/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development 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 Development 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. --------------------------------------------------------------------------- */ #if (!defined AV_ASSET_HELPER_H_INCLUDED) #define AV_ASSET_HELPER_H_INCLUDED //------------------------------------------------------------------------------- /** \brief Class to wrap ASSIMP's asset output structures */ //------------------------------------------------------------------------------- class AssetHelper { public: enum { // the original normal set will be used ORIGINAL = 0x0u, // a smoothed normal set will be used SMOOTH = 0x1u, // a hard normal set will be used HARD = 0x2u, }; // default constructor AssetHelper() : iNormalSet(ORIGINAL) {} //--------------------------------------------------------------- // default vertex data structure // (even if tangents, bitangents or normals aren't // required by the shader they will be committed to the GPU) //--------------------------------------------------------------- struct Vertex { aiVector3D vPosition; aiVector3D vNormal; D3DCOLOR dColorDiffuse; aiVector3D vTangent; aiVector3D vBitangent; aiVector2D vTextureUV; // retrieves the FVF code of the vertex type static DWORD GetFVF() { return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE3(1); } }; //--------------------------------------------------------------- // FVF vertex structure used for normals //--------------------------------------------------------------- struct LineVertex { aiVector3D vPosition; DWORD dColorDiffuse; // retrieves the FVF code of the vertex type static DWORD GetFVF() { return D3DFVF_DIFFUSE | D3DFVF_XYZ; } }; //--------------------------------------------------------------- // Helper class to store GPU related resources created for // a given aiMesh //--------------------------------------------------------------- class MeshHelper { public: MeshHelper () : piVB (NULL), piIB (NULL), piEffect (NULL), piVBNormals (NULL), piDiffuseTexture (NULL), piSpecularTexture (NULL), piAmbientTexture (NULL), piNormalTexture (NULL), piEmissiveTexture (NULL), piOpacityTexture (NULL), piShininessTexture (NULL), pvOriginalNormals (NULL), bSharedFX(false) {} ~MeshHelper () { // NOTE: This is done in DeleteAssetData() // TODO: Make this a proper d'tor } // shading mode to use. Either Lambert or otherwise phong // will be used in every case aiShadingMode eShadingMode; // vertex buffer IDirect3DVertexBuffer9* piVB; // index buffer. For partially transparent meshes // created with dynamic usage to be able to update // the buffer contents quickly IDirect3DIndexBuffer9* piIB; // vertex buffer to be used to draw vertex normals // (vertex normals are generated in every case) IDirect3DVertexBuffer9* piVBNormals; // shader to be used ID3DXEffect* piEffect; bool bSharedFX; // material textures IDirect3DTexture9* piDiffuseTexture; IDirect3DTexture9* piSpecularTexture; IDirect3DTexture9* piAmbientTexture; IDirect3DTexture9* piEmissiveTexture; IDirect3DTexture9* piNormalTexture; IDirect3DTexture9* piOpacityTexture; IDirect3DTexture9* piShininessTexture; // material colors D3DXVECTOR4 vDiffuseColor; D3DXVECTOR4 vSpecularColor; D3DXVECTOR4 vAmbientColor; D3DXVECTOR4 vEmissiveColor; // opacity for the material float fOpacity; // shininess for the material float fShininess; // strength of the specular highlight float fSpecularStrength; // Stores a pointer to the original normal set of the asset aiVector3D* pvOriginalNormals; }; // One instance per aiMesh in the globally loaded asset MeshHelper** apcMeshes; // Scene wrapper instance aiScene* pcScene; // Specifies the normal set to be used unsigned int iNormalSet; // ------------------------------------------------------------------ // set the normal set to be used void SetNormalSet(unsigned int iSet); // ------------------------------------------------------------------ // flip all normal vectors void FlipNormals(); void FlipNormalsInt(); }; #endif // !! IG