else pbData2->vTextureUV2 = aiVector2D(0.5f,0.5f); + + // Bone indices and weights + if( mesh->HasBones()) { + unsigned char boneIndices[4] = { 0, 0, 0, 0 }; + unsigned char boneWeights[4] = { 0, 0, 0, 0 }; + ai_assert( weightsPerVertex[x].size() <= 4); + for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++) + { + boneIndices[a] = weightsPerVertex[x][a].mVertexId; + boneWeights[a] = (unsigned char) (weightsPerVertex[x][a].mWeight * 255.0f); + } + + memcpy( pbData2->mBoneIndices, boneIndices, sizeof( boneIndices)); + memcpy( pbData2->mBoneWeights, boneWeights, sizeof( boneWeights)); + } else + { + memset( pbData2->mBoneIndices, 0, sizeof( pbData2->mBoneIndices)); + memset( pbData2->mBoneWeights, 0, sizeof( pbData2->mBoneWeights)); + } + + ++pbData2; + } + g_pcAsset->apcMeshes[i]->piVB->Unlock(); + + // now generate the second vertex buffer, holding all normals + if (!g_pcAsset->apcMeshes[i]->piVBNormals) { + GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],mesh); + } + } + return 1; +} + +//------------------------------------------------------------------------------- +// Delete all effects, textures, vertex buffers ... associated with +// an asset +//------------------------------------------------------------------------------- +int DeleteAssetData(bool bNoMaterials) +{ + if (!g_pcAsset)return 0; + + // TODO: Move this to a proper destructor + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + { + if(g_pcAsset->apcMeshes[i]->piVB) + { + g_pcAsset->apcMeshes[i]->piVB->Release(); + g_pcAsset->apcMeshes[i]->piVB = NULL; + } + if(g_pcAsset->apcMeshes[i]->piVBNormals) + { + g_pcAsset->apcMeshes[i]->piVBNormals->Release(); + g_pcAsset->apcMeshes[i]->piVBNormals = NULL; + } + if(g_pcAsset->apcMeshes[i]->piIB) + { + g_pcAsset->apcMeshes[i]->piIB->Release(); + g_pcAsset->apcMeshes[i]->piIB = NULL; + } + + // TODO ... unfixed memory leak + // delete storage eventually allocated to hold a copy + // of the original vertex normals + //if (g_pcAsset->apcMeshes[i]->pvOriginalNormals) + //{ + // delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals; + //} + + if (!bNoMaterials) + { + if(g_pcAsset->apcMeshes[i]->piEffect) + { + g_pcAsset->apcMeshes[i]->piEffect->Release(); + g_pcAsset->apcMeshes[i]->piEffect = NULL; + } + if(g_pcAsset->apcMeshes[i]->piDiffuseTexture) + { + g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release(); + g_pcAsset->apcMeshes[i]->piDiffuseTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piNormalTexture) + { + g_pcAsset->apcMeshes[i]->piNormalTexture->Release(); + g_pcAsset->apcMeshes[i]->piNormalTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piSpecularTexture) + { + g_pcAsset->apcMeshes[i]->piSpecularTexture->Release(); + g_pcAsset->apcMeshes[i]->piSpecularTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piAmbientTexture) + { + g_pcAsset->apcMeshes[i]->piAmbientTexture->Release(); + g_pcAsset->apcMeshes[i]->piAmbientTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piEmissiveTexture) + { + g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release(); + g_pcAsset->apcMeshes[i]->piEmissiveTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piOpacityTexture) + { + g_pcAsset->apcMeshes[i]->piOpacityTexture->Release(); + g_pcAsset->apcMeshes[i]->piOpacityTexture = NULL; + } + if(g_pcAsset->apcMeshes[i]->piShininessTexture) + { + g_pcAsset->apcMeshes[i]->piShininessTexture->Release(); + g_pcAsset->apcMeshes[i]->piShininessTexture = NULL; + } + } + } + return 1; +} + + +//------------------------------------------------------------------------------- +// Switch beetween zoom/rotate view and the standatd FPS view +// g_bFPSView specifies the view mode to setup +//------------------------------------------------------------------------------- +int SetupFPSView() +{ + if (!g_bFPSView) + { + g_sCamera.vPos = aiVector3D(0.0f,0.0f,g_fWheelPos); + g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); + g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); + g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); + } + else + { + g_fWheelPos = g_sCamera.vPos.z; + g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f); + g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f); + g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f); + g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f); + } + return 1; +} + +//------------------------------------------------------------------------------- +// Initialize the IDIrect3D interface +// Called by the WinMain +//------------------------------------------------------------------------------- +int InitD3D(void) +{ + if (NULL == g_piD3D) + { + g_piD3D = Direct3DCreate9(D3D_SDK_VERSION); + if (NULL == g_piD3D)return 0; + } + return 1; +} + + +//------------------------------------------------------------------------------- +// Release the IDirect3D interface. +// NOTE: Assumes that the device has already been deleted +//------------------------------------------------------------------------------- +int ShutdownD3D(void) +{ + ShutdownDevice(); + if (NULL != g_piD3D) + { + g_piD3D->Release(); + g_piD3D = NULL; + } + return 1; +} + + +//------------------------------------------------------------------------------- +// Shutdown the D3D devie object and all resources associated with it +// NOTE: Assumes that the asset has already been deleted +//------------------------------------------------------------------------------- +int ShutdownDevice(void) +{ + // release other subsystems + CBackgroundPainter::Instance().ReleaseNativeResource(); + CLogDisplay::Instance().ReleaseNativeResource(); + + // release global shaders that have been allocazed + if (NULL != g_piDefaultEffect) + { + g_piDefaultEffect->Release(); + g_piDefaultEffect = NULL; + } + if (NULL != g_piNormalsEffect) + { + g_piNormalsEffect->Release(); + g_piNormalsEffect = NULL; + } + if (NULL != g_piPassThroughEffect) + { + g_piPassThroughEffect->Release(); + g_piPassThroughEffect = NULL; + } + if (NULL != g_piPatternEffect) + { + g_piPatternEffect->Release(); + g_piPatternEffect = NULL; + } + if (NULL != g_pcTexture) + { + g_pcTexture->Release(); + g_pcTexture = NULL; + } + + if( NULL != gDefaultVertexDecl) + { + gDefaultVertexDecl->Release(); + gDefaultVertexDecl = NULL; + } + + // delete the main D3D device object + if (NULL != g_piDevice) + { + g_piDevice->Release(); + g_piDevice = NULL; + } + + // deleted the one channel image allocated to hold the HUD mask + delete[] g_szImageMask; + g_szImageMask = NULL; + + return 1; +} + + +//------------------------------------------------------------------------------- +//------------------------------------------------------------------------------- +int CreateHUDTexture() +{ + // lock the memory resource ourselves + HRSRC res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUD),RT_RCDATA); + HGLOBAL hg = LoadResource(NULL,res); + void* pData = LockResource(hg); + + if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, + pData,SizeofResource(NULL,res), + D3DX_DEFAULT_NONPOW2, + D3DX_DEFAULT_NONPOW2, + 1, + 0, + D3DFMT_A8R8G8B8, + D3DPOOL_MANAGED, + D3DX_DEFAULT, + D3DX_DEFAULT, + 0, + NULL, + NULL, + &g_pcTexture))) + { + CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + + g_pcTexture = NULL; + g_szImageMask = NULL; + + FreeResource(hg); + return 0; + } + + FreeResource(hg); + + D3DSURFACE_DESC sDesc; + g_pcTexture->GetLevelDesc(0,&sDesc); + + + // lock the memory resource ourselves + res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUDMASK),RT_RCDATA); + hg = LoadResource(NULL,res); + pData = LockResource(hg); + + IDirect3DTexture9* pcTex; + if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice, + pData,SizeofResource(NULL,res), + sDesc.Width, + sDesc.Height, + 1, + 0, + D3DFMT_L8, + D3DPOOL_MANAGED, // unnecessary + D3DX_DEFAULT, + D3DX_DEFAULT, + 0, + NULL, + NULL, + &pcTex))) + { + CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture", + D3DCOLOR_ARGB(0xFF,0xFF,0,0)); + g_szImageMask = NULL; + + FreeResource(hg); + return 0; + } + + FreeResource(hg); + + // lock the texture and copy it to get a pointer + D3DLOCKED_RECT