2310 lines
70 KiB
C++
2310 lines
70 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) 2006-2010, ASSIMP Development 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 Development 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 "stdafx.h"
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#include "assimp_view.h"
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namespace AssimpView {
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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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CDisplay CDisplay::s_cInstance;
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extern COLORREF g_aclCustomColors[16] /*= {0}*/;
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extern HKEY g_hRegistry;
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extern float g_fLoadTime;
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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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// Recursivly count the number of nodes in an asset's node graph
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// Used by LoadAsset()
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//-------------------------------------------------------------------------------
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void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
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{
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*piCnt = *piCnt+1;
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for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
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GetNodeCount(pcNode->mChildren[i],piCnt);
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}
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//-------------------------------------------------------------------------------
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int CDisplay::EnableAnimTools(BOOL hm)
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{
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EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),hm);
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EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),hm);
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return 1;
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}
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//-------------------------------------------------------------------------------
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// Fill animation combo box
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int CDisplay::FillAnimList(void)
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{
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if (0 != g_pcAsset->pcScene->mNumAnimations)
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{
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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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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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// also add a dummy - 'none'
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SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,(LPARAM)"none");
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// select first
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SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_SETCURSEL,0,0);
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EnableAnimTools(TRUE);
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}
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else // tools remain disabled
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EnableAnimTools(FALSE);
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return 1;
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}
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//-------------------------------------------------------------------------------
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// Clear the list of animations
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int CDisplay::ClearAnimList(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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return 1;
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}
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//-------------------------------------------------------------------------------
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// Clear the tree view
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int CDisplay::ClearDisplayList(void)
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{
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// clear the combo box
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TreeView_DeleteAllItems(GetDlgItem(g_hDlg,IDC_TREE1));
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this->Reset();
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return 1;
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}
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//-------------------------------------------------------------------------------
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// Add a specific node to the display list
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int CDisplay::AddNodeToDisplayList(
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unsigned int iIndex,
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unsigned int iDepth,
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aiNode* pcNode,
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HTREEITEM hRoot)
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{
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ai_assert(NULL != pcNode);
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ai_assert(NULL != hRoot);
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char chTemp[MAXLEN];
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if(0 == pcNode->mName.length) {
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if (iIndex >= 100) {
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iIndex += iDepth * 1000;
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}
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else if (iIndex >= 10)
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{
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iIndex += iDepth * 100;
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}
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else iIndex += iDepth * 10;
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sprintf(chTemp,"Node %i (%i meshes)",iIndex,pcNode->mNumMeshes);
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}
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else {
