1484 lines
44 KiB
C++
1484 lines
44 KiB
C++
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//-------------------------------------------------------------------------------
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/**
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* This program is distributed under the terms of the GNU Lesser General
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* Public License (LGPL).
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*
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* ASSIMP Viewer Utility
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*
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*/
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//-------------------------------------------------------------------------------
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#include "stdafx.h"
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#include "assimp_view.h"
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namespace AssimpView {
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//-------------------------------------------------------------------------------
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// evil globals
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//-------------------------------------------------------------------------------
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HINSTANCE g_hInstance = NULL;
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HWND g_hDlg = NULL;
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IDirect3D9* g_piD3D = NULL;
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IDirect3DDevice9* g_piDevice = NULL;
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double g_fFPS = 0.0f;
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char g_szFileName[MAX_PATH];
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ID3DXEffect* g_piDefaultEffect = NULL;
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ID3DXEffect* g_piNormalsEffect = NULL;
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ID3DXEffect* g_piPassThroughEffect = NULL;
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bool g_bMousePressed = false;
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bool g_bMousePressedR = false;
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bool g_bMousePressedM = false;
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bool g_bMousePressedBoth = false;
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float g_fElpasedTime = 0.0f;
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D3DCAPS9 g_sCaps;
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bool g_bLoadingFinished = false;
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HANDLE g_hThreadHandle = NULL;
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float g_fWheelPos = -10.0f;
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bool g_bLoadingCanceled = false;
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IDirect3DTexture9* g_pcTexture = NULL;
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aiMatrix4x4 g_mWorld;
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aiMatrix4x4 g_mWorldRotate;
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aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f);
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aiVector3D g_avLightDirs[1] = { aiVector3D(-0.5f,0.6f,0.2f) /*,
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aiVector3D(-0.5f,0.5f,0.5f)*/};
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POINT g_mousePos;
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POINT g_LastmousePos;
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bool g_bFPSView = false;
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bool g_bInvert = false;
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EClickPos g_eClick = EClickPos_Circle;
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unsigned int g_iCurrentColor = 0;
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float g_fLightIntensity = 1.0f;
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float g_fLightColor = 1.0f;
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RenderOptions g_sOptions;
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Camera g_sCamera;
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AssetHelper *g_pcAsset = NULL;
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//
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// Contains the mask image for the HUD
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// (used to determine the position of a click)
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//
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unsigned char* g_szImageMask = NULL;
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//-------------------------------------------------------------------------------
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// table of colors used for normal vectors.
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//-------------------------------------------------------------------------------
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D3DXVECTOR4 g_aclNormalColors[14] =
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{
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D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0xFF / 255.0f, 1.0f), // white
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D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // red
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D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // green
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D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // blue
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D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // yellow
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D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // magenta
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D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0xFF / 255.0f,1.0f), // wtf
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D3DXVECTOR4(0xFF / 255.0f,0x60 / 255.0f,0x60 / 255.0f,1.0f), // light red
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D3DXVECTOR4(0x60 / 255.0f,0xFF / 255.0f,0x60 / 255.0f,1.0f), // light green
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D3DXVECTOR4(0x60 / 255.0f,0x60 / 255.0f,0xFF / 255.0f,1.0f), // light blue
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D3DXVECTOR4(0xA0 / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // dark red
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D3DXVECTOR4(0x00 / 255.0f,0xA0 / 255.0f,0x00 / 255.0f,1.0f), // dark green
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D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xA0 / 255.0f,1.0f), // dark blue
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D3DXVECTOR4(0x88 / 255.0f,0x88 / 255.0f,0x88 / 255.0f, 1.0f) // gray
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};
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//-------------------------------------------------------------------------------
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//! \brief Entry point for loader thread
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//-------------------------------------------------------------------------------
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DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
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{
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UNREFERENCED_PARAMETER(lpParameter);
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double fCur = (double)timeGetTime();
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g_pcAsset->pcScene = aiImportFile(g_szFileName,
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aiProcess_CalcTangentSpace | aiProcess_JoinIdenticalVertices | aiProcess_Triangulate |
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aiProcess_GenSmoothNormals | aiProcess_ConvertToLeftHanded | aiProcess_SplitLargeMeshes);