sRect; + pcTex->LockRect(0,&sRect,NULL,D3DLOCK_READONLY); + + unsigned char* szOut = new unsigned char[sDesc.Width * sDesc.Height]; + unsigned char* _szOut = szOut; + + unsigned char* szCur = (unsigned char*) sRect.pBits; + for (unsigned int y = 0; y < sDesc.Height;++y) + { + memcpy(_szOut,szCur,sDesc.Width); + + szCur += sRect.Pitch; + _szOut += sDesc.Width; + } + pcTex->UnlockRect(0); + pcTex->Release(); + + g_szImageMask = szOut; + return 1; +} + +//------------------------------------------------------------------------------- +//------------------------------------------------------------------------------- +int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/) +{ + D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF; + + // get the client rectangle of the window. + RECT sRect; + GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); + sRect.right -= sRect.left; + sRect.bottom -= sRect.top; + + D3DPRESENT_PARAMETERS sParams; + memset(&sParams,0,sizeof(D3DPRESENT_PARAMETERS)); + + // get the current display mode + D3DDISPLAYMODE sMode; + g_piD3D->GetAdapterDisplayMode(0,&sMode); + + // fill the presentation parameter structure + sParams.Windowed = TRUE; + sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT ); + sParams.EnableAutoDepthStencil = TRUE; + sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE; + sParams.BackBufferWidth = (UINT)sRect.right; + sParams.BackBufferHeight = (UINT)sRect.bottom; + sParams.SwapEffect = D3DSWAPEFFECT_DISCARD; + sParams.BackBufferCount = 1; + + // check whether we can use a D32 depth buffer format + if (SUCCEEDED ( g_piD3D->CheckDepthStencilMatch(0,eType, + D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32))) + { + sParams.AutoDepthStencilFormat = D3DFMT_D32; + } + else sParams.AutoDepthStencilFormat = D3DFMT_D24X8; + + // find the highest multisample type available on this device + D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES; + D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE; + DWORD dwQuality = 0; + if (p_bMultiSample) + { + while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) != + (sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1))) + { + if(SUCCEEDED( g_piD3D->CheckDeviceMultiSampleType(0,eType, + sMode.Format,TRUE,sMS,&dwQuality))) + { + sMSOut = sMS; + } + } + if (0 != dwQuality)dwQuality -= 1; + + + sParams.MultiSampleQuality = dwQuality; + sParams.MultiSampleType = sMSOut; + } + + // preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing + g_piD3D->GetDeviceCaps( 0, D3DDEVTYPE_HAL, &g_sCaps); + DWORD creationFlags = D3DCREATE_MULTITHREADED; + if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0)) + creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING; + else + creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING; + + // create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware + if(FAILED(g_piD3D->CreateDevice(0,eType, g_hDlg, creationFlags ,&sParams,&g_piDevice))) + { + // if hardware fails use software rendering instead + if (bHW)return CreateDevice(p_bMultiSample,p_bSuperSample,false); + return 0; + } + + // create a vertex declaration to match the vertex + D3DVERTEXELEMENT9* vdecl = AssetHelper::Vertex::GetDeclarationElements(); + if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl))) + { + MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); + return 0; + } + g_piDevice->SetVertexDeclaration( gDefaultVertexDecl); + + // get the capabilities of the device object + g_piDevice->GetDeviceCaps(&g_sCaps); + if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0)) + { + EnableWindow(GetDlgItem(g_hDlg,IDC_LOWQUALITY),FALSE); + } + + // compile the default material shader (gray gouraud/phong) + ID3DXBuffer* piBuffer = NULL; + if(FAILED( D3DXCreateEffect(g_piDevice, + g_szDefaultShader.c_str(), + (UINT)g_szDefaultShader.length(), + NULL, + NULL, + AI_SHADER_COMPILE_FLAGS, + NULL, + &g_piDefaultEffect,&piBuffer))) + { + if( piBuffer) + { + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); + piBuffer->Release(); + } + return 0; + } + if( piBuffer) + { + piBuffer->Release(); + piBuffer = NULL; + } + + // use Fixed Function effect when working with shaderless cards + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF"); + + // create the shader used to draw the HUD + if(FAILED( D3DXCreateEffect(g_piDevice, + g_szPassThroughShader.c_str(),(UINT)g_szPassThroughShader.length(), + NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piPassThroughEffect,&piBuffer))) + { + if( piBuffer) + { + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); + piBuffer->Release(); + } + return 0; + } + if( piBuffer) + { + piBuffer->Release(); + piBuffer = NULL; + } + + // use Fixed Function effect when working with shaderless cards + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + g_piPassThroughEffect->SetTechnique( "PassThrough_FF"); + + // create the shader used to visualize normal vectors + if(FAILED( D3DXCreateEffect(g_piDevice, + g_szNormalsShader.c_str(),(UINT)g_szNormalsShader.length(), + NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piNormalsEffect, &piBuffer))) + { + if( piBuffer) + { + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); + piBuffer->Release(); + } + return 0; + } + if( piBuffer) + { + piBuffer->Release(); + piBuffer = NULL; + } + + //MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK); + + // use Fixed Function effect when working with shaderless cards + if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0)) + g_piNormalsEffect->SetTechnique( "RenderNormals_FF"); + + g_piDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE); + + // create the texture for the HUD + CreateHUDTexture(); + CBackgroundPainter::Instance().RecreateNativeResource(); + CLogDisplay::Instance().RecreateNativeResource(); + + g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture); + return 1; +} + + +//------------------------------------------------------------------------------- +//------------------------------------------------------------------------------- +int CreateDevice (void) +{ + return CreateDevice(g_sOptions.bMultiSample, + g_sOptions.bSuperSample); +} + + +//------------------------------------------------------------------------------- +//------------------------------------------------------------------------------- +int GetProjectionMatrix (aiMatrix4x4& p_mOut) +{ + const float fFarPlane = 100.0f; + const float fNearPlane = 0.1f; + const float fFOV = (float)(45.0 * 0.0174532925); + + const float s = 1.0f / tanf(fFOV * 0.5f); + const float Q = fFarPlane / (fFarPlane - fNearPlane); + + RECT sRect; + GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect); + sRect.right -= sRect.left; + sRect.bottom -= sRect.top; + const float fAspect = (float)sRect.right / (float)sRect.bottom; + + p_mOut = aiMatrix4x4( + s / fAspect, 0.0f, 0.0f, 0.0f, + 0.0f, s, 0.0f, 0.0f, + 0.0f, 0.0f, Q, 1.0f, + 0.0f, 0.0f, -Q * fNearPlane, 0.0f); + return 1; +} + + +//------------------------------------------------------------------------------- +//------------------------------------------------------------------------------- +aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut) +{ + D3DXMATRIX view; + D3DXMatrixIdentity( &view ); + + D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt ); + D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt ); + D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vRight ); + D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vRight ); + D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp ); + + view._11 = g_sCamera.vRight.x; + view._12 = g_sCamera.vUp.x; + view._13 = g_sCamera.vLookAt.x; + view._14 = 0.0f; + + view._21 = g_sCamera.vRight.y; + view._22 = g_sCamera.vUp.y; + view._23 = g_sCamera.vLookAt.y; + view._24 = 0.0f; + + view._31 = g_sCamera.vRight.z; + view._32 = g_sCamera.vUp.z; + view._33 = g_sCamera.vLookAt.z; + view._34 = 0.0f; + + view._41 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vRight ); + view._42 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vUp ); + view._43 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vLookAt ); + view._44 = 