471 lines
14 KiB
C++
471 lines
14 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) 2006-2015, 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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#include "assimp_view.h"
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#include "StringUtils.h"
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namespace AssimpView {
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extern std::string g_szSkyboxShader;
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// From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
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// ------------------------------------------------------------------------------
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/** \brief Vertex structure for the skybox
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*/
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// ------------------------------------------------------------------------------
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struct SkyBoxVertex
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{
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float x,y,z;
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float u,v,w;
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};
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// ------------------------------------------------------------------------------
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/** \brief Vertices for the skybox
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*/
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// ------------------------------------------------------------------------------
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SkyBoxVertex g_cubeVertices_indexed[] =
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{
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{ -1.0f, 1.0f, -1.0f, -1.0f,1.0f,-1.0f }, // 0
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{ 1.0f, 1.0f, -1.0f, 1.0f,1.0f,-1.0f }, // 1
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{ -1.0f, -1.0f, -1.0f, -1.0f,-1.0f,-1.0f }, // 2
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{ 1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f }, // 3
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{-1.0f, 1.0f, 1.0f, -1.0f,1.0f,1.0f }, // 4
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{-1.0f,-1.0f, 1.0f, -1.0f,-1.0f,1.0f }, // 5
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{ 1.0f, 1.0f, 1.0f, 1.0f,1.0f,1.0f }, // 6
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{ 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,1.0f } // 7
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};
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// ------------------------------------------------------------------------------
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/** \brief Indices for the skybox
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*/
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// ------------------------------------------------------------------------------
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unsigned short g_cubeIndices[] =
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{
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0, 1, 2, 3, 2, 1,4, 5, 6,
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7, 6, 5, 4, 6, 0, 1, 6, 0,
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5, 2, 7,3, 2, 7, 1, 6, 3,
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7, 3, 6, 0, 2, 4, 5, 4, 2,
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};
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CBackgroundPainter CBackgroundPainter::s_cInstance;
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::SetColor (D3DCOLOR p_clrNew)
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{
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if (TEXTURE_CUBE == eMode)
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RemoveSBDeps();
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clrColor = p_clrNew;
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eMode = SIMPLE_COLOR;
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if (pcTexture)
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{
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pcTexture->Release();
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pcTexture = NULL;
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}
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::RemoveSBDeps()
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{
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MODE e = eMode;
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eMode = SIMPLE_COLOR;
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if (g_pcAsset && g_pcAsset->pcScene)
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{
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode)
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{
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CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
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CMaterialManager::Instance().CreateMaterial(
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g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
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}
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}
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}
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eMode = e;
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::ResetSB()
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{
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mMatrix = aiMatrix4x4();
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::SetCubeMapBG (const char* p_szPath)
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{
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bool bHad = false;
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if (pcTexture)
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{
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pcTexture->Release();
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pcTexture = NULL;
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if(TEXTURE_CUBE ==eMode)bHad = true;
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}
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eMode = TEXTURE_CUBE;
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szPath = std::string( p_szPath );
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// ARRRGHH... ugly. TODO: Rewrite this!
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aiString sz;
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sz.Set(szPath);
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CMaterialManager::Instance().FindValidPath(&sz);
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szPath = std::string( sz.data );
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// now recreate all native resources
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RecreateNativeResource();
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if (SIMPLE_COLOR != this->eMode)
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{
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// this influences all material with specular components
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if (!bHad)
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{
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if (g_pcAsset && g_pcAsset->pcScene)
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{
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
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{
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CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
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CMaterialManager::Instance().CreateMaterial(
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g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
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}
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}
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}
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}
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else
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{
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if (g_pcAsset && g_pcAsset->pcScene)
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{
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode)
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{
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g_pcAsset->apcMeshes[i]->piEffect->SetTexture(
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"lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
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}
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}
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}
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}
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}
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::RotateSB(const aiMatrix4x4* pm)
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{
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this->mMatrix = mMatrix * (*pm);
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::SetTextureBG (const char* p_szPath)
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{
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if (TEXTURE_CUBE == this->eMode)this->RemoveSBDeps();
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if (pcTexture)
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{
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pcTexture->Release();
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pcTexture = NULL;
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}
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eMode = TEXTURE_2D;
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szPath = std::string( p_szPath );
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// ARRRGHH... ugly. TODO: Rewrite this!