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double fEnd = (double)timeGetTime();
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double dTime = (fEnd - fCur) / 1000;
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char szTemp[128];
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sprintf(szTemp,"%.5f",(float)dTime);
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SetDlgItemText(g_hDlg,IDC_ELOAD,szTemp);
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g_bLoadingFinished = true;
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if (NULL == g_pcAsset->pcScene)
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{
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CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:",
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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CLogDisplay::Instance().AddEntry(aiGetErrorString(),
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D3DCOLOR_ARGB(0xFF,0xFF,0,0));
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return 1;
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}
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return 0;
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int LoadAsset(void)
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{
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g_mWorldRotate = aiMatrix4x4();
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g_mWorld = aiMatrix4x4();
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DWORD dwID;
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g_bLoadingCanceled = false;
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g_pcAsset = new AssetHelper();
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g_hThreadHandle = CreateThread(NULL,0,&LoadThreadProc,NULL,0,&dwID);
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DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_LOADDIALOG),
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g_hDlg,&ProgressMessageProc);
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g_bLoadingFinished = false;
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if (!g_pcAsset || !g_pcAsset->pcScene)
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{
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if (g_pcAsset)
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{
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delete g_pcAsset;
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g_pcAsset = NULL;
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}
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return 0;
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}
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g_pcAsset->apcMeshes = new AssetHelper::MeshHelper*[
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g_pcAsset->pcScene->mNumMeshes]();
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unsigned int iNumVert = 0;
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unsigned int iNumFaces = 0;
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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iNumVert += g_pcAsset->pcScene->mMeshes[i]->mNumVertices;
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iNumFaces += g_pcAsset->pcScene->mMeshes[i]->mNumFaces;
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g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
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}
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char szOut[120];
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sprintf(szOut,"%i",(int)iNumVert);
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SetDlgItemText(g_hDlg,IDC_EVERT,szOut);
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sprintf(szOut,"%i",(int)iNumFaces);
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SetDlgItemText(g_hDlg,IDC_EFACE,szOut);
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sprintf(szOut,"%i",(int)g_pcAsset->pcScene->mNumMaterials);
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SetDlgItemText(g_hDlg,IDC_EMAT,szOut);
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ScaleAsset();
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g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f);
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g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
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g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
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g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
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return CreateAssetData();
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int DeleteAsset(void)
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{
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if (!g_pcAsset)return 0;
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Render();
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DeleteAssetData();
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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delete g_pcAsset->apcMeshes[i];
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}
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aiReleaseImport(g_pcAsset->pcScene);
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delete[] g_pcAsset->apcMeshes;
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delete g_pcAsset;
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g_pcAsset = NULL;
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SetDlgItemText(g_hDlg,IDC_EVERT,"0");
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SetDlgItemText(g_hDlg,IDC_EFACE,"0");
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SetDlgItemText(g_hDlg,IDC_EMAT,"0");
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return 1;
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut,
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const aiMatrix4x4& piMatrix)
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{
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aiMatrix4x4 mTemp = piNode->mTransformation;
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mTemp.Transpose();
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aiMatrix4x4 aiMe = mTemp * piMatrix;
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for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
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{
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for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[
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piNode->mMeshes[i]]->mNumVertices;++a)
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{
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aiVector3D pc =g_pcAsset->pcScene->mMeshes[
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piNode->mMeshes[i]]->mVertices[a];
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aiVector3D pc1;
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D3DXVec3TransformCoord((D3DXVECTOR3*)&pc1,(D3DXVECTOR3*)&pc,
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(D3DXMATRIX*)&aiMe);
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p_avOut[0].x = std::min( p_avOut[0].x, pc1.x);
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p_avOut[0].y = std::min( p_avOut[0].y, pc1.y);
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p_avOut[0].z = std::min( p_avOut[0].z, pc1.z);
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p_avOut[1].x = std::max( p_avOut[1].x, pc1.x);
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p_avOut[1].y = std::max( p_avOut[1].y, pc1.y);
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p_avOut[1].z = std::max( p_avOut[1].z, pc1.z);
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}
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}
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for (unsigned int i = 0; i < piNode->mNumChildren;++i)
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{
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CalculateBounds( piNode->mChildren[i], p_avOut, aiMe );
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}