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sprintf(chTemp,"%s (%i meshes)",pcNode->mName.data,pcNode->mNumMeshes);
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}
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TVITEMEXW tvi;
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TVINSERTSTRUCTW sNew;
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wchar_t tmp[512];
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int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512);
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tvi.pszText = tmp;
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tvi.cchTextMax = (int)t;
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tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM;
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tvi.iImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
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tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
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tvi.lParam = (LPARAM)5;
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sNew.itemex = tvi;
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sNew.hInsertAfter = TVI_LAST;
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sNew.hParent = hRoot;
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// add the item to the list
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HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
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TVM_INSERTITEMW,
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0,
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(LPARAM)(LPTVINSERTSTRUCT)&sNew);
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// recursively add all child nodes
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++iDepth;
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for (unsigned int i = 0; i< pcNode->mNumChildren;++i){
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AddNodeToDisplayList(i,iDepth,pcNode->mChildren[i],hTexture);
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}
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// add the node to the list
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NodeInfo info;
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info.hTreeItem = hTexture;
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info.psNode = pcNode;
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this->AddNode(info);
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return 1;
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}
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//-------------------------------------------------------------------------------
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int CDisplay::AddMeshToDisplayList(unsigned int iIndex, HTREEITEM hRoot)
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{
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aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
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char chTemp[MAXLEN];
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if(0 == pcMesh->mName.length) {
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sprintf(chTemp,"Mesh %i (%i faces)",iIndex,pcMesh->mNumFaces);
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}
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else {
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sprintf(chTemp,"%s (%i faces)",pcMesh->mName.data,pcMesh->mNumFaces);
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}
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TVITEMEXW tvi;
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TVINSERTSTRUCTW sNew;
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wchar_t tmp[512];
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int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512);
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tvi.pszText = tmp;
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tvi.cchTextMax = (int)t;
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tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM;
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tvi.iImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
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tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
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tvi.lParam = (LPARAM)5;
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sNew.itemex = tvi;
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sNew.hInsertAfter = TVI_LAST;
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sNew.hParent = hRoot;
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// add the item to the list
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HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
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TVM_INSERTITEMW,
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0,
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(LPARAM)(LPTVINSERTSTRUCT)&sNew);
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// add the mesh to the list of all mesh entries in the scene browser
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MeshInfo info;
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info.hTreeItem = hTexture;
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info.psMesh = pcMesh;
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AddMesh(info);
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return 1;
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}
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//-------------------------------------------------------------------------------
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// Replace the currently selected texture by another one
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int CDisplay::ReplaceCurrentTexture(const char* szPath)
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{
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ai_assert(NULL != szPath);
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// well ... try to load it
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IDirect3DTexture9* piTexture = NULL;
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aiString szString;
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strcpy(szString.data,szPath);
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szString.length = strlen(szPath);
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CMaterialManager::Instance().LoadTexture(&piTexture,&szString);
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if (!piTexture) {
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CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this texture",
