assimp/tools/assimp_view/MeshRenderer.cpp

160 lines
5.4 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2008, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
#include <map>
namespace AssimpView {
CMeshRenderer CMeshRenderer::s_cInstance;
//-------------------------------------------------------------------------------
int CMeshRenderer::DrawUnsorted(unsigned int iIndex)
{
ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
// set vertex and index buffer
g_piDevice->SetStreamSource(0,g_pcAsset->apcMeshes[iIndex]->piVB,0,
sizeof(AssetHelper::Vertex));
g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB);
// and draw the mesh
g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,0,
g_pcAsset->pcScene->mMeshes[iIndex]->mNumVertices,0,
g_pcAsset->pcScene->mMeshes[iIndex]->mNumFaces);
return 1;
}
//-------------------------------------------------------------------------------
int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
{
ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
AssetHelper::MeshHelper* pcHelper = g_pcAsset->apcMeshes[iIndex];
const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
// only resort the tree of the rotation/position of the object
// or camera have been changed
if (this->m_bRotationChanged)
{
if (AI_VIEW_ALPHA_SORT_DELTA == ++this->m_iFrameCount)
{
this->m_iFrameCount = 0;
// compute the position of the camera in worldspace
aiMatrix4x4 mWorldInverse = mWorld;
mWorldInverse.Inverse();
mWorldInverse.Transpose();
const aiVector3D vLocalCamera = mWorldInverse * g_sCamera.vPos;
// well ... this is really funny now. We must compute their distance
// from the camera. We take the average distance of a face and add it
// to a map which sorts it
std::map<float,unsigned int, std::greater<float> > smap;
for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
{
const aiFace* pcFace = &pcMesh->mFaces[iFace];
float fDist = 0.0f;
for (unsigned int c = 0; c < 3;++c)
{
aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]];
vPos -= vLocalCamera;
fDist += vPos.SquareLength();
}
smap.insert(std::pair<float, unsigned int>(fDist,iFace));
}
// now we can lock the index buffer and rebuild it
D3DINDEXBUFFER_DESC sDesc;
pcHelper->piIB->GetDesc(&sDesc);
if (D3DFMT_INDEX16 == sDesc.Format)
{
uint16_t* aiIndices;
pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
for (std::map<float,unsigned int, std::greater<float> >::const_iterator
i = smap.begin();
i != smap.end();++i)
{
const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
*aiIndices++ = (uint16_t)pcFace->mIndices[0];
*aiIndices++ = (uint16_t)pcFace->mIndices[1];
*aiIndices++ = (uint16_t)pcFace->mIndices[2];
}
}
else if (D3DFMT_INDEX32 == sDesc.Format)
{
uint32_t* aiIndices;
pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
for (std::map<float,unsigned int, std::greater<float> >::const_iterator
i = smap.begin();
i != smap.end();++i)
{
const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
*aiIndices++ = (uint32_t)pcFace->mIndices[0];
*aiIndices++ = (uint32_t)pcFace->mIndices[1];
*aiIndices++ = (uint32_t)pcFace->mIndices[2];
}
}
pcHelper->piIB->Unlock();
}
}
// set vertex and index buffer
g_piDevice->SetStreamSource(0,pcHelper->piVB,0,sizeof(AssetHelper::Vertex));
// and draw the mesh
g_piDevice->SetIndices(pcHelper->piIB);
g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,0,
pcMesh->mNumVertices,0,
pcMesh->mNumFaces);
return 1;
}
};