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return 1;
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int ScaleAsset(void)
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{
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aiVector3D aiVecs[2] = {aiVector3D( 1e10f, 1e10f, 1e10f),
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aiVector3D( -1e10f, -1e10f, -1e10f) };
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if (g_pcAsset->pcScene->mRootNode)
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{
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aiMatrix4x4 m;
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CalculateBounds(g_pcAsset->pcScene->mRootNode,aiVecs,m);
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}
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aiVector3D vDelta = aiVecs[1]-aiVecs[0];
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aiVector3D vHalf = aiVecs[0] + (vDelta / 2.0f);
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float fScale = 10.0f / vDelta.Length();
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g_mWorld = aiMatrix4x4(
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1.0f,0.0f,0.0f,0.0f,
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0.0f,1.0f,0.0f,0.0f,
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0.0f,0.0f,1.0f,0.0f,
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-vHalf.x,-vHalf.y,-vHalf.z,1.0f) *
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aiMatrix4x4(
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fScale,0.0f,0.0f,0.0f,
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0.0f,fScale,0.0f,0.0f,
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0.0f,0.0f,fScale,0.0f,
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0.0f,0.0f,0.0f,1.0f);
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#if 0
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// now handle the fact that the asset might have its
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// own transformation matrix (handle scaling and translation)
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if (NULL != g_pcAsset->pcScene->mRootNode)
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{
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if (0.0f != g_pcAsset->pcScene->mRootNode->mTransformation[0][0] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mTransformation[1][1] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mTransformation[2][2] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mTransformation[3][3])
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{
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g_mWorld[0][0] /= g_pcAsset->pcScene->mRootNode->mTransformation[0][0];
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g_mWorld[1][1] /= g_pcAsset->pcScene->mRootNode->mTransformation[1][1];
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g_mWorld[2][2] /= g_pcAsset->pcScene->mRootNode->mTransformation[2][2];
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g_mWorld[3][3] /= g_pcAsset->pcScene->mRootNode->mTransformation[3][3];
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}
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g_mWorld[3][0] -= g_pcAsset->pcScene->mRootNode->mTransformation[3][0];
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g_mWorld[3][1] -= g_pcAsset->pcScene->mRootNode->mTransformation[3][1];
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g_mWorld[3][2] -= g_pcAsset->pcScene->mRootNode->mTransformation[3][2];
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aiMatrix4x4 m;
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if ( 0 == memcmp(&m,&g_pcAsset->pcScene->mRootNode->mTransformation,sizeof(aiMatrix4x4)) &&
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1 <= g_pcAsset->pcScene->mRootNode->mNumChildren)
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{
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if (0.0f != g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[0][0] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[1][1] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[2][2] &&
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0.0f != g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[3][3])
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{
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g_mWorld[0][0] /= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[0][0];
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g_mWorld[1][1] /= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[1][1];
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g_mWorld[2][2] /= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[2][2];
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g_mWorld[3][3] /= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[3][3];
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}
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g_mWorld[3][0] -= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[3][0];
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g_mWorld[3][1] -= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[3][1];
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g_mWorld[3][2] -= g_pcAsset->pcScene->mRootNode->mChildren[0]->mTransformation[3][2];
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}
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}
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#endif
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return 1;
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource)
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{
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if (!pcSource->mNormals)return 0;
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// create vertex buffer
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if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::LineVertex) *
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pcSource->mNumVertices * 2,
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D3DUSAGE_WRITEONLY,
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AssetHelper::LineVertex::GetFVF(),
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D3DPOOL_DEFAULT, &pcMesh->piVBNormals,NULL)))
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{
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MessageBox(g_hDlg,"Failed to create vertex buffer for the normal list",
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"ASSIMP Viewer Utility",MB_OK);
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return 2;
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}
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// now fill the vertex buffer
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AssetHelper::LineVertex* pbData2;
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pcMesh->piVBNormals->Lock(0,0,(void**)&pbData2,0);
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for (unsigned int x = 0; x < pcSource->mNumVertices;++x)
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{
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pbData2->vPosition = pcSource->mVertices[x];
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++pbData2;
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aiVector3D vNormal = pcSource->mNormals[x];
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vNormal.Normalize();
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vNormal.x /= g_mWorld.a1*4;
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vNormal.y /= g_mWorld.b2*4;
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vNormal.z /= g_mWorld.c3*4;
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pbData2->vPosition = pcSource->mVertices[x] + vNormal;
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++pbData2;
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}
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pcMesh->piVBNormals->Unlock();
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return 1;
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}
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//-------------------------------------------------------------------------------