1.0f; + + memcpy(&p_mOut,&view,sizeof(aiMatrix4x4)); + + return g_sCamera.vPos; +} + +} diff --git a/tools/assimp_view/assimp_view.rc b/tools/assimp_view/assimp_view.rc index 2f3fcf317..13b05b18c 100644 --- a/tools/assimp_view/assimp_view.rc +++ b/tools/assimp_view/assimp_view.rc @@ -1,497 +1,497 @@ -// Microsoft Visual C++ generated resource script. -// -#include "resource.h" - -#define APSTUDIO_READONLY_SYMBOLS -///////////////////////////////////////////////////////////////////////////// -// -// Generated from the TEXTINCLUDE 2 resource. -// -#define APSTUDIO_HIDDEN_SYMBOLS -#include "windows.h" -#undef APSTUDIO_HIDDEN_SYMBOLS - -///////////////////////////////////////////////////////////////////////////// -#undef APSTUDIO_READONLY_SYMBOLS - -///////////////////////////////////////////////////////////////////////////// -// German (Germany) resources - -#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU) -#ifdef _WIN32 -LANGUAGE LANG_GERMAN, SUBLANG_GERMAN -#pragma code_page(1252) -#endif //_WIN32 - -///////////////////////////////////////////////////////////////////////////// -// -// Icon -// - -// Icon with lowest ID value placed first to ensure application icon -// remains consistent on all systems. -IDI_ASSIMP_VIEW ICON "../shared/assimp_tools_icon.ico" - -///////////////////////////////////////////////////////////////////////////// -// -// Dialog -// - -IDD_ABOUTBOX DIALOGEX 22, 17, 283, 149 -STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_CAPTION | WS_SYSMENU -CAPTION "About Open Asset Import Library" -FONT 9, "Courier New", 400, 0, 0x0 -BEGIN - LTEXT "Open Asset Import Library (Assimp)",IDC_STATIC,30,14,144,9 - LTEXT "A free C/C++ library to read various well-known 3D model formats into a straightforward in-memory format for easy processing by applications. Licensed under a 3-clause BSD license and totally awesome.",IDC_STATIC,31,34,204,24 - LTEXT "(c) 2008-2009. Assimp Development Team. See the CREDITS file for a list of all contributors.",IDC_STATIC,30,65,204,23 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,27,282,1 - LTEXT "http://assimp.sourceforge.net http://www.zfx.info",IDC_STATIC,31,101,127,22 - DEFPUSHBUTTON "Love this library",IDOK,186,110,84,14 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,148,283,1 - CONTROL 130,IDC_STATIC,"Static",SS_BITMAP,0,129,514,20 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,10,281,1 -END - -#define X_GROUP1 7 -#define W_GROUP1 6+160+6 -#define X_GROUP2 X_GROUP1+W_GROUP1+7 -#define W_GROUP2 6+150+8 -#define X_GROUP3 X_GROUP2+W_GROUP2+7 -#define W_GROUP3 6+60+35+8 - -#define W X_GROUP3+W_GROUP3+47 -#define H 450 - -#define Y_PANEL H-12-82-7-7-14-4 -#define Y_GROUPS Y_PANEL+14+7 - -#define TREE_W 143 -#define COMBO_W 100 - -IDD_DIALOGMAIN DIALOGEX 0, 0, W+TREE_W, H -STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU -EXSTYLE WS_EX_ACCEPTFILES | WS_EX_WINDOWEDGE -CAPTION "Open Asset Import Library - Model Viewer " -MENU IDR_MENU1 -FONT 8, "Microsoft Sans Serif", 400, 0, 0x0 -BEGIN - - CONTROL "",IDC_RT,"Static",SS_OWNERDRAW,0,0,W,Y_PANEL - CONTROL "",IDC_TREE1,"SysTreeView32",TVS_HASBUTTONS|TVS_HASLINES|TVS_SHOWSELALWAYS|WS_BORDER|WS_HSCROLL|WS_TABSTOP, W,0,TREE_W,H - -#define Y Y_PANEL+4 - CONTROL "<<",IDC_BLUBB,"Button",BS_AUTOCHECKBOX|BS_PUSHLIKE|WS_TABSTOP, W-7-35,Y,35,14 - COMBOBOX IDC_COMBO1, W-7-35-4-100,Y,100,14, CBS_DROPDOWN|WS_VSCROLL|WS_TABSTOP - PUSHBUTTON "Play",IDC_PLAY, W-7-35-4-100-35-4,Y,35,14 - CONTROL "",IDC_SLIDERANIM,"msctls_trackbar32",TBS_AUTOTICKS|TBS_BOTH|TBS_NOTICKS|WS_TABSTOP, 0,Y,W-7-35-4-100-35-4,15 - -#undef Y -#define Y Y_GROUPS+12 -#define X X_GROUP1+6 - - GROUPBOX "Display",IDC_STATIC, X_GROUP1,Y_GROUPS,W_GROUP1,12+82+7 - - CONTROL "Multisampling [M]",IDC_TOGGLEMS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y,80,10 - CONTROL "Wireframe [W]",IDC_TOGGLEWIRE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+12,80,10 - CONTROL "No materials [D]",IDC_TOGGLEMAT,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+24,80,10 - CONTROL "Display normals [N]",IDC_TOGGLENORMALS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+36,80,10 - CONTROL "Low quality [P]",IDC_LOWQUALITY,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+48,80,10 - CONTROL "No specular [S]",IDC_NOSPECULAR,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+60,80,10 - CONTROL "Show skeleton [K]",IDC_SHOWSKELETON,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+72,80,10 - - CONTROL "AutoRotate [A]",IDC_AUTOROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y,80,10 - CONTROL "Zoom/Rotate [Z]",IDC_ZOOM,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+12,80,10 - CONTROL "Rotate lights [R]",IDC_LIGHTROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+24,80,10 - CONTROL "Two lights [L]",IDC_3LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+36,80,10 - CONTROL "Backface culling [C]",IDC_BFCULL,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+48,80,10 - CONTROL "No transparency [T]",IDC_NOAB,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+60,80,10 - -#undef X -#define X X_GROUP2+6 - - GROUPBOX "Statistics",IDC_STATIC, X_GROUP2,Y_GROUPS,W_GROUP2,12+36+8+7 - - LTEXT "Vertices:",IDC_NUMVERTS, X,Y,35,8 - LTEXT "Nodes:",IDC_NUMNODES, X,Y+12,35,8 - LTEXT "Shaders:",IDC_NUMSHADERS, X,Y+24,35,8 - LTEXT "Time:",IDC_LOADTIME, X,Y+36,35,8 - - EDITTEXT IDC_EVERT, X+35,Y,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_ENODEWND, X+35,Y+12,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_ESHADER, X+35,Y+24,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_ELOAD, X+35,Y+36,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - - LTEXT "Faces:",IDC_NUMFACES, X+80,Y,35,8 - LTEXT "Materials:",IDC_NUMMATS, X+80,Y+12,35,8 - LTEXT "Meshes:",IDC_NUMMESHES, X+80,Y+24,35,8 - LTEXT "FPS:",IDC_FPS, X+80,Y+36,35,8 - - EDITTEXT IDC_EFACE, X+115,Y,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_EMAT, X+115,Y+12,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_EMESH, X+115,Y+24,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - EDITTEXT IDC_EFPS, X+115,Y+36,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT - - EDITTEXT IDC_VIEWMATRIX, X,Y+48+7,72,44, ES_MULTILINE | ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | NOT WS_VISIBLE - -#undef X -#define X X_GROUP3+6 - - GROUPBOX "Colors",IDC_STATIC, X_GROUP3,Y_GROUPS,W_GROUP3,12+54+14+7 - - LTEXT "Primary:",IDC_STATIC, X,Y+3,48,8 - LTEXT "Secondary:",IDC_STATIC, X,Y+3+18,54,8 - LTEXT "Ambient:",IDC_STATIC, X,Y+3+36,54,8 - - CONTROL "Button1",IDC_LCOLOR1,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y,35,14 - CONTROL "Button1",IDC_LCOLOR2,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y+18,35,14 - CONTROL "Button1",IDC_LCOLOR3,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y+36,35,14 - PUSHBUTTON "Reset",IDC_LRESET, X+60,Y+54,35,14 -END - -IDD_LOADDIALOG DIALOGEX 0, 0, 143, 60 -STYLE DS_SETFONT | DS_CENTER | WS_POPUP | WS_BORDER | WS_SYSMENU -FONT 12, "Tahoma", 400, 0, 0x0 -BEGIN - DEFPUSHBUTTON "Cancel",IDOK,104,41,33,13 - CONTROL "",IDC_PROGRESS,"msctls_progress32",WS_BORDER,6,30,130,8 - LTEXT "Loading ...