Small viewer fixes, at least something is visible now.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@207 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
9f92c7098e
commit
e1261bb9fe
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@ -135,6 +135,7 @@ void AnimEvaluator::Evaluate( double pTime)
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mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
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mat.a2 *= presentScaling.y; mat.b2 *= presentScaling.y; mat.c2 *= presentScaling.y;
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mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
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mat.a3 *= presentScaling.z; mat.b3 *= presentScaling.z; mat.c3 *= presentScaling.z;
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mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
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mat.a4 = presentPosition.x; mat.b4 = presentPosition.y; mat.c4 = presentPosition.z;
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//mat.Transpose();
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}
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}
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mLastTime = time;
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mLastTime = time;
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@ -740,7 +740,7 @@ int CDisplay::OnRender()
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// update possible animation
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// update possible animation
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if( g_pcAsset)
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if( g_pcAsset)
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{
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{
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assert( g_pcAsset->mAnimator);
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ai_assert( g_pcAsset->mAnimator);
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g_pcAsset->mAnimator->Calculate( double( clock()) / double( CLOCKS_PER_SEC));
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g_pcAsset->mAnimator->Calculate( double( clock()) / double( CLOCKS_PER_SEC));
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}
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}
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// begin the frame
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// begin the frame
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@ -1974,29 +1974,35 @@ int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
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}
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}
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else if (bAlpha)continue;
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else if (bAlpha)continue;
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// Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow
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if( mesh->HasBones())
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{
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static float matrices[4*4*60];
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float* tempmat = matrices;
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const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
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ai_assert( boneMats.size() == mesh->mNumBones);
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for( unsigned int a = 0; a < mesh->mNumBones; a++)
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{
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const aiMatrix4x4& mat = boneMats[a];
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*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3;
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tempmat++;
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*tempmat++ = mat.a4; *tempmat++ = mat.b1; *tempmat++ = mat.b2;
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tempmat++;
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*tempmat++ = mat.b3; *tempmat++ = mat.b4; *tempmat++ = mat.c1;
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tempmat++;
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*tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
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tempmat++;
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}
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helper->piEffect->SetMatrixArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
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}
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// now setup the material
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// now setup the material
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if (g_sOptions.bRenderMats)
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if (g_sOptions.bRenderMats)
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{
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{
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CMaterialManager::Instance().SetupMaterial( helper, pcProj, aiMe, pcCam, vPos);
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CMaterialManager::Instance().SetupMaterial( helper, pcProj, aiMe, pcCam, vPos);
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}
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}
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g_piDevice->SetVertexDeclaration( gDefaultVertexDecl);
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// Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow
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if( mesh->HasBones())
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{
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static float matrices[4*3*60];
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float* tempmat = matrices;
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const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
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assert( boneMats.size() == mesh->mNumBones);
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for( unsigned int a = 0; a < mesh->mNumBones; a++)
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{
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const aiMatrix4x4& mat = boneMats[a];
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*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4;
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*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
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*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
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}
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helper->piEffect->SetFloatArray( "gBoneMatrix", matrices, 3*60*4);
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}
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if (bAlpha)CMeshRenderer::Instance().DrawSorted(piNode->mMeshes[i],aiMe);
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if (bAlpha)CMeshRenderer::Instance().DrawSorted(piNode->mMeshes[i],aiMe);
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else CMeshRenderer::Instance().DrawUnsorted(piNode->mMeshes[i]);
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else CMeshRenderer::Instance().DrawUnsorted(piNode->mMeshes[i]);
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@ -933,6 +933,9 @@ int CMaterialManager::CreateMaterial(
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if ((pcMesh->fOpacity != 1.0f ? true : false) != (pc->fOpacity != 1.0f ? true : false))
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if ((pcMesh->fOpacity != 1.0f ? true : false) != (pc->fOpacity != 1.0f ? true : false))