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// Fill the UI combobox with a list of all supported animations
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//
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// The animations are added in order
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//-------------------------------------------------------------------------------
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int FillAnimList(void)
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{
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// clear the combo box
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SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_RESETCONTENT,0,0);
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if (0 == g_pcAsset->pcScene->mNumAnimations)
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{
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// disable all UI components related to animations
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EnableWindow(GetDlgItem(g_hDlg,IDC_PLAYANIM),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SPEED),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_PINORDER),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SSPEED),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SANIMGB),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SANIM),FALSE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_COMBO1),FALSE);
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}
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else
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{
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// reenable all animation components if they have been
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// disabled for a previous mesh
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EnableWindow(GetDlgItem(g_hDlg,IDC_PLAYANIM),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SPEED),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_PINORDER),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SSPEED),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SANIMGB),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SANIM),TRUE);
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EnableWindow(GetDlgItem(g_hDlg,IDC_COMBO1),TRUE);
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// now fill in all animation names
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumAnimations;++i)
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{
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SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,
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( LPARAM ) g_pcAsset->pcScene->mAnimations[i]->mName.data);
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}
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}
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return 1;
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}
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//-------------------------------------------------------------------------------
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//-------------------------------------------------------------------------------
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int CreateAssetData(void)
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{
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if (!g_pcAsset)return 0;
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g_iShaderCount = 0;
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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// create vertex buffer
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if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) *
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g_pcAsset->pcScene->mMeshes[i]->mNumVertices,
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D3DUSAGE_WRITEONLY,
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AssetHelper::Vertex::GetFVF(),
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D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB,NULL)))
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{
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MessageBox(g_hDlg,"Failed to create vertex buffer",
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"ASSIMP Viewer Utility",MB_OK);
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return 2;
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}
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// create index buffer
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if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
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g_pcAsset->pcScene->mMeshes[i]->mNumFaces * 3,
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D3DUSAGE_WRITEONLY,
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D3DFMT_INDEX32,
|
|
D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piIB,NULL)))
|
|
{
|
|
MessageBox(g_hDlg,"Failed to create index buffer",
|
|
"ASSIMP Viewer Utility",MB_OK);
|
|
return 2;
|
|
}
|
|
|
|
// now fill the index buffer
|
|
unsigned int* pbData;
|
|
g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
|
|
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumFaces;++x)
|
|
{
|
|
for (unsigned int a = 0; a < 3;++a)
|
|
{
|
|
*pbData++ = g_pcAsset->pcScene->mMeshes[i]->mFaces[x].mIndices[a];
|
|
}
|
|
}
|
|
g_pcAsset->apcMeshes[i]->piIB->Unlock();
|
|
|
|
// now fill the vertex buffer
|
|
AssetHelper::Vertex* pbData2;
|
|
g_pcAsset->apcMeshes[i]->piVB->Lock(0,0,(void**)&pbData2,0);
|
|
for (unsigned int x = 0; x < g_pcAsset->pcScene->mMeshes[i]->mNumVertices;++x)
|
|
{
|
|
pbData2->vPosition = g_pcAsset->pcScene->mMeshes[i]->mVertices[x];
|
|
|
|
if (NULL == g_pcAsset->pcScene->mMeshes[i]->mNormals)
|
|
pbData2->vNormal = aiVector3D(0.0f,0.0f,0.0f);
|
|
else pbData2->vNormal = g_pcAsset->pcScene->mMeshes[i]->mNormals[x];
|
|
|
|
if (NULL == g_pcAsset->pcScene->mMeshes[i]->mTangents)
|
|
{
|
|
pbData2->vTangent = aiVector3D(0.0f,0.0f,0.0f);
|
|
pbData2->vBitangent = aiVector3D(0.0f,0.0f,0.0f);
|
|
}
|
|
else
|
|
{
|
|
pbData2->vTangent = g_pcAsset->pcScene->mMeshes[i]->mTangents[x];
|
|
pbData2->vBitangent = g_pcAsset->pcScene->mMeshes[i]->mBitangents[x];
|
|
}
|
|
|
|
if (g_pcAsset->pcScene->mMeshes[i]->HasVertexColors( 0))
|
|
{
|
|
pbData2->dColorDiffuse = D3DCOLOR_ARGB(
|
|
((unsigned char)std::max( std::min( g_pcAsset->pcScene->
|
|
mMeshes[i]->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
|
|
((unsigned char)std::max( std::min( g_pcAsset->pcScene->
|
|
mMeshes[i]->mColors[0][x].r * 255.0f, 255.0f),0.0f)),
|
|
((unsigned char)std::max( std::min( g_pcAsset->pcScene->
|
|
mMeshes[i]->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
|
|
((unsigned char)std::max( std::min( g_pcAsset->pcScene->
|
|
mMeshes[i]->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
|
|
}
|
|
else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0,0,0);
|
|
|
|
// ignore a third texture coordinate component
|
|
if (g_pcAsset->pcScene->mMeshes[i]->HasTextureCoords( 0))
|
|
{
|
|
pbData2->vTextureUV = aiVector2D(
|
|
g_pcAsset->pcScene->mMeshes[i]->mTextureCoords[0][x].x,
|
|
g_pcAsset->pcScene->mMeshes[i]->mTextureCoords[0][x].y);
|
|
}
|
|
else pbData2->vTextureUV = aiVector2D(0.0f,0.0f);
|
|
++pbData2;
|
|
}
|
|
g_pcAsset->apcMeshes[i]->piVB->Unlock();
|
|
|
|
// now generate the second vertex buffer, holding all normals
|
|
GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
|
|
|
// create the material for the mesh
|
|
CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
|
}
|
|
CLogDisplay::Instance().AddEntry("[OK] The asset has been loaded successfully");
|
|
|
|
|
|
// now get the number of unique shaders generated for the asset
|
|
// (even if the environment changes this number won't change)
|
|
char szTemp[32];
|
|
sprintf(szTemp,"%i", g_iShaderCount);
|
|
SetDlgItemText(g_hDlg,IDC_ESHADER,szTemp);
|
|
|
|
return FillAnimList();
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int DeleteAssetData(void)
|
|
{
|
|
if (!g_pcAsset)return 0;