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D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
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return 0;
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}
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// we must also change the icon of the corresponding tree
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// view item if the default texture was previously set
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TVITEMEX tvi;
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tvi.mask = TVIF_SELECTEDIMAGE | TVIF_IMAGE;
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tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
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tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
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TreeView_SetItem(GetDlgItem(g_hDlg,IDC_TREE1),
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m_pcCurrentTexture->hTreeItem);
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// change this in the old aiMaterial structure, too
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Assimp::MaterialHelper* pcMat = (Assimp::MaterialHelper*)
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g_pcAsset->pcScene->mMaterials[m_pcCurrentTexture->iMatIndex];
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// update all meshes referencing this material
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for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
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{
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if (this->m_pcCurrentTexture->iMatIndex != g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
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continue;
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AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[i];
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IDirect3DTexture9** tex = NULL;
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const char* tex_string = NULL;
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switch (this->m_pcCurrentTexture->iType)
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{
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case aiTextureType_DIFFUSE:
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tex = &pcMesh->piDiffuseTexture;
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tex_string = "DIFFUSE_TEXTURE";
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break;
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case aiTextureType_AMBIENT:
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tex = &pcMesh->piAmbientTexture;
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tex_string = "AMBIENT_TEXTURE";
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break;
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case aiTextureType_SPECULAR:
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tex = &pcMesh->piSpecularTexture;
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tex_string = "SPECULAR_TEXTURE";
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break;
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case aiTextureType_EMISSIVE:
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tex = &pcMesh->piEmissiveTexture;
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tex_string = "EMISSIVE_TEXTURE";
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break;
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case aiTextureType_LIGHTMAP:
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tex = &pcMesh->piLightmapTexture;
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tex_string = "LIGHTMAP_TEXTURE";
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break;
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case aiTextureType_DISPLACEMENT:
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case aiTextureType_REFLECTION:
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case aiTextureType_UNKNOWN:
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break;
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case aiTextureType_SHININESS:
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tex = &pcMesh->piShininessTexture;
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tex_string = "SHININESS_TEXTURE";
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break;
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case aiTextureType_NORMALS:
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case aiTextureType_HEIGHT:
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// special handling here
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if (pcMesh->piNormalTexture && pcMesh->piNormalTexture != piTexture) {
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piTexture->AddRef();
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pcMesh->piNormalTexture->Release();
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pcMesh->piNormalTexture = piTexture;
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CMaterialManager::Instance().HMtoNMIfNecessary(pcMesh->piNormalTexture,&pcMesh->piNormalTexture,true);
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m_pcCurrentTexture->piTexture = &pcMesh->piNormalTexture;
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if (!pcMesh->bSharedFX) {
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pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",piTexture);
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}
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}
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break;
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default: //case aiTextureType_OPACITY && case aiTextureType_OPACITY | 0x40000000:
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tex = &pcMesh->piOpacityTexture;
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tex_string = "OPACITY_TEXTURE";
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break;
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};
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if (tex && *tex && *tex != piTexture)
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{
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(**tex).Release();
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*tex = piTexture;
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m_pcCurrentTexture->piTexture = tex;
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//if (!pcMesh->bSharedFX){
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pcMesh->piEffect->SetTexture(tex_string,piTexture);
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//}
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}
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}
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// now update the material itself
