assimp/tools/assimp_view/Background.cpp

430 lines
11 KiB
C++

//-------------------------------------------------------------------------------
/**
* This program is distributed under the terms of the GNU Lesser General
* Public License (LGPL).
*
* ASSIMP Viewer Utility
*
*/
//-------------------------------------------------------------------------------
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
// ------------------------------------------------------------------------------
/** \brief Vertex structure for the skybox
*/
// ------------------------------------------------------------------------------
struct SkyBoxVertex
{
float x,y,z;
float u,v,w;
};
// ------------------------------------------------------------------------------
/** \brief Vertices for the skybox
*/
// ------------------------------------------------------------------------------
SkyBoxVertex g_cubeVertices_indexed[] =
{
{ -1.0f, 1.0f, -1.0f, -1.0f,1.0f,-1.0f }, // 0
{ 1.0f, 1.0f, -1.0f, 1.0f,1.0f,-1.0f }, // 1
{ -1.0f, -1.0f, -1.0f, -1.0f,-1.0f,-1.0f }, // 2
{ 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f }, // 3
{-1.0f, 1.0f, 1.0f, -1.0f,1.0f,1.0f }, // 4
{-1.0f,-1.0f, 1.0f, -1.0f,-1.0f,1.0f }, // 5
{ 1.0f, 1.0f, 1.0f, 1.0f,1.0f,1.0f }, // 6
{ 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,1.0f } // 7
};
// ------------------------------------------------------------------------------
/** \brief Indices for the skybox
*/
// ------------------------------------------------------------------------------
unsigned short g_cubeIndices[] =
{
0, 1, 2, 3, 2, 1,4, 5, 6,
7, 6, 5, 4, 6, 0, 1, 6, 0,
5, 2, 7,3, 2, 7, 1, 6, 3,
7, 3, 6, 0, 2, 4, 5, 4, 2,
};
CBackgroundPainter CBackgroundPainter::s_cInstance;
//-------------------------------------------------------------------------------
void CBackgroundPainter::SetColor (D3DCOLOR p_clrNew)
{
if (TEXTURE_CUBE == this->eMode)this->RemoveSBDeps();
this->clrColor = p_clrNew;
this->eMode = SIMPLE_COLOR;
if (this->pcTexture)
{
this->pcTexture->Release();
this->pcTexture = NULL;
}
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::RemoveSBDeps()
{
MODE e = this->eMode;
this->eMode = SIMPLE_COLOR;
if (g_pcAsset && g_pcAsset->pcScene)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode)
{
DeleteMaterial(g_pcAsset->apcMeshes[i]);
CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
}
}
}
this->eMode = e;
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::ResetSB()
{
this->mMatrix = aiMatrix4x4();
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::SetCubeMapBG (const char* p_szPath)
{
bool bHad = false;
if (this->pcTexture)
{
this->pcTexture->Release();
this->pcTexture = NULL;
if(TEXTURE_CUBE ==this->eMode)bHad = true;
}
this->eMode = TEXTURE_CUBE;
this->szPath = std::string( p_szPath );
// ARRRGHH... ugly. TODO: Rewrite this!
aiString sz;
sz.Set(this->szPath);
FindValidPath(&sz);
this->szPath = std::string( sz.data );
// now recreate all native resources
this->RecreateNativeResource();
if (SIMPLE_COLOR != this->eMode)
{
// this influences all material with specular components
if (!bHad)
{
if (g_pcAsset && g_pcAsset->pcScene)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
{
DeleteMaterial(g_pcAsset->apcMeshes[i]);
CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
}
}
}
}
else
{
if (g_pcAsset && g_pcAsset->pcScene)
{
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
{
g_pcAsset->apcMeshes[i]->piEffect->SetTexture(
"lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
}
}
}
}
}
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::RotateSB(const aiMatrix4x4* pm)
{
this->mMatrix = this->mMatrix * (*pm);
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::SetTextureBG (const char* p_szPath)
{
if (TEXTURE_CUBE == this->eMode)this->RemoveSBDeps();
if (this->pcTexture)
{
this->pcTexture->Release();
this->pcTexture = NULL;
}
this->eMode = TEXTURE_2D;
this->szPath = std::string( p_szPath );
// ARRRGHH... ugly. TODO: Rewrite this!