|
|
|
|
// TODO: Move this to a proper destructor
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if(g_pcAsset->apcMeshes[i]->piVB)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piVB->Release();
|
|
g_pcAsset->apcMeshes[i]->piVB = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piVBNormals)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piVBNormals->Release();
|
|
g_pcAsset->apcMeshes[i]->piVBNormals = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piIB)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piIB->Release();
|
|
g_pcAsset->apcMeshes[i]->piIB = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piEffect)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piEffect->Release();
|
|
g_pcAsset->apcMeshes[i]->piEffect = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piDiffuseTexture)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release();
|
|
g_pcAsset->apcMeshes[i]->piDiffuseTexture = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piNormalTexture)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piNormalTexture->Release();
|
|
g_pcAsset->apcMeshes[i]->piNormalTexture = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piSpecularTexture)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piSpecularTexture->Release();
|
|
g_pcAsset->apcMeshes[i]->piSpecularTexture = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piAmbientTexture)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piAmbientTexture->Release();
|
|
g_pcAsset->apcMeshes[i]->piAmbientTexture = NULL;
|
|
}
|
|
if(g_pcAsset->apcMeshes[i]->piEmissiveTexture)
|
|
{
|
|
g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release();
|
|
g_pcAsset->apcMeshes[i]->piEmissiveTexture = NULL;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int SetupFPSView()
|
|
{
|
|
if (!g_bFPSView)
|
|
{
|
|
g_sCamera.vPos = aiVector3D(0.0f,0.0f,g_fWheelPos);
|
|
g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
|
|
g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
|
|
g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
|
|
}
|
|
else
|
|
{
|
|
g_fWheelPos = g_sCamera.vPos.z;
|
|
g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f);
|
|
g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
|
|
g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
|
|
g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int InitD3D(void)
|
|
{
|
|
if (NULL == g_piD3D)
|
|
{
|
|
g_piD3D = Direct3DCreate9(D3D_SDK_VERSION);
|
|
if (NULL == g_piD3D)return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int ShutdownD3D(void)
|
|
{
|
|
ShutdownDevice();
|
|
if (NULL != g_piD3D)
|
|
{
|
|
g_piD3D->Release();
|
|
g_piD3D = NULL;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int ShutdownDevice(void)
|
|
{
|
|
if (NULL != g_piDevice)
|
|
{
|
|
g_piDevice->Release();
|
|
g_piDevice = NULL;
|
|
}
|
|
if (NULL != g_piDefaultEffect)
|
|
{
|
|
g_piDefaultEffect->Release();
|
|
g_piDefaultEffect = NULL;
|
|
}
|
|
if (NULL != g_piNormalsEffect)
|
|
{
|
|
g_piNormalsEffect->Release();
|
|
g_piNormalsEffect = NULL;
|
|
}
|
|
if (NULL != g_piPassThroughEffect)
|
|
{
|
|
g_piPassThroughEffect->Release();
|
|
g_piPassThroughEffect = NULL;
|
|
}
|
|
if (NULL != g_pcTexture)
|
|
{
|
|
g_pcTexture->Release();
|
|
g_pcTexture = NULL;
|
|
}
|
|
delete[] g_szImageMask;
|
|
g_szImageMask = NULL;
|
|
CBackgroundPainter::Instance().ReleaseNativeResource();
|
|
CLogDisplay::Instance().ReleaseNativeResource();
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int CreateHUDTexture()
|
|
{
|
|
// lock the memory resource ourselves
|
|
HRSRC res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUD),RT_RCDATA);
|
|
HGLOBAL hg = LoadResource(NULL,res);
|
|
void* pData = LockResource(hg);
|
|
|
|
if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice,
|
|
pData,SizeofResource(NULL,res),
|
|
D3DX_DEFAULT_NONPOW2,
|
|
D3DX_DEFAULT_NONPOW2,
|
|
1,
|
|
0,
|
|
D3DFMT_A8R8G8B8,
|
|
D3DPOOL_MANAGED,
|
|
D3DX_DEFAULT,
|
|
D3DX_DEFAULT,
|
|
0,
|
|
NULL,
|
|
NULL,
|
|
&g_pcTexture)))
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
|
|
|
|
g_pcTexture = NULL;
|
|
g_szImageMask = NULL;
|
|
|
|
UnlockResource(hg);
|
|
FreeResource(hg);
|
|
return 0;
|
|
}
|
|
|
|
UnlockResource(hg);
|
|
FreeResource(hg);
|
|
|
|
D3DSURFACE_DESC sDesc;
|
|
g_pcTexture->GetLevelDesc(0,&sDesc);
|
|
|
|
|
|
// lock the memory resource ourselves
|
|
res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUDMASK),RT_RCDATA);
|
|
hg = LoadResource(NULL,res);
|
|
pData = LockResource(hg);
|
|
|
|
IDirect3DTexture9* pcTex;
|
|
if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice,
|
|
pData,SizeofResource(NULL,res),
|
|
sDesc.Width,
|
|
sDesc.Height,
|
|
1,
|
|
0,
|
|
D3DFMT_L8,
|
|
D3DPOOL_MANAGED, // unnecessary
|
|
D3DX_DEFAULT,
|
|
D3DX_DEFAULT,
|
|
0,
|
|
NULL,
|
|
NULL,
|
|
&pcTex)))
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
|
|
g_szImageMask = NULL;
|
|
|
|
UnlockResource(hg);
|
|
FreeResource(hg);
|
|
return 0;
|
|
}
|
|
|
|
UnlockResource(hg);
|
|
FreeResource(hg);
|
|
|
|
// lock the texture and copy it to get a pointer
|
|
D3DLOCKED_RECT sRect;
|
|
pcTex->LockRect(0,&sRect,NULL,D3DLOCK_READONLY);
|
|
|
|
unsigned char* szOut = new unsigned char[sDesc.Width * sDesc.Height];
|
|
unsigned char* _szOut = szOut;
|
|
|
|
unsigned char* szCur = (unsigned char*) sRect.pBits;
|
|
for (unsigned int y = 0; y < sDesc.Height;++y)
|
|
{
|
|
memcpy(_szOut,szCur,sDesc.Width);
|
|
|
|
szCur += sRect.Pitch;
|
|
_szOut += sDesc.Width;
|
|
}
|
|
pcTex->UnlockRect(0);
|
|
pcTex->Release();
|
|
|
|
g_szImageMask = szOut;
|
|
return 1;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
|
|
{
|
|
D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
|
|
|
|
RECT sRect;
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
sRect.right -= sRect.left;
|
|
sRect.bottom -= sRect.top;
|
|
|
|
D3DPRESENT_PARAMETERS sParams;
|
|
memset(&sParams,0,sizeof(D3DPRESENT_PARAMETERS));
|
|
|
|
D3DDISPLAYMODE sMode;
|
|
g_piD3D->GetAdapterDisplayMode(0,&sMode);
|
|
|
|
sParams.Windowed = TRUE;
|
|
sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT );
|
|
sParams.EnableAutoDepthStencil = TRUE;
|
|
sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
|
|
sParams.BackBufferWidth = (UINT)sRect.right;
|
|
sParams.BackBufferHeight = (UINT)sRect.bottom;
|
|
sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
|
|
sParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
// find the highest multisample type available on this device
|
|
D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
|
|
D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
|
|
DWORD dwQuality = 0;
|
|
if (p_bMultiSample)
|
|
{
|
|
while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
|
|
(sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
|
|
{
|
|
if(SUCCEEDED( g_piD3D->CheckDeviceMultiSampleType(0,eType,
|
|
sMode.Format,TRUE,sMS,&dwQuality)))
|
|
{
|
|
sMSOut = sMS;
|
|
}
|
|
}
|
|
if (0 != dwQuality)dwQuality -= 1;
|
|
|
|
|
|
sParams.MultiSampleQuality = dwQuality;
|
|
sParams.MultiSampleType = sMSOut;
|
|
}
|
|
|
|
if(FAILED(g_piD3D->CreateDevice(0,eType,
|
|
g_hDlg,D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,&sParams,&g_piDevice)))
|
|
{
|
|
if(FAILED(g_piD3D->CreateDevice(0,eType,
|
|
g_hDlg,D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_MULTITHREADED,&sParams,&g_piDevice)))
|
|
{
|
|
// if hardware fails use software rendering instead
|
|
if (bHW)return CreateDevice(p_bMultiSample,p_bSuperSample,false);
|
|
return 0;
|
|
}
|
|
}
|
|
g_piDevice->SetFVF(AssetHelper::Vertex::GetFVF());
|
|
|
|
ID3DXBuffer* piBuffer = NULL;
|
|
if(FAILED( D3DXCreateEffect(g_piDevice,
|
|
g_szDefaultShader.c_str(),
|
|
(UINT)g_szDefaultShader.length(),
|
|
NULL,
|
|
NULL,
|
|
D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
|
|
NULL,
|
|
&g_piDefaultEffect,&piBuffer)))
|
|
{
|
|
if( piBuffer)
|
|
{
|
|
MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
|
|
piBuffer->Release();
|
|
}
|
|
return 0;
|
|
}
|
|
if( piBuffer)
|
|
{
|
|
piBuffer->Release();
|
|
piBuffer = NULL;
|
|
}
|
|
|
|
if(FAILED( D3DXCreateEffect(g_piDevice,
|
|
g_szPassThroughShader.c_str(),(UINT)g_szPassThroughShader.length(),
|
|