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aiString szOld;
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aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0),&szOld);
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pcMat->AddProperty(&szString,AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0));
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#if 0
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char szBuffer[512];
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sprintf(szBuffer,"%s%s",szKey,"_old");
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if (AI_SUCCESS != aiGetMaterialString(pcMat, szBuffer, &szOld))
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{
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pcMat->AddProperty(&szOld,szBuffer );
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}
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else if (szString.length == szOld.length &&
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0 == ASSIMP_stricmp(szString.data,szOld.data))
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{
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pcMat->RemoveProperty(szBuffer);
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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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int CDisplay::AddTextureToDisplayList(unsigned int iType,
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unsigned int iIndex,
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const aiString* szPath,
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HTREEITEM hFX,
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unsigned int iUVIndex /*= 0*/,
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const float fBlendFactor /*= 0.0f*/,
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aiTextureOp eTextureOp /*= aiTextureOp_Multiply*/,
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unsigned int iMesh /*= 0*/)
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{
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ai_assert(NULL != szPath);
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ai_assert(NULL != pcMat);
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char chTemp[512];
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char chTempEmb[256];
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const char* sz = strrchr(szPath->data,'\\');
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if (!sz)sz = strrchr(szPath->data,'/');
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if (!sz)
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{
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if ('*' == *szPath->data)
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{
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int iIndex = atoi(szPath->data+1);
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sprintf(chTempEmb,"Embedded #%i",iIndex);
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sz = chTempEmb;
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}
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else
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{
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sz = szPath->data;
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}
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}
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bool bIsExtraOpacity = 0 != (iType & 0x40000000);
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const char* szType;
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IDirect3DTexture9** piTexture;
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switch (iType)
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{
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case aiTextureType_DIFFUSE:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piDiffuseTexture;
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szType = "Diffuse";
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break;
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case aiTextureType_SPECULAR:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piSpecularTexture;
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szType = "Specular";
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break;
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case aiTextureType_AMBIENT:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piAmbientTexture;
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szType = "Ambient";
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break;
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case aiTextureType_EMISSIVE:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piEmissiveTexture;
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szType = "Emissive";
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break;
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case aiTextureType_HEIGHT:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
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szType = "Heightmap";
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break;
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case aiTextureType_NORMALS:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
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szType = "Normalmap";
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break;
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case aiTextureType_SHININESS:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piShininessTexture;
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szType = "Shininess";
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break;
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case aiTextureType_LIGHTMAP:
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piLightmapTexture;
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szType = "Lightmap";
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break;
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case aiTextureType_DISPLACEMENT:
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piTexture = NULL;
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szType = "Displacement";
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break;
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case aiTextureType_REFLECTION:
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piTexture = NULL;
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szType = "Reflection";
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break;
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case aiTextureType_UNKNOWN:
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piTexture = NULL;
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szType = "Unknown";
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break;