\nMay the force be with you ...",IDC_STATIC,8,9,123,16 -END - -IDD_AVHELP DIALOGEX 0, 0, 481, 346 -STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU -CAPTION "ASSIMP Viewer: Help" -FONT 8, "MS Shell Dlg", 400, 0, 0x1 -BEGIN - DEFPUSHBUTTON "OK",IDOK,420,324,50,14 - CONTROL "",IDC_RICHEDIT21,"RichEdit20A",ES_MULTILINE | ES_AUTOVSCROLL | ES_READONLY | WS_VSCROLL | WS_TABSTOP,19,18,462,294 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,312,490,1 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,16,490,1 -END - -IDD_LOGVIEW DIALOGEX 0, 0, 365, 182 -STYLE DS_SETFONT | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME -EXSTYLE WS_EX_TOPMOST | WS_EX_WINDOWEDGE -CAPTION "AssimpView Log Output" -FONT 8, "Courier New", 400, 0, 0x0 -BEGIN - CONTROL "",IDC_EDIT1,"RichEdit20A",ES_MULTILINE | ES_AUTOVSCROLL | ES_READONLY | ES_NUMBER | WS_VSCROLL | WS_TABSTOP,3,4,358,174,WS_EX_STATICEDGE -END - -IDD_DIALOGSMOOTH DIALOGEX 0, 0, 278, 141 -STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU -CAPTION "Set smooth limit " -FONT 8, "MS Shell Dlg", 400, 0, 0x1 -BEGIN - DEFPUSHBUTTON "OK",IDOK,213,94,50,14 - PUSHBUTTON "Cancel",IDCANCEL,161,94,50,14 - EDITTEXT IDC_EDITSM,99,7,175,14,ES_AUTOHSCROLL | ES_NUMBER - LTEXT "Angle limit (in degrees):",IDC_STATIC,13,10,76,8 - LTEXT "The angle limit defines the maximum angle that may be between two adjacent face normals that they're smoothed together.",IDC_STATIC,13,31,253,19 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,113,278,1 - LTEXT "This setting is also used during import, but it can be overriden by single model importers to match the original look of a model as closely as possible. Examples include 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33 - LTEXT "NOTE: New settings don't take effect immediately, use 'Smooth Normals' or 'Reload' to update the model.",IDC_STATIC,14,118,254,22 - CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,90,277,1 -END - - -#ifdef APSTUDIO_INVOKED -///////////////////////////////////////////////////////////////////////////// -// -// TEXTINCLUDE -// - -1 TEXTINCLUDE -BEGIN - "resource.h\0" -END - -2 TEXTINCLUDE -BEGIN - "#define APSTUDIO_HIDDEN_SYMBOLS\r\n" - "#include ""windows.h""\r\n" - "#undef APSTUDIO_HIDDEN_SYMBOLS\r\n" - "\0" -END - -3 TEXTINCLUDE -BEGIN - "\r\n" - "\0" -END - -#endif // APSTUDIO_INVOKED - - -///////////////////////////////////////////////////////////////////////////// -// -// Version -// - -VS_VERSION_INFO VERSIONINFO - FILEVERSION 1,1,700,0 - PRODUCTVERSION 1,1,700,1 - FILEFLAGSMASK 0x17L -#ifdef _DEBUG - FILEFLAGS 0x1L -#else - FILEFLAGS 0x0L -#endif - FILEOS 0x4L - FILETYPE 0x0L - FILESUBTYPE 0x0L -BEGIN - BLOCK "StringFileInfo" - BEGIN - BLOCK "040704b0" - BEGIN - VALUE "CompanyName", "assimp team" - VALUE "FileDescription", "ASSIMP Viewer Application" - VALUE "FileVersion", "1, 1, SVNRevision, 0" - VALUE "InternalName", "assimp_view" - VALUE "LegalCopyright", "Licensed under the LGPL" - VALUE "OriginalFilename", "assimpview32.exe" - VALUE "ProductName", "ASSIMP Viewer Application" - VALUE "ProductVersion", "1, 1, SVNRevision, 0" - END - END - BLOCK "VarFileInfo" - BEGIN - VALUE "Translation", 0x407, 1200 - END -END - - -///////////////////////////////////////////////////////////////////////////// -// -// DESIGNINFO -// - -#ifdef APSTUDIO_INVOKED -GUIDELINES DESIGNINFO -BEGIN - IDD_ABOUTBOX, DIALOG - BEGIN - TOPMARGIN, 1 - BOTTOMMARGIN, 138 - END - - IDD_DIALOGMAIN, DIALOG - BEGIN - RIGHTMARGIN, 623 - BOTTOMMARGIN, 484 - END - - IDD_LOADDIALOG, DIALOG - BEGIN - LEFTMARGIN, 7 - TOPMARGIN, 7 - END - - IDD_AVHELP, DIALOG - BEGIN - LEFTMARGIN, 7 - RIGHTMARGIN, 474 - TOPMARGIN, 7 - BOTTOMMARGIN, 339 - END - - IDD_LOGVIEW, DIALOG - BEGIN - LEFTMARGIN, 7 - RIGHTMARGIN, 358 - TOPMARGIN, 14 - BOTTOMMARGIN, 175 - END - - IDD_DIALOGSMOOTH, DIALOG - BEGIN - LEFTMARGIN, 7 - RIGHTMARGIN, 271 - TOPMARGIN, 7 - BOTTOMMARGIN, 134 - END -END -#endif // APSTUDIO_INVOKED - - -///////////////////////////////////////////////////////////////////////////// -// -// Bitmap -// - -IDB_BITMAP1 BITMAP "banner.bmp" -IDB_BANIM BITMAP "base_anim.bmp" -IDB_BDISPLAY BITMAP "base_display.bmp" -IDB_BINTER BITMAP "base_inter.bmp" -IDB_BRENDERING BITMAP "base_rendering.bmp" -IDB_BSTATS BITMAP "base_stats.bmp" -IDB_BTX BITMAP "tx.bmp" -IDB_BFX BITMAP "fx.bmp" -IDB_BNODE BITMAP "n.bmp" -IDB_BROOT BITMAP "root.bmp" -IDB_BTXI BITMAP "txi.bmp" - -///////////////////////////////////////////////////////////////////////////// -// -// Menu -// - -IDR_MENU1 MENU -BEGIN - POPUP "Viewer" - BEGIN - MENUITEM "Open Asset", ID_VIEWER_OPEN - MENUITEM "Close Asset", ID_VIEWER_CLOSEASSET - MENUITEM "Reload", ID_VIEWER_RELOAD - POPUP "Import settings" - BEGIN - MENUITEM "Calculate Tangent Space", ID_VIEWER_PP_CTS - MENUITEM "Compute Indexed Meshes", ID_VIEWER_PP_JIV - MENUITEM "Optimize Materials", ID_VIEWER_PP_RRM2 - MENUITEM "Optimize Meshes", ID_VIEWER_PP_OM - MENUITEM "Optimize Scenegraph", ID_VIEWER_PP_OG - MENUITEM "Find Instanced Meshes", ID_VIEWER_PP_FIM - MENUITEM "Run Full Validation", ID_VIEWER_PP_VDS - MENUITEM "Pretransform Vertices", ID_VIEWER_PP_PTV - MENUITEM "VCache Optimization", ID_VIEWER_PP_ICL - MENUITEM "Fix Infacing Normals", ID_VIEWER_PP_FIN - MENUITEM "Find Degenerates", ID_VIEWER_PP_FD - MENUITEM "Find Invalid Data", ID_VIEWER_PP_FID - MENUITEM "Generate UV Coords", ID_VIEWER_PP_GUV - MENUITEM "Transform UV Coords", ID_VIEWER_PP_TUV - MENUITEM "Remove Lines and Points", ID_VIEWER_PP_RLINE_PNT, GRAYED - MENUITEM "Remove dummy bones (De-bone)", ID_VIEWER_PP_DB - MENUITEM SEPARATOR - MENUITEM "(required) Triangulate", ID_VIEWER_PP_JIV, GRAYED - MENUITEM "(required) Limit Bone Weights", ID_VIEWER_PP_JIV, GRAYED - MENUITEM "(required) Split Large Meshes", ID_VIEWER_PP_JIV, GRAYED - MENUITEM "(required) Sort by primitive type", ID_VIEWER_PP_JIV, GRAYED - MENUITEM "(required) Convert to Left-Handed", ID_VIEWER_PP_JIV, GRAYED - MENUITEM SEPARATOR - MENUITEM "Reset to default", ID_IMPORTSETTINGS_RESETTODEFAULT - MENUITEM "Open Post-Process Short Reference", ID_IMPORTSETTINGS_OPENPOST - END - MENUITEM SEPARATOR - MENUITEM "Save Screenshot", ID_VIEWER_SAVESCREENSHOTTOFILE - MENUITEM "Reset view", ID_VIEWER_RESETVIEW - MENUITEM "Memory consumption", ID_VIEWER_MEMORYCONSUMATION - MENUITEM SEPARATOR - MENUITEM "Setup file associations", ID_VIEWER_H - MENUITEM SEPARATOR - MENUITEM "Recent files ", ID_VIEWER_RECENTFILES - MENUITEM "Clear history", ID_VIEWER_CLEARHISTORY - MENUITEM SEPARATOR - MENUITEM "Quit", ID_VIEWER_QUIT - END - POPUP "Tools" - BEGIN - MENUITEM "Log window", ID_TOOLS_LOGWINDOW - MENUITEM "Save log to file", ID_TOOLS_SAVELOGTOFILE - MENUITEM "Clear log", ID_TOOLS_CLEARLOG - MENUITEM SEPARATOR - MENUITEM "Original normals", ID_TOOLS_ORIGINALNORMALS, CHECKED - MENUITEM "Hard normals", ID_TOOLS_HARDNORMALS - MENUITEM "Smooth normals", ID_TOOLS_SMOOTHNORMALS - MENUITEM SEPARATOR - MENUITEM "Set angle limit ...", ID_TOOLS_SETANGLELIMIT - MENUITEM "Flip normals", ID_TOOLS_FLIPNORMALS - MENUITEM SEPARATOR - MENUITEM "Stereo view", ID_TOOLS_STEREOVIEW - END - POPUP "Background" - BEGIN - MENUITEM "Set color", ID_BACKGROUND_SETCOLOR - MENUITEM "Load skybox", ID_BACKGROUND_LOADSKYBOX - MENUITEM "Load texture", ID_BACKGROUND_LOADTEXTURE - MENUITEM SEPARATOR - MENUITEM "Clear", ID_BACKGROUND_CLEAR - END - MENUITEM "Export", 32878 - POPUP "?" - BEGIN - POPUP "Feedback" - BEGIN - MENUITEM "Report bug", ID_REPORTBUG - MENUITEM "Feature request/discuss", ID_FR - END - MENUITEM "Help", ID__HELP - MENUITEM SEPARATOR - MENUITEM "About", ID__ABOUT - MENUITEM SEPARATOR - MENUITEM "Website", ID__WEBSITE - MENUITEM "SF.net Project Page", ID__WEBSITESF - END -END - -IDR_TXPOPUP MENU -BEGIN - POPUP "Hey" - BEGIN - MENUITEM "Replace texture", ID_HEY_REPLACE - MENUITEM "Export texture", ID_HEY_EXPORT - MENUITEM "Remove texture", ID_HEY_REMOVE - MENUITEM SEPARATOR - MENUITEM "Reset texture", ID_HEY_RESETTEXTURE - END - MENUITEM "This is not an easter egg", 0 -END - -IDR_MATPOPUP MENU -BEGIN - POPUP "So long" - BEGIN - MENUITEM "Add diffuse texture", ID_SOLONG_ADDDIFFUSETEXTURE - MENUITEM "Add specular texture", ID_SOLONG_ADDSPECULARTEXTURE - MENUITEM "Add ambient texture", ID_SOLONG_ADDAMBIENTTEXTURE - MENUITEM "Add emissive texture", ID_SOLONG_ADDEMISSIVETEXTURE - MENUITEM "Add opacity texture", ID_SOLONG_ADDOPACITYTEXTURE - MENUITEM "Add normal/height texture", ID_SOLONG_ADDNORMAL - MENUITEM "Add shininess texture", ID_SOLONG_ADDSHININESSTEXTURE - MENUITEM SEPARATOR - MENUITEM "Set diffuse color", ID_SOLONG_CLEARDIFFUSECOLOR - MENUITEM "Set specular color", ID_SOLONG_CLEARSPECULARCOLOR - MENUITEM "Set ambient color", ID_SOLONG_CLEARAMBIENTCOLOR - MENUITEM "Set emissive color", ID_SOLONG_CLEAREMISSIVECOLOR - MENUITEM "Set transparency", ID_SOLONG_CLEARTRANSPARENCY - MENUITEM SEPARATOR - MENUITEM "Make default material", ID_SOLONG_MAKEDEFAULTMATERIAL - POPUP "Set shading mode" - BEGIN - MENUITEM "Gouraud", ID_SETSHADINGMODE_GOURAUD - MENUITEM "Phong (specular)", ID_SETSHADINGMODE_PHONG - END - END - MENUITEM "and thanks for all the fish", 0 -END - - -///////////////////////////////////////////////////////////////////////////// -// -// TEXT -// - -IDR_TEXT1 TEXT "text1.bin" - -///////////////////////////////////////////////////////////////////////////// -// -// RCDATA -// - -IDR_HUD RCDATA "HUD.png" -IDR_HUDMASK RCDATA "HUDMask.png" -#endif // German (Germany) resources -///////////////////////////////////////////////////////////////////////////// - - - -#ifndef APSTUDIO_INVOKED -///////////////////////////////////////////////////////////////////////////// -// -// Generated from the TEXTINCLUDE 3 resource. -// - - -///////////////////////////////////////////////////////////////////////////// -#endif // not APSTUDIO_INVOKED - +// Microsoft Visual C++ generated resource script. +// +#include "resource.h" + +#define APSTUDIO_READONLY_SYMBOLS +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 2 resource. +// +#define APSTUDIO_HIDDEN_SYMBOLS +#include "windows.h" +#undef APSTUDIO_HIDDEN_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +#undef APSTUDIO_READONLY_SYMBOLS + +///////////////////////////////////////////////////////////////////////////// +// German (Germany) resources + +#if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_DEU) +#ifdef _WIN32 +LANGUAGE LANG_GERMAN, SUBLANG_GERMAN +#pragma code_page(1252) +#endif //_WIN32 + +///////////////////////////////////////////////////////////////////////////// +// +// Icon +// + +// Icon with lowest ID value placed first to ensure application icon +// remains consistent on all systems. +IDI_ASSIMP_VIEW ICON "../shared/assimp_tools_icon.ico" + +///////////////////////////////////////////////////////////////////////////// +// +// Dialog +// + +IDD_ABOUTBOX DIALOGEX 22, 17, 283, 149 +STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_CAPTION | WS_SYSMENU +CAPTION "About Open Asset Import Library" +FONT 9, "Courier New", 400, 0, 0x0 +BEGIN + LTEXT "Open Asset Import Library (Assimp)",IDC_STATIC,30,14,144,9 + LTEXT "A free C/C++ library to read various well-known 3D model formats into a straightforward in-memory format for easy processing by applications. Licensed under a 3-clause BSD license and totally awesome.",IDC_STATIC,31,34,204,24 + LTEXT "(c) 2008-2009. Assimp Development Team. See the CREDITS file for a list of all contributors.",IDC_STATIC,30,65,204,23 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,27,282,1 + LTEXT "http://assimp.sourceforge.net http://www.zfx.info",IDC_STATIC,31,101,127,22 + DEFPUSHBUTTON "Love this library",IDOK,186,110,84,14 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,148,283,1 + CONTROL 130,IDC_STATIC,"Static",SS_BITMAP,0,129,514,20 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,10,281,1 +END + +#define X_GROUP1 7 +#define W_GROUP1 6+160+6 +#define X_GROUP2 X_GROUP1+W_GROUP1+7 +#define W_GROUP2 6+150+8 +#define X_GROUP3 X_GROUP2+W_GROUP2+7 +#define W_GROUP3 6+60+35+8 + +#define W X_GROUP3+W_GROUP3+47 +#define H 450 + +#define Y_PANEL H-12-82-7-7-14-4 +#define Y_GROUPS Y_PANEL+14+7 + +#define TREE_W 143 +#define COMBO_W 100 + +IDD_DIALOGMAIN DIALOGEX 0, 0, W+TREE_W, H +STYLE DS_SETFONT | DS_MODALFRAME | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU +EXSTYLE WS_EX_ACCEPTFILES | WS_EX_WINDOWEDGE +CAPTION "Open Asset Import Library - Model Viewer " +MENU IDR_MENU1 +FONT 8, "Microsoft Sans Serif", 400, 0, 0x0 +BEGIN + + CONTROL "",IDC_RT,"Static",SS_OWNERDRAW,0,0,W,Y_PANEL + CONTROL "",IDC_TREE1,"SysTreeView32",TVS_HASBUTTONS|TVS_HASLINES|TVS_SHOWSELALWAYS|WS_BORDER|WS_HSCROLL|WS_TABSTOP, W,0,TREE_W,H + +#define Y Y_PANEL+4 + CONTROL "<<",IDC_BLUBB,"Button",BS_AUTOCHECKBOX|BS_PUSHLIKE|WS_TABSTOP, W-7-35,Y,35,14 + COMBOBOX IDC_COMBO1, W-7-35-4-100,Y,100,14, CBS_DROPDOWN|WS_VSCROLL|WS_TABSTOP + PUSHBUTTON "Play",IDC_PLAY, W-7-35-4-100-35-4,Y,35,14 + CONTROL "",IDC_SLIDERANIM,"msctls_trackbar32",TBS_AUTOTICKS|TBS_BOTH|TBS_NOTICKS|WS_TABSTOP, 0,Y,W-7-35-4-100-35-4,15 + +#undef Y +#define Y Y_GROUPS+12 +#define X X_GROUP1+6 + + GROUPBOX "Display",IDC_STATIC, X_GROUP1,Y_GROUPS,W_GROUP1,12+82+7 + + CONTROL "Multisampling [M]",IDC_TOGGLEMS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y,80,10 + CONTROL "Wireframe [W]",IDC_TOGGLEWIRE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+12,80,10 + CONTROL "No materials [D]",IDC_TOGGLEMAT,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+24,80,10 + CONTROL "Display normals [N]",IDC_TOGGLENORMALS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+36,80,10 + CONTROL "Low quality [P]",IDC_LOWQUALITY,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+48,80,10 + CONTROL "No specular [S]",IDC_NOSPECULAR,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+60,80,10 + CONTROL "Show skeleton [K]",IDC_SHOWSKELETON,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X,Y+72,80,10 + + CONTROL "AutoRotate [A]",IDC_AUTOROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y,80,10 + CONTROL "Zoom/Rotate [Z]",IDC_ZOOM,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+12,80,10 + CONTROL "Rotate lights [R]",IDC_LIGHTROTATE,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+24,80,10 + CONTROL "Two lights [L]",IDC_3LIGHTS,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+36,80,10 + CONTROL "Backface culling [C]",IDC_BFCULL,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+48,80,10 + CONTROL "No transparency [T]",IDC_NOAB,"Button",BS_AUTOCHECKBOX | WS_TABSTOP, X+80,Y+60,80,10 + +#undef X +#define X X_GROUP2+6 + + GROUPBOX "Statistics",IDC_STATIC, X_GROUP2,Y_GROUPS,W_GROUP2,12+36+8+7 + + LTEXT "Vertices:",IDC_NUMVERTS, X,Y,35,8 + LTEXT "Nodes:",IDC_NUMNODES, X,Y+12,35,8 + LTEXT "Shaders:",IDC_NUMSHADERS, X,Y+24,35,8 + LTEXT "Time:",IDC_LOADTIME, X,Y+36,35,8 + + EDITTEXT IDC_EVERT, X+35,Y,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_ENODEWND, X+35,Y+12,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_ESHADER, X+35,Y+24,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_ELOAD, X+35,Y+36,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + + LTEXT "Faces:",IDC_NUMFACES, X+80,Y,35,8 + LTEXT "Materials:",IDC_NUMMATS, X+80,Y+12,35,8 + LTEXT "Meshes:",IDC_NUMMESHES, X+80,Y+24,35,8 + LTEXT "FPS:",IDC_FPS, X+80,Y+36,35,8 + + EDITTEXT IDC_EFACE, X+115,Y,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_EMAT, X+115,Y+12,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_EMESH, X+115,Y+24,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + EDITTEXT IDC_EFPS, X+115,Y+36,35,8, ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | ES_RIGHT + + EDITTEXT IDC_VIEWMATRIX, X,Y+48+7,72,44, ES_MULTILINE | ES_AUTOHSCROLL | ES_READONLY | NOT WS_BORDER | NOT WS_VISIBLE + +#undef X +#define X X_GROUP3+6 + + GROUPBOX "Colors",IDC_STATIC, X_GROUP3,Y_GROUPS,W_GROUP3,12+54+14+7 + + LTEXT "Primary:",IDC_STATIC, X,Y+3,48,8 + LTEXT "Secondary:",IDC_STATIC, X,Y+3+18,54,8 + LTEXT "Ambient:",IDC_STATIC, X,Y+3+36,54,8 + + CONTROL "Button1",IDC_LCOLOR1,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y,35,14 + CONTROL "Button1",IDC_LCOLOR2,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y+18,35,14 + CONTROL "Button1",IDC_LCOLOR3,"Button",BS_OWNERDRAW | WS_TABSTOP, X+60,Y+36,35,14 + PUSHBUTTON "Reset",IDC_LRESET, X+60,Y+54,35,14 +END + +IDD_LOADDIALOG DIALOGEX 0, 0, 143, 60 +STYLE DS_SETFONT | DS_CENTER | WS_POPUP | WS_BORDER | WS_SYSMENU +FONT 12, "Tahoma", 400, 0, 0x0 +BEGIN + DEFPUSHBUTTON "Cancel",IDOK,104,41,33,13 + CONTROL "",IDC_PROGRESS,"msctls_progress32",WS_BORDER,6,30,130,8 + LTEXT "Loading ...