NULL,NULL,D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,NULL,&g_piPassThroughEffect,&piBuffer)))
|
|
{
|
|
if( piBuffer)
|
|
{
|
|
MessageBox(g_hDlg,(LPCSTR
|
|
)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
|
|
piBuffer->Release();
|
|
}
|
|
return 0;
|
|
}
|
|
if( piBuffer)
|
|
{
|
|
piBuffer->Release();
|
|
piBuffer = NULL;
|
|
}
|
|
if(FAILED( D3DXCreateEffect(g_piDevice,
|
|
g_szNormalsShader.c_str(),(UINT)g_szNormalsShader.length(),
|
|
NULL,NULL,D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,NULL,&g_piNormalsEffect, &piBuffer)))
|
|
{
|
|
if( piBuffer)
|
|
{
|
|
MessageBox(g_hDlg,(LPCSTR
|
|
)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
|
|
piBuffer->Release();
|
|
}
|
|
return 0;
|
|
}
|
|
if( piBuffer)
|
|
{
|
|
piBuffer->Release();
|
|
piBuffer = NULL;
|
|
}
|
|
|
|
g_piDevice->GetDeviceCaps(&g_sCaps);
|
|
if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
|
|
{
|
|
EnableWindow(GetDlgItem(g_hDlg,IDC_LOWQUALITY),FALSE);
|
|
}
|
|
|
|
// create the texture for the HUD
|
|
CreateHUDTexture();
|
|
CBackgroundPainter::Instance().RecreateNativeResource();
|
|
CLogDisplay::Instance().RecreateNativeResource();
|
|
|
|
g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture);
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int CreateDevice (void)
|
|
{
|
|
return CreateDevice(g_sOptions.bMultiSample,
|
|
g_sOptions.bSuperSample);
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int GetProjectionMatrix (aiMatrix4x4& p_mOut)
|
|
{
|
|
const float fFarPlane = 100.0f;
|
|
const float fNearPlane = 0.1f;
|
|
const float fFOV = (float)(45.0 * 0.0174532925);
|
|
|
|
const float s = 1.0f / tanf(fFOV * 0.5f);
|
|
const float Q = fFarPlane / (fFarPlane - fNearPlane);
|
|
|
|
RECT sRect;
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
sRect.right -= sRect.left;
|
|
sRect.bottom -= sRect.top;
|
|
const float fAspect = (float)sRect.right / (float)sRect.bottom;
|
|
|
|
p_mOut = aiMatrix4x4(
|
|
s / fAspect, 0.0f, 0.0f, 0.0f,
|
|
0.0f, s, 0.0f, 0.0f,
|
|
0.0f, 0.0f, Q, 1.0f,
|
|
0.0f, 0.0f, -Q * fNearPlane, 0.0f);
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
|
|
{
|
|
D3DXMATRIX view;
|
|
D3DXMatrixIdentity( &view );
|
|
|
|
D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt );
|
|
D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt );
|
|
D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vRight );
|
|
D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vRight );
|
|
D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp );
|
|
|
|
view._11 = g_sCamera.vRight.x;
|
|
view._12 = g_sCamera.vUp.x;
|
|
view._13 = g_sCamera.vLookAt.x;
|
|
view._14 = 0.0f;
|
|
|
|
view._21 = g_sCamera.vRight.y;
|
|
view._22 = g_sCamera.vUp.y;
|
|
view._23 = g_sCamera.vLookAt.y;
|
|
view._24 = 0.0f;
|
|
|
|
view._31 = g_sCamera.vRight.z;
|
|
view._32 = g_sCamera.vUp.z;
|
|
view._33 = g_sCamera.vLookAt.z;
|
|
view._34 = 0.0f;
|
|
|
|
view._41 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vRight );
|
|
view._42 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vUp );
|
|
view._43 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vLookAt );
|
|
view._44 = 1.0f;
|
|
|
|
memcpy(&p_mOut,&view,sizeof(aiMatrix4x4));
|
|
|
|
return g_sCamera.vPos;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int SetupMaterial (AssetHelper::MeshHelper* pcMesh,
|
|
const aiMatrix4x4& pcProj,
|
|
const aiMatrix4x4& aiMe,
|
|
const aiMatrix4x4& pcCam,
|
|
const aiVector3D& vPos)
|
|
{
|
|
if (!pcMesh->piEffect)return 0;
|
|
|
|
ID3DXEffect* piEnd = pcMesh->piEffect;
|
|
|
|
piEnd->SetMatrix("WorldViewProjection",
|
|
(const D3DXMATRIX*)&pcProj);
|
|
|
|
piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe);
|
|
piEnd->SetMatrix("WorldInverseTranspose",
|
|
(const D3DXMATRIX*)&pcCam);
|
|
|
|
D3DXVECTOR4 apcVec[5];
|
|
memset(apcVec,0,sizeof(apcVec));
|
|
apcVec[0].x = g_avLightDirs[0].x;
|
|
apcVec[0].y = g_avLightDirs[0].y;
|
|
apcVec[0].z = g_avLightDirs[0].z;
|
|
apcVec[1].x = g_avLightDirs[0].x * -1.0f;
|
|
apcVec[1].y = g_avLightDirs[0].y * -1.0f;
|
|
apcVec[1].z = g_avLightDirs[0].z * -1.0f;
|
|
D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
|
|
D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
|
|
piEnd->SetVectorArray("afLightDir",apcVec,5);
|
|
|
|
if(g_sOptions.b3Lights)
|
|
{
|
|
apcVec[0].x = 1.0f;
|
|
apcVec[0].y = 1.0f;
|
|
apcVec[0].z = 1.0f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.1f;
|
|
apcVec[1].y = 1.0f;
|
|
apcVec[1].z = 0.1f;
|
|
apcVec[1].w = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
apcVec[0].x = 1.0f;
|
|
apcVec[0].y = 1.0f;
|
|
apcVec[0].z = 1.0f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.0f;
|
|
apcVec[1].y = 0.0f;
|
|
apcVec[1].z = 0.0f;
|
|
apcVec[1].w = 0.0f;
|
|
}
|
|
apcVec[0] *= g_fLightIntensity;
|
|
apcVec[1] *= g_fLightIntensity;
|
|
piEnd->SetVectorArray("afLightColor",apcVec,5);
|
|
|
|
if(g_sOptions.b3Lights)
|
|
{
|
|
apcVec[0].x = 0.05f;
|
|
apcVec[0].y = 0.05f;
|
|
apcVec[0].z = 0.05f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.05f;
|
|
apcVec[1].y = 0.05f;
|
|
apcVec[1].z = 0.05f;
|
|
apcVec[1].w = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
apcVec[0].x = 0.05f;
|
|
apcVec[0].y = 0.05f;
|
|
apcVec[0].z = 0.05f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.0f;
|
|
apcVec[1].y = 0.0f;
|
|
apcVec[1].z = 0.0f;
|
|
apcVec[1].w = 0.0f;
|
|
}
|
|
apcVec[0] *= g_fLightIntensity;
|
|
apcVec[1] *= g_fLightIntensity;
|
|
piEnd->SetVectorArray("afLightColorAmbient",apcVec,5);
|
|
|
|
|
|
apcVec[0].x = vPos.x;
|
|
apcVec[0].y = vPos.y;
|
|
apcVec[0].z = vPos.z;
|
|
piEnd->SetVector( "vCameraPos",&apcVec[0]);
|
|
|
|
if (pcMesh->bSharedFX)
|
|
{
|
|
// now commit all constants to the shader
|
|
if (1.0f != pcMesh->fOpacity)
|
|
pcMesh->piEffect->SetFloat("TRANSPARENCY",pcMesh->fOpacity);
|
|
if (pcMesh->eShadingMode != aiShadingMode_Gouraud)
|
|
pcMesh->piEffect->SetFloat("SPECULARITY",pcMesh->fShininess);
|
|
|
|
pcMesh->piEffect->SetVector("DIFFUSE_COLOR",&pcMesh->vDiffuseColor);
|
|
pcMesh->piEffect->SetVector("SPECULAR_COLOR",&pcMesh->vSpecularColor);
|
|
pcMesh->piEffect->SetVector("AMBIENT_COLOR",&pcMesh->vAmbientColor);
|
|
pcMesh->piEffect->SetVector("EMISSIVE_COLOR",&pcMesh->vEmissiveColor);
|
|
|
|
if (pcMesh->piOpacityTexture)
|
|
pcMesh->piEffect->SetTexture("OPACITY_TEXTURE",pcMesh->piOpacityTexture);
|
|
if (pcMesh->piDiffuseTexture)
|
|
pcMesh->piEffect->SetTexture("DIFFUSE_TEXTURE",pcMesh->piDiffuseTexture);
|
|
if (pcMesh->piSpecularTexture)
|
|
pcMesh->piEffect->SetTexture("SPECULAR_TEXTURE",pcMesh->piSpecularTexture);
|
|
if (pcMesh->piAmbientTexture)
|
|
pcMesh->piEffect->SetTexture("AMBIENT_TEXTURE",pcMesh->piAmbientTexture);
|
|
if (pcMesh->piEmissiveTexture)
|
|
pcMesh->piEffect->SetTexture("EMISSIVE_TEXTURE",pcMesh->piEmissiveTexture);
|
|
if (pcMesh->piNormalTexture)
|
|
pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",pcMesh->piNormalTexture);
|
|
|
|
if (CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
|
|
{
|
|
piEnd->SetTexture("lw_tex_envmap",CBackgroundPainter::Instance().GetTexture());
|
|
}
|
|
}
|
|
|
|
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality)
|
|
{
|
|
if (g_sOptions.b3Lights)
|
|
piEnd->SetTechnique("MaterialFXSpecular_PS20_D2");
|
|
else piEnd->SetTechnique("MaterialFXSpecular_PS20_D1");
|
|
}
|
|
else
|
|
{
|
|
if (g_sOptions.b3Lights)
|
|
piEnd->SetTechnique("MaterialFXSpecular_D2");
|
|
else piEnd->SetTechnique("MaterialFXSpecular_D1");
|
|
}
|
|
|
|
UINT dwPasses = 0;
|
|
piEnd->Begin(&dwPasses,0);
|
|
piEnd->BeginPass(0);
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int EndMaterial (AssetHelper::MeshHelper* pcMesh)
|
|
{
|
|
if (!pcMesh->piEffect)return 0;
|
|
|
|
pcMesh->piEffect->EndPass();
|
|
pcMesh->piEffect->End();
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix, bool bAlpha = false)
|
|
{
|
|
aiMatrix4x4 mTemp = piNode->mTransformation;
|
|
mTemp.Transpose();
|
|
aiMatrix4x4 aiMe = mTemp * piMatrix;
|
|
|
|
aiMatrix4x4 pcProj;
|
|
GetProjectionMatrix(pcProj);
|
|
|
|
aiMatrix4x4 pcCam;
|
|
aiVector3D vPos = GetCameraMatrix(pcCam);
|
|
pcProj = (aiMe * pcCam) * pcProj;
|
|
|
|
pcCam = aiMe;
|
|
pcCam.Inverse().Transpose();
|
|
|
|
// VERY UNOPTIMIZED, much stuff is redundant. Who cares?
