203 lines
6.1 KiB
C++
203 lines
6.1 KiB
C++
/*
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---------------------------------------------------------------------------
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Free Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#if (!defined AV_ASSET_HELPER_H_INCLUDED)
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#define AV_ASSET_HELPER_H_INCLUDED
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//-------------------------------------------------------------------------------
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/** \brief Class to wrap ASSIMP's asset output structures
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*/
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//-------------------------------------------------------------------------------
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class AssetHelper
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{
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public:
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enum
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{
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// the original normal set will be used
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ORIGINAL = 0x0u,
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// a smoothed normal set will be used
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SMOOTH = 0x1u,
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// a hard normal set will be used
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HARD = 0x2u,
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};
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// default constructor
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AssetHelper()
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: iNormalSet(ORIGINAL)
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{}
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//---------------------------------------------------------------
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// default vertex data structure
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// (even if tangents, bitangents or normals aren't
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// required by the shader they will be committed to the GPU)
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//---------------------------------------------------------------
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struct Vertex
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{
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aiVector3D vPosition;
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aiVector3D vNormal;
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D3DCOLOR dColorDiffuse;
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aiVector3D vTangent;
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aiVector3D vBitangent;
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aiVector2D vTextureUV;
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_NORMAL |
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D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 |
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D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE3(1);
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}
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};
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//---------------------------------------------------------------
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// FVF vertex structure used for normals
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//---------------------------------------------------------------
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struct LineVertex
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{
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aiVector3D vPosition;
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DWORD dColorDiffuse;
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ;
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}
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};
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//---------------------------------------------------------------
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// Helper class to store GPU related resources created for
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// a given aiMesh
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//---------------------------------------------------------------
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class MeshHelper
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{
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public:
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MeshHelper ()
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:
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piVB (NULL),
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piIB (NULL),
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piEffect (NULL),
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piVBNormals (NULL),
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piDiffuseTexture (NULL),
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piSpecularTexture (NULL),
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piAmbientTexture (NULL),
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piNormalTexture (NULL),
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piEmissiveTexture (NULL),
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piOpacityTexture (NULL),
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piShininessTexture (NULL),
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pvOriginalNormals (NULL),
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bSharedFX(false) {}
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~MeshHelper ()
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{
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// NOTE: This is done in DeleteAssetData()
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// TODO: Make this a proper d'tor
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}
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// shading mode to use. Either Lambert or otherwise phong
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// will be used in every case
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aiShadingMode eShadingMode;
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// vertex buffer
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IDirect3DVertexBuffer9* piVB;
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// index buffer. For partially transparent meshes
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// created with dynamic usage to be able to update
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// the buffer contents quickly
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IDirect3DIndexBuffer9* piIB;
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// vertex buffer to be used to draw vertex normals
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// (vertex normals are generated in every case)
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IDirect3DVertexBuffer9* piVBNormals;
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// shader to be used
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ID3DXEffect* piEffect;
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bool bSharedFX;
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// material textures
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IDirect3DTexture9* piDiffuseTexture;
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IDirect3DTexture9* piSpecularTexture;
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IDirect3DTexture9* piAmbientTexture;
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IDirect3DTexture9* piEmissiveTexture;
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IDirect3DTexture9* piNormalTexture;
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IDirect3DTexture9* piOpacityTexture;
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IDirect3DTexture9* piShininessTexture;
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// material colors
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D3DXVECTOR4 vDiffuseColor;
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D3DXVECTOR4 vSpecularColor;
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D3DXVECTOR4 vAmbientColor;
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D3DXVECTOR4 vEmissiveColor;
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// opacity for the material
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float fOpacity;
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// shininess for the material
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float fShininess;
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// Stores a pointer to the original normal set of the asset
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aiVector3D* pvOriginalNormals;
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};
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// One instance per aiMesh in the globally loaded asset
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MeshHelper** apcMeshes;
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// Scene wrapper instance
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aiScene* pcScene;
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// Specifies the normal set to be used
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unsigned int iNormalSet;
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// ------------------------------------------------------------------
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// set the normal set to be used
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void SetNormalSet(unsigned int iSet);
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// ------------------------------------------------------------------
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// flip all normal vectors
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void FlipNormals();
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};
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#endif // !! IG
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