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aiString sz;
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sz.Set(szPath);
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CMaterialManager::Instance().FindValidPath(&sz);
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szPath = std::string( sz.data );
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// now recreate all native resources
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RecreateNativeResource();
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::OnPreRender()
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{
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if (SIMPLE_COLOR != eMode)
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{
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// clear the z-buffer only (in wireframe mode we must also clear
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// the color buffer )
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if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME)
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{
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g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET,
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D3DCOLOR_ARGB(0xff,100,100,100),1.0f,0);
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}
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else
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{
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g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER,0,1.0f,0);
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}
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if (TEXTURE_2D == eMode)
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{
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RECT sRect;
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GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
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sRect.right -= sRect.left;
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sRect.bottom -= sRect.top;
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struct SVertex
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{
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float x,y,z,w,u,v;
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};
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UINT dw;
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this->piSkyBoxEffect->Begin(&dw,0);
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this->piSkyBoxEffect->BeginPass(0);
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SVertex as[4];
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as[1].x = 0.0f;
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as[1].y = 0.0f;
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as[1].z = 0.2f;
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as[1].w = 1.0f;
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as[1].u = 0.0f;
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as[1].v = 0.0f;
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as[3].x = (float)sRect.right;
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as[3].y = 0.0f;
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as[3].z = 0.2f;
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as[3].w = 1.0f;
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as[3].u = 1.0f;
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as[3].v = 0.0f;
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as[0].x = 0.0f;
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as[0].y = (float)sRect.bottom;
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as[0].z = 0.2f;
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as[0].w = 1.0f;
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as[0].u = 0.0f;
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as[0].v = 1.0f;
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as[2].x = (float)sRect.right;
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as[2].y = (float)sRect.bottom;
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as[2].z = 0.2f;
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as[2].w = 1.0f;
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as[2].u = 1.0f;
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as[2].v = 1.0f;
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as[0].x -= 0.5f;as[1].x -= 0.5f;as[2].x -= 0.5f;as[3].x -= 0.5f;
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as[0].y -= 0.5f;as[1].y -= 0.5f;as[2].y -= 0.5f;as[3].y -= 0.5f;
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DWORD dw2;g_piDevice->GetFVF(&dw2);
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g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
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g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,
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&as,sizeof(SVertex));
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piSkyBoxEffect->EndPass();
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piSkyBoxEffect->End();
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g_piDevice->SetFVF(dw2);
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}
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return;
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}
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// clear both the render target and the z-buffer
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g_piDevice->Clear(0,NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
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clrColor,1.0f,0);
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::OnPostRender()
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{
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if (TEXTURE_CUBE == eMode)
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{
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aiMatrix4x4 pcProj;
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GetProjectionMatrix(pcProj);
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aiMatrix4x4 pcCam;
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aiVector3D vPos = GetCameraMatrix(pcCam);
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aiMatrix4x4 aiMe;
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aiMe[3][0] = vPos.x;
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aiMe[3][1] = vPos.y;
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aiMe[3][2] = vPos.z;
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aiMe = mMatrix * aiMe;
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pcProj = (aiMe * pcCam) * pcProj;
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piSkyBoxEffect->SetMatrix("WorldViewProjection",
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(const D3DXMATRIX*)&pcProj);
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UINT dwPasses;
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piSkyBoxEffect->Begin(&dwPasses,0);
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piSkyBoxEffect->BeginPass(0);
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DWORD dw2;
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g_piDevice->GetFVF(&dw2);
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g_piDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
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g_piDevice->DrawIndexedPrimitiveUP(
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D3DPT_TRIANGLELIST,0,8,12,g_cubeIndices,D3DFMT_INDEX16,
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g_cubeVertices_indexed,sizeof(SkyBoxVertex));
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g_piDevice->SetFVF(dw2);
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piSkyBoxEffect->EndPass();
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piSkyBoxEffect->End();
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}
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::ReleaseNativeResource()
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{
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if ( piSkyBoxEffect)
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{
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piSkyBoxEffect->Release();
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piSkyBoxEffect = NULL;
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}
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if (pcTexture)
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{