|
|
if (!g_sOptions.bRenderMats && !bAlpha)
|
|
{
|
|
// this is very similar to the code in SetupMaterial()
|
|
ID3DXEffect* piEnd = g_piDefaultEffect;
|
|
|
|
piEnd->SetMatrix("WorldViewProjection",
|
|
(const D3DXMATRIX*)&pcProj);
|
|
|
|
piEnd->SetMatrix("World",(const D3DXMATRIX*)&aiMe);
|
|
piEnd->SetMatrix("WorldInverseTranspose",
|
|
(const D3DXMATRIX*)&pcCam);
|
|
|
|
if ( CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
|
|
{
|
|
pcCam = pcCam * pcProj;
|
|
piEnd->SetMatrix("ViewProj",(const D3DXMATRIX*)&pcCam);
|
|
pcCam.Inverse();
|
|
piEnd->SetMatrix("InvViewProj",
|
|
(const D3DXMATRIX*)&pcCam);
|
|
}
|
|
|
|
D3DXVECTOR4 apcVec[5];
|
|
apcVec[0].x = g_avLightDirs[0].x;
|
|
apcVec[0].y = g_avLightDirs[0].y;
|
|
apcVec[0].z = g_avLightDirs[0].z;
|
|
apcVec[1].x = g_avLightDirs[0].x * -1.0f;
|
|
apcVec[1].y = g_avLightDirs[0].y * -1.0f;
|
|
apcVec[1].z = g_avLightDirs[0].z * -1.0f;
|
|
|
|
D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
|
|
D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
|
|
piEnd->SetVectorArray("afLightDir",apcVec,5);
|
|
|
|
if(g_sOptions.b3Lights)
|
|
{
|
|
apcVec[0].x = 0.6f;
|
|
apcVec[0].y = 0.6f;
|
|
apcVec[0].z = 0.6f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.3f;
|
|
apcVec[1].y = 0.0f;
|
|
apcVec[1].z = 0.0f;
|
|
apcVec[1].w = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
apcVec[0].x = 1.0f;
|
|
apcVec[0].y = 1.0f;
|
|
apcVec[0].z = 1.0f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
apcVec[1].x = 0.0f;
|
|
apcVec[1].y = 0.0f;
|
|
apcVec[1].z = 0.0f;
|
|
apcVec[1].w = 0.0f;
|
|
}
|
|
apcVec[0] *= g_fLightIntensity;
|
|
apcVec[1] *= g_fLightIntensity;
|
|
piEnd->SetVectorArray("afLightColor",apcVec,5);
|
|
|
|
apcVec[0].x = vPos.x;
|
|
apcVec[0].y = vPos.y;
|
|
apcVec[0].z = vPos.z;
|
|
piEnd->SetVector( "vCameraPos",&apcVec[0]);
|
|
|
|
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0) || g_sOptions.bLowQuality)
|
|
{
|
|
if (g_sOptions.b3Lights)
|
|
piEnd->SetTechnique("DefaultFXSpecular_PS20_D2");
|
|
else piEnd->SetTechnique("DefaultFXSpecular_PS20_D1");
|
|
}
|
|
else
|
|
{
|
|
if (g_sOptions.b3Lights)
|
|
piEnd->SetTechnique("DefaultFXSpecular_D2");
|
|
else piEnd->SetTechnique("DefaultFXSpecular_D1");
|
|
}
|
|
|
|
UINT dwPasses = 0;
|
|
piEnd->Begin(&dwPasses,0);
|
|
piEnd->BeginPass(0);
|
|
}
|
|
D3DXVECTOR4 vVector = g_aclNormalColors[g_iCurrentColor];
|
|
if (++g_iCurrentColor == 14)
|
|
{
|
|
g_iCurrentColor = 0;
|
|
}
|
|
if (! (!g_sOptions.bRenderMats && bAlpha))
|
|
{
|
|
for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
|
|
{
|
|
// don't render the mesh if the render pass is incorrect
|
|
if (g_sOptions.bRenderMats && (
|
|
g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piOpacityTexture ||
|
|
g_pcAsset->apcMeshes[piNode->mMeshes[i]]->fOpacity != 1.0f))
|
|
{
|
|
if (!bAlpha)continue;
|
|
}
|
|
else if (bAlpha)continue;
|
|
|
|
// set vertex and index buffer and the material ...
|
|
g_piDevice->SetStreamSource(0,
|
|
g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piVB,0,
|
|
sizeof(AssetHelper::Vertex));
|
|
|
|
// now setup the material
|
|
if (g_sOptions.bRenderMats)
|
|
SetupMaterial(g_pcAsset->apcMeshes[piNode->mMeshes[i]],pcProj,aiMe,pcCam,vPos);
|
|
|
|
g_piDevice->SetIndices(g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piIB);
|
|
g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
|
|
0,0,
|
|
g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices,0,
|
|
g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumFaces);
|
|
|
|
// now end the material
|
|
if (g_sOptions.bRenderMats)
|
|
EndMaterial(g_pcAsset->apcMeshes[piNode->mMeshes[i]]);
|
|
|
|
// render normal vectors?