aiString sz;
sz.Set(this->szPath);
FindValidPath(&sz);
this->szPath = std::string( sz.data );
// now recreate all native resources
this->RecreateNativeResource();
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::OnPreRender()
{
if (SIMPLE_COLOR != this->eMode)
{
// clear the z-buffer only (in wireframe mode we must also clear
// the color buffer )
if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME)
{
g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET,
D3DCOLOR_ARGB(0xff,100,100,100),1.0f,0);
}
else
{
g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER,0,1.0f,0);
}
if (TEXTURE_2D == this->eMode)
{
RECT sRect;
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
sRect.right -= sRect.left;
sRect.bottom -= sRect.top;
struct SVertex
{
float x,y,z,w,u,v;
};
UINT dw;
this->piSkyBoxEffect->Begin(&dw,0);
this->piSkyBoxEffect->BeginPass(0);
SVertex as[4];
as[1].x = 0.0f;
as[1].y = 0.0f;
as[1].z = 0.2f;
as[1].w = 1.0f;
as[1].u = 0.0f;
as[1].v = 0.0f;
as[3].x = (float)sRect.right;
as[3].y = 0.0f;
as[3].z = 0.2f;
as[3].w = 1.0f;
as[3].u = 1.0f;
as[3].v = 0.0f;
as[0].x = 0.0f;
as[0].y = (float)sRect.bottom;
as[0].z = 0.2f;
as[0].w = 1.0f;
as[0].u = 0.0f;
as[0].v = 1.0f;
as[2].x = (float)sRect.right;
as[2].y = (float)sRect.bottom;
as[2].z = 0.2f;
as[2].w = 1.0f;
as[2].u = 1.0f;
as[2].v = 1.0f;
as[0].x -= 0.5f;as[1].x -= 0.5f;as[2].x -= 0.5f;as[3].x -= 0.5f;
as[0].y -= 0.5f;as[1].y -= 0.5f;as[2].y -= 0.5f;as[3].y -= 0.5f;
DWORD dw2;g_piDevice->GetFVF(&dw2);
g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,
&as,sizeof(SVertex));
this->piSkyBoxEffect->EndPass();
this->piSkyBoxEffect->End();
g_piDevice->SetFVF(dw2);
}
return;
}
// clear both the render target and the z-buffer
g_piDevice->Clear(0,NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
this->clrColor,1.0f,0);
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::OnPostRender()
{
if (TEXTURE_CUBE == this->eMode)
{
aiMatrix4x4 pcProj;
GetProjectionMatrix(pcProj);
aiMatrix4x4 pcCam;
aiVector3D vPos = GetCameraMatrix(pcCam);
aiMatrix4x4 aiMe;
aiMe[3][0] = vPos.x;
aiMe[3][1] = vPos.y;
aiMe[3][2] = vPos.z;
aiMe = this->mMatrix * aiMe;
pcProj = (aiMe * pcCam) * pcProj;
this->piSkyBoxEffect->SetMatrix("WorldViewProjection",
(const D3DXMATRIX*)&pcProj);
UINT dwPasses;
this->piSkyBoxEffect->Begin(&dwPasses,0);
this->piSkyBoxEffect->BeginPass(0);
DWORD dw2;
g_piDevice->GetFVF(&dw2);
g_piDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
g_piDevice->DrawIndexedPrimitiveUP(
D3DPT_TRIANGLELIST,0,8,12,g_cubeIndices,D3DFMT_INDEX16,
g_cubeVertices_indexed,sizeof(SkyBoxVertex));
g_piDevice->SetFVF(dw2);
this->piSkyBoxEffect->EndPass();
this->piSkyBoxEffect->End();
}
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::ReleaseNativeResource()
{
if (this->piSkyBoxEffect)
{
this->piSkyBoxEffect->Release();
this->piSkyBoxEffect = NULL;
}
if (this->pcTexture)
{
this->pcTexture->Release();
this->pcTexture = NULL;
}
}
//-------------------------------------------------------------------------------
void CBackgroundPainter::RecreateNativeResource()
{
if (SIMPLE_COLOR == this->eMode)return;
if (TEXTURE_CUBE == this->eMode)
{
// many skyboxes are 16bit FP format which isn't supported
// with bilinear filtering on older cards
D3DFORMAT eFmt = D3DFMT_UNKNOWN;
if(FAILED(g_piD3D->CheckDeviceFormat(0,D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8,D3DUSAGE_QUERY_FILTER,D3DRTYPE_CUBETEXTURE,D3DFMT_A16B16G16R16F)))
{
eFmt = D3DFMT_A8R8G8B8;
}
if (FAILED(D3DXCreateCubeTextureFromFileEx(
g_piDevice,
this->szPath.c_str(),
D3DX_DEFAULT,
0,
0,
eFmt,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
NULL,
NULL,
(IDirect3DCubeTexture9**)&this->pcTexture)))
{
const char* szEnd = strrchr(this->szPath.c_str(),'\\');
if (!szEnd)szEnd = strrchr(this->szPath.c_str(),'/');
if (!szEnd)szEnd = this->szPath.c_str()-1;
char szTemp[1024];
sprintf(szTemp,"[ERROR] Unable to load background cubemap %s",szEnd+1);
CLogDisplay::Instance().AddEntry(szTemp,
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
this->eMode = SIMPLE_COLOR;
return;
}
else CLogDisplay::Instance().AddEntry("[OK] The skybox has been imported successfully",
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
}
else
{
if (FAILED(D3DXCreateTextureFromFileEx(
g_piDevice,
this->szPath.c_str(),
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
0,
D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
0,
NULL,
NULL,
(IDirect3DTexture9**)&this->pcTexture)))
{
const char* szEnd = strrchr(this->szPath.c_str(),'\\');
if (!szEnd)szEnd = strrchr(this->szPath.c_str(),'/');
if (!szEnd)szEnd = this->szPath.c_str()-1;
char szTemp[1024];
sprintf(szTemp,"[ERROR] Unable to load background texture %s",szEnd+1);
CLogDisplay::Instance().AddEntry(szTemp,
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
this->eMode = SIMPLE_COLOR;
return;
}
else CLogDisplay::Instance().AddEntry("[OK] The background texture has been imported successfully",
D3DCOLOR_ARGB(0xFF,0,0xFF,0));
}
if (!piSkyBoxEffect)
{
if(FAILED( D3DXCreateEffect(
g_piDevice,
g_szSkyboxShader.c_str(),
(UINT)g_szSkyboxShader.length(),
NULL,
NULL,
D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
NULL,
&this->piSkyBoxEffect,NULL)))
{
CLogDisplay::Instance().AddEntry("[ERROR] Unable to compile skybox shader",
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
this->eMode = SIMPLE_COLOR;
return ;
}
}
// commit the correct textures to the shader
if (TEXTURE_CUBE == this->eMode)
{
this->piSkyBoxEffect->SetTexture("lw_tex_envmap",this->pcTexture);
this->piSkyBoxEffect->SetTechnique("RenderSkyBox");
}
else if (TEXTURE_2D == this->eMode)
{
this->piSkyBoxEffect->SetTexture("TEXTURE_2D",this->pcTexture);
this->piSkyBoxEffect->SetTechnique("RenderImage2D");
}
}
};