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pcTexture->Release();
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pcTexture = NULL;
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}
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}
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//-------------------------------------------------------------------------------
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void CBackgroundPainter::RecreateNativeResource()
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{
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if (SIMPLE_COLOR == eMode)return;
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if (TEXTURE_CUBE == eMode)
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{
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// many skyboxes are 16bit FP format which isn't supported
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// with bilinear filtering on older cards
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D3DFORMAT eFmt = D3DFMT_UNKNOWN;
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if(FAILED(g_piD3D->CheckDeviceFormat(0,D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8,D3DUSAGE_QUERY_FILTER,D3DRTYPE_CUBETEXTURE,D3DFMT_A16B16G16R16F)))
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{
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eFmt = D3DFMT_A8R8G8B8;
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}
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if (FAILED(D3DXCreateCubeTextureFromFileEx(
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g_piDevice,
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szPath.c_str(),
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D3DX_DEFAULT,
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0,
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0,
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eFmt,
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D3DPOOL_MANAGED,
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D3DX_DEFAULT,
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D3DX_DEFAULT,
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0,
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NULL,
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NULL,
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(IDirect3DCubeTexture9**)&pcTexture)))
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{
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const char* szEnd = strrchr(szPath.c_str(),'\\');
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if (!szEnd)szEnd = strrchr(szPath.c_str(),'/');
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if (!szEnd)szEnd = szPath.c_str()-1;
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char szTemp[1024];
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ai_snprintf(szTemp,1024,"[ERROR] Unable to load background cubemap %s",szEnd+1);
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CLogDisplay::Instance().AddEntry(szTemp,
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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eMode = SIMPLE_COLOR;
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return;
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}
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else CLogDisplay::Instance().AddEntry("[OK] The skybox has been imported successfully",
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D3DCOLOR_ARGB(0xFF,0,0xFF,0));
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}
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else
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{
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if (FAILED(D3DXCreateTextureFromFileEx(
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g_piDevice,
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szPath.c_str(),
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D3DX_DEFAULT,
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D3DX_DEFAULT,
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0,
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0,
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D3DFMT_A8R8G8B8,
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D3DPOOL_MANAGED,
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D3DX_DEFAULT,
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D3DX_DEFAULT,
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0,
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NULL,
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NULL,
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(IDirect3DTexture9**)&pcTexture)))
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{
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const char* szEnd = strrchr(szPath.c_str(),'\\');
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if (!szEnd)szEnd = strrchr(szPath.c_str(),'/');
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if (!szEnd)szEnd = szPath.c_str()-1;
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char szTemp[1024];
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ai_snprintf(szTemp,1024,"[ERROR] Unable to load background texture %s",szEnd+1);
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CLogDisplay::Instance().AddEntry(szTemp,
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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eMode = SIMPLE_COLOR;
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return;
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}
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else CLogDisplay::Instance().AddEntry("[OK] The background texture has been imported successfully",
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D3DCOLOR_ARGB(0xFF,0,0xFF,0));
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}
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if (!piSkyBoxEffect)
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{
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ID3DXBuffer* piBuffer = NULL;
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if(FAILED( D3DXCreateEffect(
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g_piDevice,
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g_szSkyboxShader.c_str(),
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(UINT)g_szSkyboxShader.length(),
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NULL,
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NULL,
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AI_SHADER_COMPILE_FLAGS,
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NULL,
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&piSkyBoxEffect,&piBuffer)))
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{
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// failed to compile the shader
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if( piBuffer) {
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MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
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piBuffer->Release();
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}
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CLogDisplay::Instance().AddEntry("[ERROR] Unable to compile skybox shader",
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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eMode = SIMPLE_COLOR;
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return ;
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}
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}
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// commit the correct textures to the shader
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if (TEXTURE_CUBE == eMode)
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{
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piSkyBoxEffect->SetTexture("lw_tex_envmap",pcTexture);
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piSkyBoxEffect->SetTechnique("RenderSkyBox");
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}
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else if (TEXTURE_2D == eMode)
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{
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piSkyBoxEffect->SetTexture("TEXTURE_2D",pcTexture);
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piSkyBoxEffect->SetTechnique("RenderImage2D");
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}
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}
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}; |