/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2024, 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 #include namespace AssimpView { CMeshRenderer CMeshRenderer::s_cInstance; //------------------------------------------------------------------------------- int CMeshRenderer::DrawUnsorted(unsigned int iIndex) { ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes); // set vertex and index buffer g_piDevice->SetStreamSource(0,g_pcAsset->apcMeshes[iIndex]->piVB,0, sizeof(AssetHelper::Vertex)); g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB); D3DPRIMITIVETYPE type = D3DPT_POINTLIST; switch (g_pcAsset->pcScene->mMeshes[iIndex]->mPrimitiveTypes) { case aiPrimitiveType_POINT: type = D3DPT_POINTLIST; break; case aiPrimitiveType_LINE: type = D3DPT_LINELIST; break; case aiPrimitiveType_TRIANGLE: type = D3DPT_TRIANGLELIST; break; } // and draw the mesh g_piDevice->DrawIndexedPrimitive(type, 0,0, g_pcAsset->pcScene->mMeshes[iIndex]->mNumVertices,0, g_pcAsset->pcScene->mMeshes[iIndex]->mNumFaces); return 1; } //------------------------------------------------------------------------------- int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld) { ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes); AssetHelper::MeshHelper* pcHelper = g_pcAsset->apcMeshes[iIndex]; const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex]; if (!pcHelper || !pcMesh || !pcHelper->piIB) return -5; if (pcMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE || pcMesh->HasBones() || g_sOptions.bNoAlphaBlending) return DrawUnsorted(iIndex); // compute the position of the camera in worldspace aiMatrix4x4 mWorldInverse = mWorld; mWorldInverse.Inverse(); mWorldInverse.Transpose(); const aiVector3D vLocalCamera = mWorldInverse * g_sCamera.vPos; // well ... this is really funny now. We must compute their distance // from the camera. We take the average distance of a face and add it // to a map which sorts it std::map > smap; for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace) { const aiFace* pcFace = &pcMesh->mFaces[iFace]; float fDist = 0.0f; for (unsigned int c = 0; c < 3;++c) { aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]]; vPos -= vLocalCamera; fDist += vPos.SquareLength(); } smap.insert(std::pair(fDist,iFace)); } // now we can lock the index buffer and rebuild it D3DINDEXBUFFER_DESC sDesc; pcHelper->piIB->GetDesc(&sDesc); if (D3DFMT_INDEX16 == sDesc.Format) { uint16_t* aiIndices; pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD); for (std::map >::const_iterator i = smap.begin(); i != smap.end();++i) { const aiFace* pcFace = &pcMesh->mFaces[(*i).second]; *aiIndices++ = (uint16_t)pcFace->mIndices[0]; *aiIndices++ = (uint16_t)pcFace->mIndices[1]; *aiIndices++ = (uint16_t)pcFace->mIndices[2]; } } else if (D3DFMT_INDEX32 == sDesc.Format) { uint32_t* aiIndices; pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD); for (std::map >::const_iterator i = smap.begin(); i != smap.end();++i) { const aiFace* pcFace = &pcMesh->mFaces[(*i).second]; *aiIndices++ = (uint32_t)pcFace->mIndices[0]; *aiIndices++ = (uint32_t)pcFace->mIndices[1]; *aiIndices++ = (uint32_t)pcFace->mIndices[2]; } } pcHelper->piIB->Unlock(); // set vertex and index buffer g_piDevice->SetStreamSource(0,pcHelper->piVB,0,sizeof(AssetHelper::Vertex)); // and draw the mesh g_piDevice->SetIndices(pcHelper->piIB); g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0,0, pcMesh->mNumVertices,0, pcMesh->mNumFaces); return 1; } }