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continue;
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continue;
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if (pcSource->HasBones() != g_pcAsset->pcScene->mMeshes[i]->HasBones())
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continue;
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// we can reuse this material
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// we can reuse this material
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if (pc->piEffect)
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if (pc->piEffect)
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{
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{
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@ -1113,6 +1116,22 @@ int CMaterialManager::CreateMaterial(
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{
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{
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pcMesh->piEffect->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
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pcMesh->piEffect->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
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}
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}
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// setup bones if neccessary
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if( !pcSource->HasBones())
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{
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static float matrices[4*3*60];
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float* tempmat = matrices;
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for( unsigned int a = 0; a < 60; a++)
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{
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// HACK: (thom) set identity matrices for all bones for the moment so that you see something
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*tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f; *tempmat++ = 0.0f;
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*tempmat++ = 0.0f; *tempmat++ = 0.0f; *tempmat++ = 1.0f; *tempmat++ = 0.0f;
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}
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pcMesh->piEffect->SetVectorArray( "gBoneMatrix", (const D3DXVECTOR4*) matrices, 3*60);
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}
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return 1;
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return 1;
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}
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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@ -1140,11 +1159,11 @@ int CMaterialManager::SetupMaterial (
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apcVec[0].x = g_avLightDirs[0].x;
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apcVec[0].x = g_avLightDirs[0].x;
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apcVec[0].y = g_avLightDirs[0].y;
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apcVec[0].y = g_avLightDirs[0].y;
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apcVec[0].z = g_avLightDirs[0].z;
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apcVec[0].z = g_avLightDirs[0].z;
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apcVec[0].w = 0.0f;
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apcVec[0].w = 0.0f;
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apcVec[1].x = g_avLightDirs[0].x * -1.0f;
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apcVec[1].x = g_avLightDirs[0].x * -1.0f;
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apcVec[1].y = g_avLightDirs[0].y * -1.0f;
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apcVec[1].y = g_avLightDirs[0].y * -1.0f;
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apcVec[1].z = g_avLightDirs[0].z * -1.0f;
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apcVec[1].z = g_avLightDirs[0].z * -1.0f;
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apcVec[1].w = 0.0f;
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apcVec[1].w = 0.0f;
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D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
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D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
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D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
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D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
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piEnd->SetVectorArray("afLightDir",apcVec,5);
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piEnd->SetVectorArray("afLightDir",apcVec,5);
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@ -1154,19 +1173,19 @@ int CMaterialManager::SetupMaterial (
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apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
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apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
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apcVec[0].w = 1.0f;
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apcVec[0].w = 1.0f;
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if( g_sOptions.b3Lights)
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if( g_sOptions.b3Lights)
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{
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{
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
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apcVec[1].w = 0.0f;
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apcVec[1].w = 0.0f;
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} else
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} else
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{
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{
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apcVec[1].x = 0.0f;
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apcVec[1].x = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].y = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].z = 0.0f;
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apcVec[1].w = 0.0f;
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apcVec[1].w = 0.0f;
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}
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}
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apcVec[0] *= g_fLightIntensity;
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apcVec[0] *= g_fLightIntensity;
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apcVec[1] *= g_fLightIntensity;
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apcVec[1] *= g_fLightIntensity;
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@ -1232,6 +1251,9 @@ int CMaterialManager::SetupMaterial (
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}
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}
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}
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}
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// setup the correct shader technique to be used for drawing
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// setup the correct shader technique to be used for drawing
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
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{
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{
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@ -133,9 +133,9 @@ const aiMatrix4x4& SceneAnimator::GetGlobalTransform( const std::string& pNodeNa
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// Calculates the bone matrices for the given mesh.
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// Calculates the bone matrices for the given mesh.