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default: // opacity + opacity | mask
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piTexture = &g_pcAsset->apcMeshes[iMesh]->piOpacityTexture;
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szType = "Opacity";
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break;
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};
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if (bIsExtraOpacity) {
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sprintf(chTemp,"%s %i (<copy of diffuse #1>)",szType,iIndex+1);
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}
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else
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sprintf(chTemp,"%s %i (%s)",szType,iIndex+1,sz);
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|
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TVITEMEX tvi;
|
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TVINSERTSTRUCT sNew;
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tvi.pszText = chTemp;
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tvi.cchTextMax = (int)strlen(chTemp);
|
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tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_HANDLE;
|
|
tvi.lParam = (LPARAM)20;
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|
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// find out whether this is the default texture or not
|
|
|
|
if (piTexture && *piTexture) {
|
|
// {9785DA94-1D96-426b-B3CB-BADC36347F5E}
|
|
static const GUID guidPrivateData =
|
|
{ 0x9785da94, 0x1d96, 0x426b,
|
|
{ 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } };
|
|
|
|
uint32_t iData = 0;
|
|
DWORD dwSize = 4;
|
|
(*piTexture)->GetPrivateData(guidPrivateData,&iData,&dwSize);
|
|
|
|
if (0xFFFFFFFF == iData)
|
|
{
|
|
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID];
|
|
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID];
|
|
}
|
|
else
|
|
{
|
|
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE];
|
|
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID];
|
|
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID];
|
|
}
|
|
|
|
sNew.itemex = tvi;
|
|
sNew.hInsertAfter = TVI_LAST;
|
|
sNew.hParent = hFX;
|
|
|
|
// add the item to the list
|
|
HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
|
|
TVM_INSERTITEM,
|
|
0,
|
|
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
|
|
|
|
// add it to the list
|
|
CDisplay::TextureInfo sInfo;
|
|
sInfo.iUV = iUVIndex;
|
|
sInfo.fBlend = fBlendFactor;
|
|
sInfo.eOp = eTextureOp;
|
|
sInfo.szPath = szPath->data;
|
|
sInfo.hTreeItem = hTexture;
|
|
sInfo.piTexture = piTexture;
|
|
sInfo.iType = iType;
|
|
sInfo.iMatIndex = g_pcAsset->pcScene->mMeshes[iMesh]->mMaterialIndex;
|
|
AddTexture(sInfo);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot,
|
|
unsigned int iIndex)
|
|
{
|
|
ai_assert(NULL != hRoot);
|
|
|
|
aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[iIndex];
|
|
|
|
|
|
// find the first mesh using this material index
|
|
unsigned int iMesh = 0;
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
iMesh = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// use the name of the material, if possible
|
|
char chTemp[512];
|
|
aiString szOut;
|
|
if (AI_SUCCESS != aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szOut))
|
|
{
|
|
sprintf(chTemp,"Material %i",iIndex+1);
|
|
}
|
|
else
|
|
{
|
|
sprintf(chTemp,"%s (%i)",szOut.data,iIndex+1);
|
|
}
|
|
TVITEMEXW tvi;
|
|
TVINSERTSTRUCTW sNew;
|
|
|
|
wchar_t tmp[512];
|
|
int t = MultiByteToWideChar(CP_UTF8,0,chTemp,-1,tmp,512);
|
|
|
|
tvi.pszText = tmp;
|
|
tvi.cchTextMax = (int)t;
|
|
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_PARAM ;
|
|
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
|
|
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
|
|
tvi.lParam = (LPARAM)10;
|
|
//tvi.state = TVIS_EXPANDED | TVIS_EXPANDEDONCE ;
|
|
|
|
sNew.itemex = tvi;
|
|
sNew.hInsertAfter = TVI_LAST;
|
|
sNew.hParent = hRoot;
|
|
|
|
// add the item to the list
|
|
HTREEITEM hTexture = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
|
|
TVM_INSERTITEMW,
|
|
0,
|
|
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
|
|
|
|
// for each texture in the list ... add it
|
|
unsigned int iUV;
|
|
float fBlend;
|
|
aiTextureOp eOp;
|
|
aiString szPath;
|
|
bool bNoOpacity = true;
|
|
for (unsigned int i = 0; i <= AI_TEXTURE_TYPE_MAX;++i)
|
|
{
|
|
unsigned int iNum = 0;
|
|
while (true)
|
|
{
|
|
if (AI_SUCCESS != aiGetMaterialTexture(pcMat,(aiTextureType)i,iNum,
|
|
&szPath,NULL, &iUV,&fBlend,&eOp))
|
|
{
|
|
break;
|
|
}
|
|
if (aiTextureType_OPACITY == i)bNoOpacity = false;
|
|
AddTextureToDisplayList(i,iNum,&szPath,hTexture,iUV,fBlend,eOp,iMesh);
|
|
++iNum;
|
|
}
|
|
}
|
|
|
|
AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[iMesh];
|
|
|
|
if (pcMesh->piDiffuseTexture && pcMesh->piDiffuseTexture == pcMesh->piOpacityTexture && bNoOpacity)
|
|
{
|
|
// check whether the diffuse texture is not a default texture
|
|
|
|
// {9785DA94-1D96-426b-B3CB-BADC36347F5E}
|
|
static const GUID guidPrivateData =
|
|
{ 0x9785da94, 0x1d96, 0x426b,
|
|
{ 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } };
|
|
|
|
uint32_t iData = 0;
|
|
DWORD dwSize = 4;
|
|
if(FAILED( pcMesh->piDiffuseTexture->GetPrivateData(guidPrivateData,&iData,&dwSize) ||
|
|
0xffffffff == iData))
|
|
{
|
|
// seems the diffuse texture contains alpha, therefore it has been
|
|
// added to the opacity channel, too. Add a special value ...
|
|
AddTextureToDisplayList(aiTextureType_OPACITY | 0x40000000,
|
|
0,&szPath,hTexture,iUV,fBlend,eOp,iMesh);
|
|
}
|
|
}
|
|
|
|
// add the material to the list
|
|
MaterialInfo info;
|
|
info.hTreeItem = hTexture;
|
|
info.psMaterial = pcMat;
|
|
info.iIndex = iIndex;
|
|
info.piEffect = g_pcAsset->apcMeshes[iMesh]->piEffect;
|
|
this->AddMaterial(info);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Expand all elements in the treeview
|
|
int CDisplay::ExpandTree()
|
|
{
|
|
// expand all materials
|
|
for (std::vector< MaterialInfo >::iterator
|
|
i = m_asMaterials.begin();
|
|
i != m_asMaterials.end();++i)
|
|
{
|
|
TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND);
|
|
}
|
|
// expand all nodes
|
|
for (std::vector< NodeInfo >::iterator
|
|
i = m_asNodes.begin();
|
|
i != m_asNodes.end();++i)
|
|
{
|
|
TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND);
|
|
}
|
|
TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),m_hRoot,TVE_EXPAND);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Get image list for tree view
|
|
int CDisplay::LoadImageList(void)
|
|
{
|
|
if (!m_hImageList)
|
|
{
|
|
// First, create the image list we will need.
|
|
// FIX: Need RGB888 color space to display all colors correctly
|
|
HIMAGELIST hIml = ImageList_Create( 16,16,ILC_COLOR24, 5, 0 );
|
|
|
|
// Load the bitmaps and add them to the image lists.
