542 lines
19 KiB
C++
542 lines
19 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2012, assimp 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 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_DISPLAY_H_INCLUDED)
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#define AV_DISPLAY_H_INCLUDE
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#include <windows.h>
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#include <shellapi.h>
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#include <commctrl.h>
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// see CDisplay::m_aiImageList
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#define AI_VIEW_IMGLIST_NODE 0x0
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#define AI_VIEW_IMGLIST_MATERIAL 0x1
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#define AI_VIEW_IMGLIST_TEXTURE 0x2
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#define AI_VIEW_IMGLIST_TEXTURE_INVALID 0x3
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#define AI_VIEW_IMGLIST_MODEL 0x4
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namespace AssimpView
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{
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//-------------------------------------------------------------------------------
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/* Corresponds to the "Display" combobox in the UI
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*/
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//-------------------------------------------------------------------------------
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class CDisplay
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{
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private:
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// helper class
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struct Info
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{
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Info( D3DXVECTOR4* p1,
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AssetHelper::MeshHelper* p2,
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const char* p3 )
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: pclrColor( p1 ), pMesh( p2 ), szShaderParam( p3 ) {}
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D3DXVECTOR4* pclrColor;
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AssetHelper::MeshHelper* pMesh;
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const char* szShaderParam;
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};
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// default constructor
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CDisplay()
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: m_iViewMode( VIEWMODE_FULL ),
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m_pcCurrentTexture( NULL ),
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m_pcCurrentNode( NULL ),
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m_pcCurrentMaterial( NULL ),
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m_hImageList( NULL ),
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m_hRoot( NULL ),
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m_fTextureZoom( 1000.0f )
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{
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this->m_aiImageList[ 0 ] = 0;
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this->m_aiImageList[ 1 ] = 1;
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this->m_aiImageList[ 2 ] = 2;
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this->m_aiImageList[ 3 ] = 3;
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this->m_aiImageList[ 4 ] = 4;
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this->m_avCheckerColors[ 0 ].x = this->m_avCheckerColors[ 0 ].y = this->m_avCheckerColors[ 0 ].z = 0.4f;
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this->m_avCheckerColors[ 1 ].x = this->m_avCheckerColors[ 1 ].y = this->m_avCheckerColors[ 1 ].z = 0.6f;
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}
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public:
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//------------------------------------------------------------------
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enum
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{
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// the full model is displayed
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VIEWMODE_FULL,
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// a material is displayed on a simple spjere as model
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VIEWMODE_MATERIAL,
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// a texture with an UV set mapped on it is displayed
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VIEWMODE_TEXTURE,
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// a single node in the scenegraph is displayed
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VIEWMODE_NODE,
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};
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//------------------------------------------------------------------
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// represents a texture in the tree view
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struct TextureInfo
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{
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// texture info
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IDirect3DTexture9** piTexture;
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// Blend factor of the texture
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float fBlend;
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// blend operation for the texture
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aiTextureOp eOp;
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// UV index for the texture
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unsigned int iUV;
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// Associated tree item
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HTREEITEM hTreeItem;
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// Original path to the texture
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std::string szPath;
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// index of the corresponding material
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unsigned int iMatIndex;
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// type of the texture
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unsigned int iType;
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};
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//------------------------------------------------------------------
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// represents a node in the tree view
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struct NodeInfo
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{
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// node object
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aiNode* psNode;
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// corresponding tree view item
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HTREEITEM hTreeItem;
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};
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//------------------------------------------------------------------
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// represents a mesh in the tree view
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struct MeshInfo
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{
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// the mesh object
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aiMesh* psMesh;
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// corresponding tree view item
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HTREEITEM hTreeItem;
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};
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//------------------------------------------------------------------
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// represents a material in the tree view
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struct MaterialInfo
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{
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// material index
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unsigned int iIndex;
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// material object
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aiMaterial* psMaterial;
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// ID3DXEffect interface
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ID3DXEffect* piEffect;
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// corresponding tree view item
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HTREEITEM hTreeItem;
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};
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//------------------------------------------------------------------
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// Singleton accessors
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static CDisplay s_cInstance;
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inline static CDisplay& Instance()
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{
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return s_cInstance;
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}
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//------------------------------------------------------------------
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// Called during the render loop. Renders the scene (including the
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// HUD etc) in the current view mode
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int OnRender();
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//------------------------------------------------------------------
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// called when the user selects another item in the "Display" tree
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// view the method determines the new view mode and performs all
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// required operations
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// \param p_hTreeItem Selected tree view item
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int OnSetup( HTREEITEM p_hTreeItem );
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//------------------------------------------------------------------
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// Variant 1: Render the full scene with the asset
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int RenderFullScene();
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#if 0
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//------------------------------------------------------------------
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// Variant 2: Render only a part of the scene. One node to
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// be exact
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int RenderScenePart();
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#endif
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//------------------------------------------------------------------
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// Variant 3: Render a large sphere and map a given material on it