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const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */)
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const std::vector<aiMatrix4x4>& SceneAnimator::GetBoneMatrices( const aiNode* pNode, size_t pMeshIndex /* = 0 */)
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{
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{
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assert( pMeshIndex < pNode->mNumMeshes);
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ai_assert( pMeshIndex < pNode->mNumMeshes);
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size_t meshIndex = pNode->mMeshes[pMeshIndex];
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size_t meshIndex = pNode->mMeshes[pMeshIndex];
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assert( meshIndex < mScene->mNumMeshes);
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ai_assert( meshIndex < mScene->mNumMeshes);
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const aiMesh* mesh = mScene->mMeshes[meshIndex];
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const aiMesh* mesh = mScene->mMeshes[meshIndex];
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// resize array and initialise it with identity matrices
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// resize array and initialise it with identity matrices
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@ -203,7 +203,7 @@ void SceneAnimator::UpdateTransforms( SceneAnimNode* pNode, const std::vector<ai
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// update node local transform
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// update node local transform
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if( pNode->mChannelIndex != -1)
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if( pNode->mChannelIndex != -1)
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{
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{
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assert( pNode->mChannelIndex < pTransforms.size());
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ai_assert( pNode->mChannelIndex < pTransforms.size());
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pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
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pNode->mLocalTransform = pTransforms[pNode->mChannelIndex];
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// update global transform as well
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// update global transform as well
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@ -611,10 +611,10 @@ std::string g_szMaterialShader = std::string(
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"float3 Tangent : TEXCOORD0;\n"
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"float3 Tangent : TEXCOORD0;\n"
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"float3 Bitangent : TEXCOORD1;\n"
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"float3 Bitangent : TEXCOORD1;\n"
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"float2 TexCoord0 : TEXCOORD2;\n"
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"float2 TexCoord0 : TEXCOORD2;\n"
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"#ifdef AV_SKINNING \n"
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// "#ifdef AV_SKINNING \n"
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"float4 BlendIndices : BLENDINDICES;\n"
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"float4 BlendIndices : BLENDINDICES;\n"
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"float4 BlendWeights : BLENDWEIGHT;\n"
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"float4 BlendWeights : BLENDWEIGHT;\n"
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"#endif // AV_SKINNING \n"
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// "#endif // AV_SKINNING \n"
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"};\n"
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"};\n"
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// Vertex shader output structure for pixel shader usage
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// Vertex shader output structure for pixel shader usage
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@ -689,7 +689,7 @@ std::string g_szMaterialShader = std::string(
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// Vertex shader for pixel shader usage and one light
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// Vertex shader for pixel shader usage and one light
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"VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n"
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"VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n"
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"{\n"
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"{\n"
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"VS_OUTPUT Out;\n"
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"VS_OUTPUT Out = (VS_OUTPUT)0;\n"
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"#ifdef AV_SKINNING \n"
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"#ifdef AV_SKINNING \n"
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"float4 weights = IN.BlendWeights; \n"
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"float4 weights = IN.BlendWeights; \n"
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@ -724,7 +724,7 @@ std::string g_szMaterialShader = std::string(
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// Vertex shader for pixel shader usage and two lights
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// Vertex shader for pixel shader usage and two lights
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"VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n"
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"VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n"
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"{\n"
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"{\n"
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"VS_OUTPUT Out;\n"
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"VS_OUTPUT Out = (VS_OUTPUT)0;\n"
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"#ifdef AV_SKINNING \n"
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"#ifdef AV_SKINNING \n"
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"float4 weights = IN.BlendWeights; \n"
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"float4 weights = IN.BlendWeights; \n"
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@ -760,7 +760,7 @@ std::string g_szMaterialShader = std::string(
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// Vertex shader for zero to five lights using the fixed function pixel pipeline
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// Vertex shader for zero to five lights using the fixed function pixel pipeline
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"VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n"
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"VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n"
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"{\n"
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"{\n"
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"VS_OUTPUT_FF Out;\n"
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"VS_OUTPUT_FF Out = (VS_OUTPUT_FF)0;\n"
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"#ifdef AV_SKINNING \n"
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"#ifdef AV_SKINNING \n"
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"float4 weights = IN.BlendWeights; \n"
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"float4 weights = IN.BlendWeights; \n"
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@ -577,7 +577,7 @@ int CreateAssetData()
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{
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{
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unsigned char boneIndices[4] = { 0, 0, 0, 0 };
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unsigned char boneIndices[4] = { 0, 0, 0, 0 };
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unsigned char boneWeights[4] = { 0, 0, 0, 0 };
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unsigned char boneWeights[4] = { 0, 0, 0, 0 };
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assert( weightsPerVertex[x].size() <= 4);
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ai_assert( weightsPerVertex[x].size() <= 4);
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for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
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for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
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{
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{
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boneIndices[a] = weightsPerVertex[x][a].mVertexId;
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boneIndices[a] = weightsPerVertex[x][a].mVertexId;
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@ -68,6 +68,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#undef max
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#undef max
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#endif // min
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#endif // min
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#include <time.h>
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// default movement speed
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// default movement speed
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#define MOVE_SPEED 3.f
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#define MOVE_SPEED 3.f
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