\nMay the force be with you ...",IDC_STATIC,8,9,123,16 +END + +IDD_AVHELP DIALOGEX 0, 0, 481, 346 +STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU +CAPTION "ASSIMP Viewer: Help" +FONT 8, "MS Shell Dlg", 400, 0, 0x1 +BEGIN + DEFPUSHBUTTON "OK",IDOK,420,324,50,14 + CONTROL "",IDC_RICHEDIT21,"RichEdit20A",ES_MULTILINE | ES_AUTOVSCROLL | ES_READONLY | WS_VSCROLL | WS_TABSTOP,19,18,462,294 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,312,490,1 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,16,490,1 +END + +IDD_LOGVIEW DIALOGEX 0, 0, 365, 182 +STYLE DS_SETFONT | DS_CENTER | WS_POPUP | WS_CAPTION | WS_SYSMENU | WS_THICKFRAME +EXSTYLE WS_EX_TOPMOST | WS_EX_WINDOWEDGE +CAPTION "AssimpView Log Output" +FONT 8, "Courier New", 400, 0, 0x0 +BEGIN + CONTROL "",IDC_EDIT1,"RichEdit20A",ES_MULTILINE | ES_AUTOVSCROLL | ES_READONLY | ES_NUMBER | WS_VSCROLL | WS_TABSTOP,3,4,358,174,WS_EX_STATICEDGE +END + +IDD_DIALOGSMOOTH DIALOGEX 0, 0, 278, 141 +STYLE DS_SETFONT | DS_MODALFRAME | DS_FIXEDSYS | WS_POPUP | WS_CAPTION | WS_SYSMENU +CAPTION "Set smooth limit " +FONT 8, "MS Shell Dlg", 400, 0, 0x1 +BEGIN + DEFPUSHBUTTON "OK",IDOK,213,94,50,14 + PUSHBUTTON "Cancel",IDCANCEL,161,94,50,14 + EDITTEXT IDC_EDITSM,99,7,175,14,ES_AUTOHSCROLL | ES_NUMBER + LTEXT "Angle limit (in degrees):",IDC_STATIC,13,10,76,8 + LTEXT "The angle limit defines the maximum angle that may be between two adjacent face normals that they're smoothed together.",IDC_STATIC,13,31,253,19 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,113,278,1 + LTEXT "This setting is also used during import, but it can be overriden by single model importers to match the original look of a model as closely as possible. Examples include 3DS, ASE and LWO, all of them relying on smoothing groups and their own angle limits. ",IDC_STATIC,13,51,254,33 + LTEXT "NOTE: New settings don't take effect immediately, use 'Smooth Normals' or 'Reload' to update the model.",IDC_STATIC,14,118,254,22 + CONTROL "",IDC_STATIC,"Static",SS_ETCHEDHORZ,0,90,277,1 +END + + +#ifdef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// TEXTINCLUDE +// + +1 TEXTINCLUDE +BEGIN + "resource.h\0" +END + +2 TEXTINCLUDE +BEGIN + "#define APSTUDIO_HIDDEN_SYMBOLS\r\n" + "#include ""windows.h""\r\n" + "#undef APSTUDIO_HIDDEN_SYMBOLS\r\n" + "\0" +END + +3 TEXTINCLUDE +BEGIN + "\r\n" + "\0" +END + +#endif // APSTUDIO_INVOKED + + +///////////////////////////////////////////////////////////////////////////// +// +// Version +// + +VS_VERSION_INFO VERSIONINFO + FILEVERSION 1,1,700,0 + PRODUCTVERSION 1,1,700,1 + FILEFLAGSMASK 0x17L +#ifdef _DEBUG + FILEFLAGS 0x1L +#else + FILEFLAGS 0x0L +#endif + FILEOS 0x4L + FILETYPE 0x0L + FILESUBTYPE 0x0L +BEGIN + BLOCK "StringFileInfo" + BEGIN + BLOCK "040704b0" + BEGIN + VALUE "CompanyName", "assimp team" + VALUE "FileDescription", "ASSIMP Viewer Application" + VALUE "FileVersion", "1, 1, SVNRevision, 0" + VALUE "InternalName", "assimp_view" + VALUE "LegalCopyright", "Licensed under the LGPL" + VALUE "OriginalFilename", "assimpview32.exe" + VALUE "ProductName", "ASSIMP Viewer Application" + VALUE "ProductVersion", "1, 1, SVNRevision, 0" + END + END + BLOCK "VarFileInfo" + BEGIN + VALUE "Translation", 0x407, 1200 + END +END + + +///////////////////////////////////////////////////////////////////////////// +// +// DESIGNINFO +// + +#ifdef APSTUDIO_INVOKED +GUIDELINES DESIGNINFO +BEGIN + IDD_ABOUTBOX, DIALOG + BEGIN + TOPMARGIN, 1 + BOTTOMMARGIN, 138 + END + + IDD_DIALOGMAIN, DIALOG + BEGIN + RIGHTMARGIN, 623 + BOTTOMMARGIN, 484 + END + + IDD_LOADDIALOG, DIALOG + BEGIN + LEFTMARGIN, 7 + TOPMARGIN, 7 + END + + IDD_AVHELP, DIALOG + BEGIN + LEFTMARGIN, 7 + RIGHTMARGIN, 474 + TOPMARGIN, 7 + BOTTOMMARGIN, 339 + END + + IDD_LOGVIEW, DIALOG + BEGIN + LEFTMARGIN, 7 + RIGHTMARGIN, 358 + TOPMARGIN, 14 + BOTTOMMARGIN, 175 + END + + IDD_DIALOGSMOOTH, DIALOG + BEGIN + LEFTMARGIN, 7 + RIGHTMARGIN, 271 + TOPMARGIN, 7 + BOTTOMMARGIN, 134 + END +END +#endif // APSTUDIO_INVOKED + + +///////////////////////////////////////////////////////////////////////////// +// +// Bitmap +// + +IDB_BITMAP1 BITMAP "banner.bmp" +IDB_BANIM BITMAP "base_anim.bmp" +IDB_BDISPLAY BITMAP "base_display.bmp" +IDB_BINTER BITMAP "base_inter.bmp" +IDB_BRENDERING BITMAP "base_rendering.bmp" +IDB_BSTATS BITMAP "base_stats.bmp" +IDB_BTX BITMAP "tx.bmp" +IDB_BFX BITMAP "fx.bmp" +IDB_BNODE BITMAP "n.bmp" +IDB_BROOT BITMAP "root.bmp" +IDB_BTXI BITMAP "txi.bmp" + +///////////////////////////////////////////////////////////////////////////// +// +// Menu +// + +IDR_MENU1 MENU +BEGIN + POPUP "Viewer" + BEGIN + MENUITEM "Open Asset", ID_VIEWER_OPEN + MENUITEM "Close Asset", ID_VIEWER_CLOSEASSET + MENUITEM "Reload", ID_VIEWER_RELOAD + POPUP "Import settings" + BEGIN + MENUITEM "Calculate Tangent Space", ID_VIEWER_PP_CTS + MENUITEM "Compute Indexed Meshes", ID_VIEWER_PP_JIV + MENUITEM "Optimize Materials", ID_VIEWER_PP_RRM2 + MENUITEM "Optimize Meshes", ID_VIEWER_PP_OM + MENUITEM "Optimize Scenegraph", ID_VIEWER_PP_OG + MENUITEM "Find Instanced Meshes", ID_VIEWER_PP_FIM + MENUITEM "Run Full Validation", ID_VIEWER_PP_VDS + MENUITEM "Pretransform Vertices", ID_VIEWER_PP_PTV + MENUITEM "VCache Optimization", ID_VIEWER_PP_ICL + MENUITEM "Fix Infacing Normals", ID_VIEWER_PP_FIN + MENUITEM "Find Degenerates", ID_VIEWER_PP_FD + MENUITEM "Find Invalid Data", ID_VIEWER_PP_FID + MENUITEM "Generate UV Coords", ID_VIEWER_PP_GUV + MENUITEM "Transform UV Coords", ID_VIEWER_PP_TUV + MENUITEM "Remove Lines and Points", ID_VIEWER_PP_RLINE_PNT, GRAYED + MENUITEM "Remove dummy bones (De-bone)", ID_VIEWER_PP_DB + MENUITEM SEPARATOR + MENUITEM "(required) Triangulate", ID_VIEWER_PP_JIV, GRAYED + MENUITEM "(required) Limit Bone Weights", ID_VIEWER_PP_JIV, GRAYED + MENUITEM "(required) Split Large Meshes", ID_VIEWER_PP_JIV, GRAYED + MENUITEM "(required) Sort by primitive type", ID_VIEWER_PP_JIV, GRAYED + MENUITEM "(required) Convert to Left-Handed", ID_VIEWER_PP_JIV, GRAYED + MENUITEM SEPARATOR + MENUITEM "Reset to default", ID_IMPORTSETTINGS_RESETTODEFAULT + MENUITEM "Open Post-Process Short Reference", ID_IMPORTSETTINGS_OPENPOST + END + MENUITEM SEPARATOR + MENUITEM "Save Screenshot", ID_VIEWER_SAVESCREENSHOTTOFILE + MENUITEM "Reset view", ID_VIEWER_RESETVIEW + MENUITEM "Memory consumption", ID_VIEWER_MEMORYCONSUMATION + MENUITEM SEPARATOR + MENUITEM "Setup file associations", ID_VIEWER_H + MENUITEM SEPARATOR + MENUITEM "Recent files ", ID_VIEWER_RECENTFILES + MENUITEM "Clear history", ID_VIEWER_CLEARHISTORY + MENUITEM SEPARATOR + MENUITEM "Quit", ID_VIEWER_QUIT + END + POPUP "Tools" + BEGIN + MENUITEM "Log window", ID_TOOLS_LOGWINDOW + MENUITEM "Save log to file", ID_TOOLS_SAVELOGTOFILE + MENUITEM "Clear log", ID_TOOLS_CLEARLOG + MENUITEM SEPARATOR + MENUITEM "Original normals", ID_TOOLS_ORIGINALNORMALS, CHECKED + MENUITEM "Hard normals", ID_TOOLS_HARDNORMALS + MENUITEM "Smooth normals", ID_TOOLS_SMOOTHNORMALS + MENUITEM SEPARATOR + MENUITEM "Set angle limit ...", ID_TOOLS_SETANGLELIMIT + MENUITEM "Flip normals", ID_TOOLS_FLIPNORMALS + MENUITEM SEPARATOR + MENUITEM "Stereo view", ID_TOOLS_STEREOVIEW + END + POPUP "Background" + BEGIN + MENUITEM "Set color", ID_BACKGROUND_SETCOLOR + MENUITEM "Load skybox", ID_BACKGROUND_LOADSKYBOX + MENUITEM "Load texture", ID_BACKGROUND_LOADTEXTURE + MENUITEM SEPARATOR + MENUITEM "Clear", ID_BACKGROUND_CLEAR + END + MENUITEM "Export", 32878 + POPUP "?" + BEGIN + POPUP "Feedback" + BEGIN + MENUITEM "Report bug", ID_REPORTBUG + MENUITEM "Feature request/discuss", ID_FR + END + MENUITEM "Help", ID__HELP + MENUITEM SEPARATOR + MENUITEM "About", ID__ABOUT + MENUITEM SEPARATOR + MENUITEM "Website", ID__WEBSITE + MENUITEM "SF.net Project Page", ID__WEBSITESF + END +END + +IDR_TXPOPUP MENU +BEGIN + POPUP "Hey" + BEGIN + MENUITEM "Replace texture", ID_HEY_REPLACE + MENUITEM "Export texture", ID_HEY_EXPORT + MENUITEM "Remove texture", ID_HEY_REMOVE + MENUITEM SEPARATOR + MENUITEM "Reset texture", ID_HEY_RESETTEXTURE + END + MENUITEM "This is not an easter egg", 0 +END + +IDR_MATPOPUP MENU +BEGIN + POPUP "So long" + BEGIN + MENUITEM "Add diffuse texture", ID_SOLONG_ADDDIFFUSETEXTURE + MENUITEM "Add specular texture", ID_SOLONG_ADDSPECULARTEXTURE + MENUITEM "Add ambient texture", ID_SOLONG_ADDAMBIENTTEXTURE + MENUITEM "Add emissive texture", ID_SOLONG_ADDEMISSIVETEXTURE + MENUITEM "Add opacity texture", ID_SOLONG_ADDOPACITYTEXTURE + MENUITEM "Add normal/height texture", ID_SOLONG_ADDNORMAL + MENUITEM "Add shininess texture", ID_SOLONG_ADDSHININESSTEXTURE + MENUITEM SEPARATOR + MENUITEM "Set diffuse color", ID_SOLONG_CLEARDIFFUSECOLOR + MENUITEM "Set specular color", ID_SOLONG_CLEARSPECULARCOLOR + MENUITEM "Set ambient color", ID_SOLONG_CLEARAMBIENTCOLOR + MENUITEM "Set emissive color", ID_SOLONG_CLEAREMISSIVECOLOR + MENUITEM "Set transparency", ID_SOLONG_CLEARTRANSPARENCY + MENUITEM SEPARATOR + MENUITEM "Make default material", ID_SOLONG_MAKEDEFAULTMATERIAL + POPUP "Set shading mode" + BEGIN + MENUITEM "Gouraud", ID_SETSHADINGMODE_GOURAUD + MENUITEM "Phong (specular)", ID_SETSHADINGMODE_PHONG + END + END + MENUITEM "and thanks for all the fish", 0 +END + + +///////////////////////////////////////////////////////////////////////////// +// +// TEXT +// + +IDR_TEXT1 TEXT "text1.bin" + +///////////////////////////////////////////////////////////////////////////// +// +// RCDATA +// + +IDR_HUD RCDATA "HUD.png" +IDR_HUDMASK RCDATA "HUDMask.png" +#endif // German (Germany) resources +///////////////////////////////////////////////////////////////////////////// + + + +#ifndef APSTUDIO_INVOKED +///////////////////////////////////////////////////////////////////////////// +// +// Generated from the TEXTINCLUDE 3 resource. +// + + +///////////////////////////////////////////////////////////////////////////// +#endif // not APSTUDIO_INVOKED + diff --git a/tools/assimp_view/resource.h b/tools/assimp_view/resource.h index 4083aefad..5077f6ccf 100644 --- a/tools/assimp_view/resource.h +++ b/tools/assimp_view/resource.h @@ -1,235 +1,235 @@ -//{{NO_DEPENDENCIES}} -// Microsoft Visual C++ generated include file. -// Used by assimp_view.rc -// -#define IDC_MYICON 2 -#define IDD_ASSIMP_VIEW_DIALOG 102 -#define IDD_ABOUTBOX 103 -#define IDI_ASSIMP_VIEW 107 -#define IDI_SMALL 108 -#define IDR_MAINFRAME 128 -#define IDD_DIALOGMAIN 129 -#define IDB_BITMAP1 130 -#define IDR_MENU1 131 -#define IDD_LOADDIALOG 132 -#define IDB_BITMAP2 134 -#define IDD_AVHELP 135 -#define IDR_TEXT1 138 -#define IDR_MAX 140 -#define IDB_MAXCIRCLEMASK 141 -#define IDB_MAXCIRCLE 142 -#define IDR_HUD 143 -#define IDR_HUDMASK 144 -#define IDB_BANIM 145 -#define IDB_BITMAP4 146 -#define IDB_BDISPLAY 146 -#define IDB_BITMAP5 147 -#define IDB_BINTER 147 -#define IDB_BITMAP6 148 -#define IDB_BRENDERING 148 -#define IDB_BITMAP7 149 -#define IDB_BSTATS 149 -#define IDB_BTX 150 -#define IDB_BITMAP8 151 -#define IDB_BFX 151 -#define IDB_BITMAP9 152 -#define IDB_BNODE 152 -#define IDB_BITMAP10 153 -#define IDB_BROOT 153 -#define IDD_LOGVIEW 154 -#define IDB_BTXI 155 -#define IDR_TXPOPUP 156 -#define IDR_MATPOPUP 157 -#define IDD_DIALOGSMOOTH 159 -#define SVNRevision 700 -#define IDC_CHECK1 1000 -#define IDC_TOGGLEMS 1000 -#define IDC_CHECK2 1001 -#define IDC_TOGGLEWIRE 1001 -#define IDC_CHECK3 1002 -#define IDC_TOGGLEMAT 1002 -#define IDC_CHECK4 1003 -#define IDC_TOGGLENORMALS 1003 -#define IDC_CHECK5 1004 -#define IDC_AUTOROTATE 1004 -#define IDC_RT 1006 -#define IDC_NUMVERTS 1007 -#define IDC_NUMFACES 1008 -#define IDC_NUMMATS 1009 -#define IDC_FPS 1010 -#define IDC_EFPS 1011 -#define IDC_EMAT 1012 -#define IDC_EFACE 1013 -#define IDC_EVERT 1014 -#define IDC_CHECK6 1015 -#define IDC_LIGHTROTATE 1015 -#define IDC_3LIGHTS 1016 -#define IDC_PROGRESS 1016 -#define IDC_LOADTIME 1017 -#define IDC_ELOAD 1018 -#define IDC_CHECK7 1019 -#define IDC_ZOOM 1019 -#define IDC_CHECK8 1020 -#define IDC_LOWQUALITY 1020 -#define IDC_NUMMATS2 1021 -#define IDC_NUMSHADERS 1021 -#define IDC_ESHADER 1022 -#define IDC_RICHEDIT21 1023 -#define IDC_EMESH 1023 -#define IDC_CHECK9 1024 -#define IDC_NOSPECULAR 1024 -#define IDC_PLAYANIM 1025 -#define IDC_3LIGHTS2 1025 -#define IDC_NOAB 1025 -#define IDC_SPEED 1026 -#define IDC_COMBO1 1027 -#define IDC_PINORDER 1028 -#define IDC_NOSPECULAR2 1028 -#define IDC_SSPEED 1029 -#define IDC_SANIM 1030 -#define IDC_SANIMGB 1031 -#define IDC_ENODE 1031 -#define IDC_ESHADER2 1032 -#define IDC_ETEX 1032 -#define IDC_TREE1 1033 -#define IDC_EDIT1 1034 -#define IDC_BLUBB 1037 -#define IDC_BLABLA 1038 -#define IDC_NUMNODES 1038 -#define IDC_LCOLOR1 1041 -#define IDC_LCOLOR2 1042 -#define IDC_ENODEWND 1043 -#define IDC_LCOLOR3 1044 -#define IDC_LRESET 1046 -#define IDC_NUMMESHES 1047 -#define IDC_VIEWMAT 1048 -#define IDC_VIEWMATRIX 1048 -#define IDC_SLIDERANIM 1052 -#define IDC_PLAY 1053 -#define IDC_SHOWSKELETON 1054 -#define IDC_BFCULL 1055 -#define IDC_EDITSM 1056 -#define ID_VIEWER_OPEN 32771 -#define ID_VIEWER_CLOSETHIS 32772 -#define ID_VIEWER_CLOSEASSET 32773 -#define ID_VIEWER_QUIT 32774 -#define ID__ABOUT 32775 -#define ID__HELP 32776 -#define ID_VIEWER_SAVESCREENSHOTTOFILE 32777 -#define ID_VIEWER_RESETVIEW 32778 -#define ID_BACKGROUND_LOADTEXTURE 32779 -#define ID_BACKGROUND_CLEAR 32780 -#define ID_BACKGROUND_SETCOLOR 32781 -#define ID_Menu 32782 -#define ID_BACKGROUND_LOADSKYBOX 32783 -#define ID_VIEWER_H 32784 -#define ID_TOOLS_LOGWINDOW 32785 -#define ID_TOOLS_SAVELOGTOFILE 32786 -#define ID_TOOLS_CLEARLOG 32787 -#define ID_VIEWER_RECENTFILES 32788 -#define ID_VIEWER_MEMORYCONSUMATION 32789 -#define ID_VIEWER_CLEARHISTORY 32790 -#define ID_TOOLS_ORIGINALNORMALS 32791 -#define ID_TOOLS_SMOOTHNORMALS 32792 -#define ID_TOOLS_HARDNORMALS 32793 -#define ID_TOOLS_FLIPNORMALS 32794 -#define ID__S 32795 -#define ID__FEEDBACK 32796 -#define ID_FEEDBACK_GH 32797 -#define ID_FEEDBACK_FEATUREREQUEST 32798 -#define ID_FEEDBACK_DONATE 32799 -#define ID_ANIMATION_PLAYALLINORDER 32800 -#define ID_TOOLS_STEREOVIEW 32801 -#define ID_EGNEKLGEG_EGEG 32802 -#define ID_HEY_REPLACE 32803 -#define ID_HEY_EXPORT 32804 -#define ID_HEY_REMOVE 32805 -#define ID_SOLONG_ADDDIFFUSETEXTURE 32806 -#define ID_SOLONG_ADDSPECULARTEXTURE 32807 -#define ID_SOLONG_ADDAMBIENTTEXTURE 32808 -#define ID_SOLONG_ADDEMISSIVETEXTURE 32809 -#define ID_SOLONG_ADDOPACITYTEXTURE 32810 -#define ID_SOLONG_ADDNORMAL 32811 -#define ID_SOLONG_ADDSHININESSTEXTURE 32812 -#define ID_SOLONG_CLEARDIFFUSECOLOR 32813 -#define ID_SOLONG_CLEARSPECULARCOLOR 32814 -#define ID_SOLONG_CLEARAMBIENTCOLOR 32815 -#define ID_SOLONG_CLEAREMISSIVECOLOR 32816 -#define ID_SOLONG_CLEARTRANSPARENCY 32817 -#define ID_SOLONG_MAKEDEFAULTMATERIAL 32818 -#define ID_HEY_RESETTEXTURE 32819 -#define ID_SOLONG_SETSHADINGMODE 32820 -#define ID_SETSHADINGMODE_GOURAUD 32821 -#define ID_SETSHADINGMODE_PHONG 32822 -#define ID_OPTIMIZE_OPTIMIZEACMR 32823 -#define ID_OPTIMIZE_OPTIMIZEOVERDRAW 32824 -#define ID_OPTIMIZE_OPTIMIZEBOTH 32825 -#define ID_VERTEXCACHELOCALITY_FINDCURRENT 32826 -#define ID_VERTEXCACHELOCALITY_OPTIMIZE 32827 -#define ID_VERTEXCACHELOCALITY_FINDBEST 32828 -#define ID_OPTIMIZE_SCENEGRAPH 32829 -#define ID_SCENEGRAPH_SMALLESTPOSSIBLEGRAPH 32830 -#define ID_SMOOTHNORMALS_5 32831 -#define ID_SMOOTHNORMALS_6 32832 -#define ID_SMOOTHNORMALS_MAXANGLE60 32833 -#define ID_SMOOTHNORMALS_MAXANGLE90 32834 -#define ID_SMOOTHNORMALS_MAXANGLE120 32835 -#define ID_SMOOTHNORMALS_NOLIMIT 32836 -#define ID_SMOOTHNORMALS_30 32837 -#define ID_SMOOTHNORMALS_40 32838 -#define ID_SMOOTHNORMALS_60 32839 -#define ID_SMOOTHNORMALS_90 32840 -#define ID_SMOOTHNORMALS_120 32841 -#define ID_Menu32842 32842 -#define ID_SMOOTHANGLE_30 32843 -#define ID_SMOOTHANGLE_40 32844 -#define ID_SMOOTHANGLE_50 32845 -#define ID_SMOOTHANGLE_60 32846 -#define ID_SMOOTHANGLE_70 32847 -#define ID_SMOOTHANGLE_90 32848 -#define ID_SMOOTHANGLE_120 32849 -#define ID_SMOOTHANGLE_NONE 32850 -#define ID_TOOLS_SETANGLELIMIT 32851 -#define ID_VIEWER_PP_JIV 32852 -#define ID_VIEWER_PP_RRM 32852 -#define ID_VIEWER_PP_OM 32853 -#define ID_VIEWER_PP_OG 32854 -#define ID_VIEWER_PP_FIM 32855 -#define ID_VIEWER_PP_VDS 32856 -#define ID_VIEWER_PP_PTV 32857 -#define ID_VIEWER_PP_ICL 32858 -#define ID_VIEWER_PP_FIN 32859 -#define ID_VIEWER_PP_FD 32860 -#define ID_VIEWER_PP_FID 32861 -#define ID_VIEWER_PP_GUV 32862 -#define ID_VIEWER_PP_TUV 32863 -#define ID_VIEWER_PP_RLINE_PNT 32864 -#define ID_REPORTBUG 32865 -#define ID_FR 32866 -#define ID__WEBSITE 32867 -#define ID__SF 32868 -#define ID__ 32869 -#define ID__WEBSITESF 32870 -#define ID_IMPORTSETTINGS_CALCULATETANGENTSPACE 32871 -#define ID_VIEWER_CTS 32872 -#define ID_VIEWER_PP_CTS 32873 -#define ID_VIEWER_RELOAD 32874 -#define ID_VIEWER_PP_RRM2 32875 -#define ID_IMPORTSETTINGS_RESETTODEFAULT 32876 -#define ID_IMPORTSETTINGS_OPENPOST 32877 -#define ID_EXPORT 32878 -#define ID_IMPORTSETTINGS_REMOVEDUMMYBONES 32879 -#define ID_VIEWER_PP_DB 32880 -#define IDC_STATIC -1 - -// Next default values for new objects -// -#ifdef APSTUDIO_INVOKED -#ifndef APSTUDIO_READONLY_SYMBOLS -#define _APS_NO_MFC 1 -#define _APS_NEXT_RESOURCE_VALUE 160 -#define _APS_NEXT_COMMAND_VALUE 32881 -#define _APS_NEXT_CONTROL_VALUE 1059 -#define _APS_NEXT_SYMED_VALUE 110 -#endif -#endif +//{{NO_DEPENDENCIES}} +// Microsoft Visual C++ generated include file. +// Used by assimp_view.rc +// +#define IDC_MYICON 2 +#define IDD_ASSIMP_VIEW_DIALOG 102 +#define IDD_ABOUTBOX 103 +#define IDI_ASSIMP_VIEW 107 +#define IDI_SMALL 108 +#define IDR_MAINFRAME 128 +#define IDD_DIALOGMAIN 129 +#define IDB_BITMAP1 130 +#define IDR_MENU1 131 +#define IDD_LOADDIALOG 132 +#define IDB_BITMAP2 134 +#define IDD_AVHELP 135 +#define IDR_TEXT1 138 +#define IDR_MAX 140 +#define IDB_MAXCIRCLEMASK 141 +#define IDB_MAXCIRCLE 142 +#define IDR_HUD 143 +#define IDR_HUDMASK 144 +#define IDB_BANIM 145 +#define IDB_BITMAP4 146 +#define IDB_BDISPLAY 146 +#define IDB_BITMAP5 147 +#define IDB_BINTER 147 +#define IDB_BITMAP6 148 +#define IDB_BRENDERING 148 +#define IDB_BITMAP7 149 +#define IDB_BSTATS 149 +#define IDB_BTX 150 +#define IDB_BITMAP8 151 +#define IDB_BFX 151 +#define IDB_BITMAP9 152 +#define IDB_BNODE 152 +#define IDB_BITMAP10 153 +#define IDB_BROOT 153 +#define IDD_LOGVIEW 154 +#define IDB_BTXI 155 +#define IDR_TXPOPUP 156 +#define IDR_MATPOPUP 157 +#define IDD_DIALOGSMOOTH 159 +#define SVNRevision 700 +#define IDC_CHECK1 1000 +#define IDC_TOGGLEMS 1000 +#define IDC_CHECK2 1001 +#define IDC_TOGGLEWIRE 1001 +#define IDC_CHECK3 1002 +#define IDC_TOGGLEMAT 1002 +#define IDC_CHECK4 1003 +#define IDC_TOGGLENORMALS 1003 +#define IDC_CHECK5 1004 +#define IDC_AUTOROTATE 1004 +#define IDC_RT 1006 +#define IDC_NUMVERTS 1007 +#define IDC_NUMFACES 1008 +#define IDC_NUMMATS 1009 +#define IDC_FPS 1010 +#define IDC_EFPS 1011 +#define IDC_EMAT 1012 +#define IDC_EFACE 1013 +#define IDC_EVERT 1014 +#define IDC_CHECK6 1015 +#define IDC_LIGHTROTATE 1015 +#define IDC_3LIGHTS 1016 +#define IDC_PROGRESS 1016 +#define IDC_LOADTIME 1017 +#define IDC_ELOAD 1018 +#define IDC_CHECK7 1019 +#define IDC_ZOOM 1019 +#define IDC_CHECK8 1020 +#define IDC_LOWQUALITY 1020 +#define IDC_NUMMATS2 1021 +#define IDC_NUMSHADERS 1021 +#define IDC_ESHADER 1022 +#define IDC_RICHEDIT21 1023 +#define IDC_EMESH 1023 +#define IDC_CHECK9 1024 +#define IDC_NOSPECULAR 1024 +#define IDC_PLAYANIM 1025 +#define IDC_3LIGHTS2 1025 +#define IDC_NOAB 1025 +#define IDC_SPEED 1026 +#define IDC_COMBO1 1027 +#define IDC_PINORDER 1028 +#define IDC_NOSPECULAR2 1028 +#define IDC_SSPEED 1029 +#define IDC_SANIM 1030 +#define IDC_SANIMGB 1031 +#define IDC_ENODE 1031 +#define IDC_ESHADER2 1032 +#define IDC_ETEX 1032 +#define IDC_TREE1 1033 +#define IDC_EDIT1 1034 +#define IDC_BLUBB 1037 +#define IDC_BLABLA 1038 +#define IDC_NUMNODES 1038 +#define IDC_LCOLOR1 1041 +#define IDC_LCOLOR2 1042 +#define IDC_ENODEWND 1043 +#define IDC_LCOLOR3 1044 +#define IDC_LRESET 1046 +#define IDC_NUMMESHES 1047 +#define IDC_VIEWMAT 1048 +#define IDC_VIEWMATRIX 1048 +#define IDC_SLIDERANIM 1052 +#define IDC_PLAY 1053 +#define IDC_SHOWSKELETON 1054 +#define IDC_BFCULL 1055 +#define IDC_EDITSM 1056 +#define ID_VIEWER_OPEN 32771 +#define ID_VIEWER_CLOSETHIS 32772 +#define ID_VIEWER_CLOSEASSET 32773 +#define ID_VIEWER_QUIT 32774 +#define ID__ABOUT 32775 +#define ID__HELP 32776 +#define ID_VIEWER_SAVESCREENSHOTTOFILE 32777 +#define ID_VIEWER_RESETVIEW 32778 +#define ID_BACKGROUND_LOADTEXTURE 32779 +#define ID_BACKGROUND_CLEAR 32780 +#define ID_BACKGROUND_SETCOLOR 32781 +#define ID_Menu 32782 +#define ID_BACKGROUND_LOADSKYBOX 32783 +#define ID_VIEWER_H 32784 +#define ID_TOOLS_LOGWINDOW 32785 +#define ID_TOOLS_SAVELOGTOFILE 32786 +#define ID_TOOLS_CLEARLOG 32787 +#define ID_VIEWER_RECENTFILES 32788 +#define ID_VIEWER_MEMORYCONSUMATION 32789 +#define ID_VIEWER_CLEARHISTORY 32790 +#define ID_TOOLS_ORIGINALNORMALS 32791 +#define ID_TOOLS_SMOOTHNORMALS 32792 +#define ID_TOOLS_HARDNORMALS 32793 +#define ID_TOOLS_FLIPNORMALS 32794 +#define ID__S 32795 +#define ID__FEEDBACK 32796 +#define ID_FEEDBACK_GH 32797 +#define ID_FEEDBACK_FEATUREREQUEST 32798 +#define ID_FEEDBACK_DONATE 32799 +#define ID_ANIMATION_PLAYALLINORDER 32800 +#define ID_TOOLS_STEREOVIEW 32801 +#define ID_EGNEKLGEG_EGEG 32802 +#define ID_HEY_REPLACE 32803 +#define ID_HEY_EXPORT 32804 +#define ID_HEY_REMOVE 32805 +#define ID_SOLONG_ADDDIFFUSETEXTURE 32806 +#define ID_SOLONG_ADDSPECULARTEXTURE 32807 +#define ID_SOLONG_ADDAMBIENTTEXTURE 32808 +#define ID_SOLONG_ADDEMISSIVETEXTURE 32809 +#define ID_SOLONG_ADDOPACITYTEXTURE 32810 +#define ID_SOLONG_ADDNORMAL 32811 +#define ID_SOLONG_ADDSHININESSTEXTURE 32812 +#define ID_SOLONG_CLEARDIFFUSECOLOR 32813 +#define ID_SOLONG_CLEARSPECULARCOLOR 32814 +#define ID_SOLONG_CLEARAMBIENTCOLOR 32815 +#define ID_SOLONG_CLEAREMISSIVECOLOR 32816 +#define ID_SOLONG_CLEARTRANSPARENCY 32817 +#define ID_SOLONG_MAKEDEFAULTMATERIAL 32818 +#define ID_HEY_RESETTEXTURE 32819 +#define ID_SOLONG_SETSHADINGMODE 32820 +#define ID_SETSHADINGMODE_GOURAUD 32821 +#define ID_SETSHADINGMODE_PHONG 32822 +#define ID_OPTIMIZE_OPTIMIZEACMR 32823 +#define ID_OPTIMIZE_OPTIMIZEOVERDRAW 32824 +#define ID_OPTIMIZE_OPTIMIZEBOTH 32825 +#define ID_VERTEXCACHELOCALITY_FINDCURRENT 32826 +#define ID_VERTEXCACHELOCALITY_OPTIMIZE 32827 +#define ID_VERTEXCACHELOCALITY_FINDBEST 32828 +#define ID_OPTIMIZE_SCENEGRAPH 32829 +#define ID_SCENEGRAPH_SMALLESTPOSSIBLEGRAPH 32830 +#define ID_SMOOTHNORMALS_5 32831 +#define ID_SMOOTHNORMALS_6 32832 +#define ID_SMOOTHNORMALS_MAXANGLE60 32833 +#define ID_SMOOTHNORMALS_MAXANGLE90 32834 +#define ID_SMOOTHNORMALS_MAXANGLE120 32835 +#define ID_SMOOTHNORMALS_NOLIMIT 32836 +#define ID_SMOOTHNORMALS_30 32837 +#define ID_SMOOTHNORMALS_40 32838 +#define ID_SMOOTHNORMALS_60 32839 +#define ID_SMOOTHNORMALS_90 32840 +#define ID_SMOOTHNORMALS_120 32841 +#define ID_Menu32842 32842 +#define ID_SMOOTHANGLE_30 32843 +#define ID_SMOOTHANGLE_40 32844 +#define ID_SMOOTHANGLE_50 32845 +#define ID_SMOOTHANGLE_60 32846 +#define ID_SMOOTHANGLE_70 32847 +#define ID_SMOOTHANGLE_90 32848 +#define ID_SMOOTHANGLE_120 32849 +#define ID_SMOOTHANGLE_NONE 32850 +#define ID_TOOLS_SETANGLELIMIT 32851 +#define ID_VIEWER_PP_JIV 32852 +#define ID_VIEWER_PP_RRM 32852 +#define ID_VIEWER_PP_OM 32853 +#define ID_VIEWER_PP_OG 32854 +#define ID_VIEWER_PP_FIM 32855 +#define ID_VIEWER_PP_VDS 32856 +#define ID_VIEWER_PP_PTV 32857 +#define ID_VIEWER_PP_ICL 32858 +#define ID_VIEWER_PP_FIN 32859 +#define ID_VIEWER_PP_FD 32860 +#define ID_VIEWER_PP_FID 32861 +#define ID_VIEWER_PP_GUV 32862 +#define ID_VIEWER_PP_TUV 32863 +#define ID_VIEWER_PP_RLINE_PNT 32864 +#define ID_REPORTBUG 32865 +#define ID_FR 32866 +#define ID__WEBSITE 32867 +#define ID__SF 32868 +#define ID__ 32869 +#define ID__WEBSITESF 32870 +#define ID_IMPORTSETTINGS_CALCULATETANGENTSPACE 32871 +#define ID_VIEWER_CTS 32872 +#define ID_VIEWER_PP_CTS 32873 +#define ID_VIEWER_RELOAD 32874 +#define ID_VIEWER_PP_RRM2 32875 +#define ID_IMPORTSETTINGS_RESETTODEFAULT 32876 +#define ID_IMPORTSETTINGS_OPENPOST 32877 +#define ID_EXPORT 32878 +#define ID_IMPORTSETTINGS_REMOVEDUMMYBONES 32879 +#define ID_VIEWER_PP_DB 32880 +#define IDC_STATIC -1 + +// Next default values for new objects +// +#ifdef APSTUDIO_INVOKED +#ifndef APSTUDIO_READONLY_SYMBOLS +#define _APS_NO_MFC 1 +#define _APS_NEXT_RESOURCE_VALUE 160 +#define _APS_NEXT_COMMAND_VALUE 32881 +#define _APS_NEXT_CONTROL_VALUE 1059 +#define _APS_NEXT_SYMED_VALUE 110 +#endif +#endif diff --git a/tools/assimp_view/stdafx.cpp b/tools/assimp_view/stdafx.cpp index c7402619a..709f0fd9a 100644 --- a/tools/assimp_view/stdafx.cpp +++ b/tools/assimp_view/stdafx.cpp @@ -1,8 +1,8 @@ -// stdafx.cpp : Quelldatei, die nur die Standard-Includes einbindet. -// assimp_view.pch ist der vorkompilierte Header. -// stdafx.obj enthält die vorkompilierten Typinformationen. - -#include "stdafx.h" - -// TODO: Auf zusätzliche Header verweisen, die in STDAFX.H -// und nicht in dieser Datei erforderlich sind. +// stdafx.cpp : Quelldatei, die nur die Standard-Includes einbindet. +// assimp_view.pch ist der vorkompilierte Header. +// stdafx.obj enthält die vorkompilierten Typinformationen. + +#include "stdafx.h" + +// TODO: Auf zusätzliche Header verweisen, die in STDAFX.H +// und nicht in dieser Datei erforderlich sind.