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int RenderMaterialView();
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//------------------------------------------------------------------
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// Variant 4: Render a flat plane, map a texture on it and
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// display the UV wire on it
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int RenderTextureView();
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//------------------------------------------------------------------
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// Fill the UI combobox with a list of all supported view modi
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//
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// The display modes are added in order
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int FillDisplayList( void );
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//------------------------------------------------------------------
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// Add a material and all sub textures to the display mode list
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// hRoot - Handle to the root of the tree view
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// iIndex - Material index
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int AddMaterialToDisplayList( HTREEITEM hRoot,
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unsigned int iIndex );
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//------------------------------------------------------------------
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// Add a texture to the display list
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// pcMat - material containing the texture
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// hTexture - Handle to the material tree item
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// szPath - Path to the texture
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// iUVIndex - UV index to be used for the texture
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// fBlendFactor - Blend factor to be used for the texture
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// eTextureOp - texture operation to be used for the texture
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int AddTextureToDisplayList( unsigned int iType,
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unsigned int iIndex,
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const aiString* szPath,
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HTREEITEM hFX,
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unsigned int iUVIndex = 0,
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const float fBlendFactor = 0.0f,
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aiTextureOp eTextureOp = aiTextureOp_Multiply,
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unsigned int iMesh = 0 );
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//------------------------------------------------------------------
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// Add a node to the display list
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// Recusrivly adds all subnodes as well
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// iIndex - Index of the node in the parent's child list
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// iDepth - Current depth of the node
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// pcNode - Node object
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// hRoot - Parent tree view node
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int AddNodeToDisplayList(
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unsigned int iIndex,
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unsigned int iDepth,
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aiNode* pcNode,
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HTREEITEM hRoot );
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//------------------------------------------------------------------
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// Add a mesh to the display list
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// iIndex - Index of the mesh in the scene's mesh list
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// hRoot - Parent tree view node
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int AddMeshToDisplayList(
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unsigned int iIndex,
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HTREEITEM hRoot );
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//------------------------------------------------------------------
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// Load the image list for the tree view item
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int LoadImageList( void );
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//------------------------------------------------------------------
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// Expand all nodes in the tree
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int ExpandTree();
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//------------------------------------------------------------------
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// Fill the UI combobox with a list of all supported animations
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// The animations are added in order
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int FillAnimList( void );
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//------------------------------------------------------------------
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// Clear the combox box containing the list of animations
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int ClearAnimList( void );
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//------------------------------------------------------------------
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// Clear the combox box containing the list of scenegraph items
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int ClearDisplayList( void );
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//------------------------------------------------------------------
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// Fill in the default statistics
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int FillDefaultStatistics( void );
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//------------------------------------------------------------------
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// Called by LoadAsset()
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// reset the class instance to the default values
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int Reset( void );
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//------------------------------------------------------------------
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// Replace the texture that is current selected with
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// a new texture
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int ReplaceCurrentTexture( const char* szPath );
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//------------------------------------------------------------------
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// Display the context menu (if there) for the specified tree item
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// hItem Valid tree view item handle
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int ShowTreeViewContextMenu( HTREEITEM hItem );
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//------------------------------------------------------------------
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// Event handling for pop-up menus displayed by th tree view
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int HandleTreeViewPopup( WPARAM wParam, LPARAM lParam );
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//------------------------------------------------------------------
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// Enable animation-related parts of the UI
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int EnableAnimTools( BOOL hm );
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//------------------------------------------------------------------
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// setter for m_iViewMode
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inline void SetViewMode( unsigned int p_iNew )
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{
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this->m_iViewMode = p_iNew;
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}
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//------------------------------------------------------------------
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// getter for m_iViewMode
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inline unsigned int GetViewMode()
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{
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return m_iViewMode;
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}
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//------------------------------------------------------------------
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// change the texture view's zoom factor
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inline void SetTextureViewZoom( float f )
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{
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// FIX: Removed log(), seems to make more problems than it fixes
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this->m_fTextureZoom += f * 15;
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if( this->m_fTextureZoom < 0.05f )this->m_fTextureZoom = 0.05f;
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}
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//------------------------------------------------------------------
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// change the texture view's offset on the x axis
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inline void SetTextureViewOffsetX( float f )
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{
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this->m_vTextureOffset.x += f;
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}
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//------------------------------------------------------------------
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// change the texture view's offset on the y axis
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inline void SetTextureViewOffsetY( float f )
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{
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this->m_vTextureOffset.y += f;
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}
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//------------------------------------------------------------------
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// add a new texture to the list
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inline void AddTexture( const TextureInfo& info )
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{
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this->m_asTextures.push_back( info );
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}
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//------------------------------------------------------------------
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// add a new node to the list