|
|
if (g_sOptions.bRenderNormals && g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piVBNormals)
|
|
{
|
|
// this is very similar to the code in SetupMaterial()
|
|
ID3DXEffect* piEnd = g_piNormalsEffect;
|
|
|
|
piEnd->SetVector("OUTPUT_COLOR",&vVector);
|
|
|
|
piEnd->SetMatrix("WorldViewProjection",
|
|
(const D3DXMATRIX*)&pcProj);
|
|
|
|
UINT dwPasses = 0;
|
|
piEnd->Begin(&dwPasses,0);
|
|
piEnd->BeginPass(0);
|
|
|
|
g_piDevice->SetStreamSource(0,
|
|
g_pcAsset->apcMeshes[piNode->mMeshes[i]]->piVBNormals,0,
|
|
sizeof(AssetHelper::LineVertex));
|
|
|
|
g_piDevice->DrawPrimitive(D3DPT_LINELIST,0,
|
|
g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices);
|
|
|
|
piEnd->EndPass();
|
|
piEnd->End();
|
|
}
|
|
}
|
|
if (!g_sOptions.bRenderMats)
|
|
{
|
|
g_piDefaultEffect->EndPass();
|
|
g_piDefaultEffect->End();
|
|
}
|
|
}
|
|
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
|
|
{
|
|
RenderNode(piNode->mChildren[i],aiMe,bAlpha );
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
|
|
//-------------------------------------------------------------------------------
|
|
//-------------------------------------------------------------------------------
|
|
int Render (void)
|
|
{
|
|
g_iCurrentColor = 0;
|
|
|
|
// setup wireframe/solid rendering mode
|
|
if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME)
|
|
{
|
|
g_piDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
|
|
}
|
|
else g_piDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
|
|
|
|
g_piDevice->BeginScene();
|
|
|
|
// draw the scene background (clear and texture 2d)
|
|
CBackgroundPainter::Instance().OnPreRender();
|
|
|
|
// draw all opaque objects in the scene
|
|
aiMatrix4x4 m;
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
if(CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
|
|
HandleMouseInputSkyBox();
|
|
|
|
// handle input commands
|
|
HandleMouseInputLightRotate();
|
|
HandleMouseInputLightIntensityAndColor();
|
|
if(g_bFPSView)
|
|
{
|
|
HandleMouseInputFPS();
|
|
HandleKeyboardInputFPS();
|
|
}
|
|
else
|
|
{
|
|
HandleMouseInputLocal();
|
|
}
|
|
|
|
// compute auto rotation depending on the time passed
|
|
if (g_sOptions.bRotate)
|
|
{
|
|
aiMatrix4x4 mMat;
|
|
D3DXMatrixRotationYawPitchRoll((D3DXMATRIX*)&mMat,
|
|
g_vRotateSpeed.x * g_fElpasedTime,
|
|
g_vRotateSpeed.y * g_fElpasedTime,
|
|
g_vRotateSpeed.z * g_fElpasedTime);
|
|
g_mWorldRotate = g_mWorldRotate * mMat;
|
|
}
|
|
|
|
// Handle rotations of light source(s)
|
|
if (g_sOptions.bLightRotate)
|
|
{
|
|
aiMatrix4x4 mMat;
|
|
D3DXMatrixRotationYawPitchRoll((D3DXMATRIX*)&mMat,
|
|
g_vRotateSpeed.x * g_fElpasedTime * 0.5f,
|
|
g_vRotateSpeed.y * g_fElpasedTime * 0.5f,
|
|
g_vRotateSpeed.z * g_fElpasedTime * 0.5f);
|
|
|
|
D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[0],
|
|
(D3DXVECTOR3*)&g_avLightDirs[0],(D3DXMATRIX*)&mMat);
|
|
|
|
// 2 lights to rotate?
|
|
if (g_sOptions.b3Lights)
|
|
{
|
|
D3DXVec3TransformNormal((D3DXVECTOR3*)&g_avLightDirs[1],
|
|
(D3DXVECTOR3*)&g_avLightDirs[1],(D3DXMATRIX*)&mMat);
|
|
|
|
g_avLightDirs[1].Normalize();
|
|
}
|
|
g_avLightDirs[0].Normalize();
|
|
}
|
|
|
|
m = g_mWorld * g_mWorldRotate ;
|
|
RenderNode(g_pcAsset->pcScene->mRootNode,m,false);
|
|
}
|
|
|
|
// if a cube texture is loaded as background image, the user
|
|
// should be able to rotate it even if no asset is loaded
|
|
else if(CBackgroundPainter::TEXTURE_CUBE == CBackgroundPainter::Instance().GetMode())
|
|
{
|
|
if (g_bFPSView)
|
|
{
|
|
HandleMouseInputFPS();
|
|
HandleKeyboardInputFPS();
|
|
}
|
|
HandleMouseInputSkyBox();
|
|
|
|
// need to store the last mouse position in the global variable
|
|
// HandleMouseInputFPS() is doing this internally
|
|
if (!g_bFPSView)
|
|
{
|
|
g_LastmousePos.x = g_mousePos.x;
|
|
g_LastmousePos.y = g_mousePos.y;
|
|
}
|
|
}
|
|
|
|
// draw the scene background
|
|
CBackgroundPainter::Instance().OnPostRender();
|
|
|
|
// draw all non-opaque objects in the scene
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
RenderNode(g_pcAsset->pcScene->mRootNode,m,true);
|
|
}
|
|
|
|
// draw the HUD texture on top of the rendered scene using
|
|
// pre-projected vertices
|
|
if (!g_bFPSView && g_pcAsset && g_pcTexture)
|
|
{
|
|
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;
|
|
g_piPassThroughEffect->Begin(&dw,0);
|
|
g_piPassThroughEffect->BeginPass(0);
|
|
|
|
D3DSURFACE_DESC sDesc;
|
|
g_pcTexture->GetLevelDesc(0,&sDesc);
|
|
SVertex as[4];
|
|
float fHalfX = ((float)sRect.right-(float)sDesc.Width) / 2.0f;
|
|
float fHalfY = ((float)sRect.bottom-(float)sDesc.Height) / 2.0f;
|
|
as[1].x = fHalfX;
|
|
as[1].y = fHalfY;
|
|
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-fHalfX;
|
|
as[3].y = fHalfY;
|
|
as[3].z = 0.2f;
|
|
as[3].w = 1.0f;
|
|
as[3].u = 1.0f;
|
|
as[3].v = 0.0f;
|
|
|
|
as[0].x = fHalfX;
|
|
as[0].y = (float)sRect.bottom-fHalfY;
|
|
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-fHalfX;
|
|
as[2].y = (float)sRect.bottom-fHalfY;
|
|
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));
|
|
|
|
g_piPassThroughEffect->EndPass();
|
|
g_piPassThroughEffect->End();
|
|
|
|
g_piDevice->SetFVF(dw2);
|
|
}
|
|
|
|
// Now render the log display in the upper right corner of the window
|
|
CLogDisplay::Instance().OnRender();
|
|
|
|
// present the backbuffer
|
|
g_piDevice->EndScene();
|
|
g_piDevice->Present(NULL,NULL,NULL,NULL);
|
|
|
|
// don't remove this, problems on some older machines (AMD timing bug)
|
|
Sleep(10);
|
|
return 1;
|
|
}
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|