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inline void AddNode( const NodeInfo& info )
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{
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this->m_asNodes.push_back( info );
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}
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//------------------------------------------------------------------
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// add a new mesh to the list
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inline void AddMesh( const MeshInfo& info )
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{
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this->m_asMeshes.push_back( info );
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}
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//------------------------------------------------------------------
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// add a new material to the list
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inline void AddMaterial( const MaterialInfo& info )
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{
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this->m_asMaterials.push_back( info );
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}
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//------------------------------------------------------------------
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// set the primary color of the checker pattern background
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inline void SetFirstCheckerColor( D3DXVECTOR4 c )
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{
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this->m_avCheckerColors[ 0 ] = c;
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}
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//------------------------------------------------------------------
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// set the secondary color of the checker pattern background
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inline void SetSecondCheckerColor( D3DXVECTOR4 c )
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{
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this->m_avCheckerColors[ 1 ] = c;
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}
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//------------------------------------------------------------------
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// get the primary color of the checker pattern background
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inline const D3DXVECTOR4* GetFirstCheckerColor() const
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{
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return &this->m_avCheckerColors[ 0 ];
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}
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//------------------------------------------------------------------
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// get the secondary color of the checker pattern background
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inline const D3DXVECTOR4* GetSecondCheckerColor() const
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{
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return &this->m_avCheckerColors[ 1 ];
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}
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private:
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//------------------------------------------------------------------
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// Render a screen-filling square using the checker pattern shader
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int RenderPatternBG();
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//------------------------------------------------------------------
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// Render a given node in the scenegraph
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// piNode Node to be rendered
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// piMatrix Current transformation matrix
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// bAlpha Render alpha or opaque objects only?
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int RenderNode( aiNode* piNode, const aiMatrix4x4& piMatrix,
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bool bAlpha = false );
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//------------------------------------------------------------------
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// Setup the camera for the stereo view rendering mode
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int SetupStereoView();
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//------------------------------------------------------------------
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// Render the second view (for the right eye) in stereo mod
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// m - World matrix
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int RenderStereoView( const aiMatrix4x4& m );
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//------------------------------------------------------------------
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// Handle user input
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int HandleInput();
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//------------------------------------------------------------------
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// Handle user input for the texture viewer
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int HandleInputTextureView();
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//------------------------------------------------------------------
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// Handle user input if no asset is loaded
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int HandleInputEmptyScene();
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//------------------------------------------------------------------
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// Draw the HUD (call only if FPS mode isn't active)
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int DrawHUD();
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//------------------------------------------------------------------
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// Used by OnSetup().
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// Do everything necessary to switch to texture view mode
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int OnSetupTextureView( TextureInfo* pcNew );
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//------------------------------------------------------------------
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// Used by OnSetup().
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// Do everything necessary to switch to material view mode
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int OnSetupMaterialView( MaterialInfo* pcNew );
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//------------------------------------------------------------------
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// Used by OnSetup().
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// Do everything necessary to switch to node view mode
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int OnSetupNodeView( NodeInfo* pcNew );
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//------------------------------------------------------------------
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// Used by OnSetup().
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// Do everything necessary to switch back to normal view mode
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int OnSetupNormalView();
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//------------------------------------------------------------------
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// Used by HandleTreeViewPopup().
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int HandleTreeViewPopup2( WPARAM wParam, LPARAM lParam );
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//------------------------------------------------------------------
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// Render skeleton
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int RenderSkeleton( aiNode* piNode, const aiMatrix4x4& piMatrix,
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const aiMatrix4x4& parent );
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private:
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// view mode
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unsigned int m_iViewMode;
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// List of all textures in the display CB
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std::vector<TextureInfo> m_asTextures;
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// current texture or NULL if no texture is active
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TextureInfo* m_pcCurrentTexture;
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// List of all node in the display CB
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std::vector<NodeInfo> m_asNodes;
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// List of all node in the display CB
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std::vector<MeshInfo> m_asMeshes;
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// current Node or NULL if no Node is active
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NodeInfo* m_pcCurrentNode;
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// List of all materials in the display CB
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std::vector<MaterialInfo> m_asMaterials;
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// current material or NULL if no material is active
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MaterialInfo* m_pcCurrentMaterial;
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// indices into the image list of the "display" tree view control
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unsigned int m_aiImageList[ 5 ]; /* = {0,1,2,3,4};*/
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// Image list
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HIMAGELIST m_hImageList;
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// Root node of the tree, "Model"
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HTREEITEM m_hRoot;
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// Current zoom factor of the texture viewer
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float m_fTextureZoom;
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// Current offset (in pixels) of the texture viewer
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aiVector2D m_vTextureOffset;
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// Colors used to draw the checker pattern (for the
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// texture viewer as background )
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D3DXVECTOR4 m_avCheckerColors[ 2 ];
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// View projection matrix
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aiMatrix4x4 mViewProjection;
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aiVector3D vPos;
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};
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}
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#endif // AV_DISPLAY_H_INCLUDE
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