|
|
HBITMAP hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BFX));
|
|
m_aiImageList[AI_VIEW_IMGLIST_MATERIAL] = ImageList_Add(hIml, hBmp, NULL);
|
|
DeleteObject(hBmp);
|
|
|
|
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BNODE));
|
|
m_aiImageList[AI_VIEW_IMGLIST_NODE] = ImageList_Add(hIml, hBmp, NULL);
|
|
DeleteObject(hBmp);
|
|
|
|
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTX));
|
|
m_aiImageList[AI_VIEW_IMGLIST_TEXTURE] = ImageList_Add(hIml, hBmp, NULL);
|
|
DeleteObject(hBmp);
|
|
|
|
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTXI));
|
|
m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID] = ImageList_Add(hIml, hBmp, NULL);
|
|
DeleteObject(hBmp);
|
|
|
|
hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BROOT));
|
|
m_aiImageList[AI_VIEW_IMGLIST_MODEL] = ImageList_Add(hIml, hBmp, NULL);
|
|
DeleteObject(hBmp);
|
|
|
|
// Associate the image list with the tree.
|
|
TreeView_SetImageList(GetDlgItem(g_hDlg,IDC_TREE1), hIml, TVSIL_NORMAL);
|
|
|
|
m_hImageList = hIml;
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Fill tree view
|
|
int CDisplay::FillDisplayList(void)
|
|
{
|
|
LoadImageList();
|
|
|
|
// Initialize the tree view window.
|
|
// fill in the first entry
|
|
TVITEMEX tvi;
|
|
TVINSERTSTRUCT sNew;
|
|
tvi.pszText = "Model";
|
|
tvi.cchTextMax = (int)strlen(tvi.pszText);
|
|
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_STATE;
|
|
tvi.state = TVIS_EXPANDED;
|
|
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MODEL];
|
|
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MODEL];
|
|
tvi.lParam = (LPARAM)0;
|
|
|
|
sNew.itemex = tvi;
|
|
sNew.hInsertAfter = TVI_ROOT;
|
|
sNew.hParent = 0;
|
|
|
|
// add the root item to the tree
|
|
m_hRoot = (HTREEITEM)SendMessage(GetDlgItem(g_hDlg,IDC_TREE1),
|
|
TVM_INSERTITEM,
|
|
0,
|
|
(LPARAM)(LPTVINSERTSTRUCT)&sNew);
|
|
|
|
// add each loaded material to the tree
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMaterials;++i)
|
|
AddMaterialToDisplayList(m_hRoot,i);
|
|
|
|
// add each mesh to the tree
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
AddMeshToDisplayList(i,m_hRoot);
|
|
|
|
// now add all loaded nodes recursively
|
|
AddNodeToDisplayList(0,0,g_pcAsset->pcScene->mRootNode,m_hRoot);
|
|
|
|
// now expand all parent nodes in the tree
|
|
ExpandTree();
|
|
|
|
// everything reacts a little bit slowly if D3D is rendering,
|
|
// so give GDI a small hint to leave the couch and work ;-)
|
|
UpdateWindow(g_hDlg);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Main render loop
|
|
int CDisplay::OnRender()
|
|
{
|
|
// update possible animation
|
|
if( g_pcAsset)
|
|
{
|
|
static double lastPlaying = 0.;
|
|
|
|
ai_assert( g_pcAsset->mAnimator);
|
|
if (g_bPlay) {
|
|
g_dCurrent += clock()/ double( CLOCKS_PER_SEC) -lastPlaying;
|
|
|
|
double time = g_dCurrent;
|
|
aiAnimation* mAnim = g_pcAsset->mAnimator->CurrentAnim();
|
|
if( mAnim && mAnim->mDuration > 0.0) {
|
|
double tps = mAnim->mTicksPerSecond ? mAnim->mTicksPerSecond : 25.f;
|
|
time = fmod( time, mAnim->mDuration/tps);
|
|
SendDlgItemMessage(g_hDlg,IDC_SLIDERANIM,TBM_SETPOS,TRUE,LPARAM(10000 * (time/(mAnim->mDuration/tps))));
|
|
}
|
|
|
|
g_pcAsset->mAnimator->Calculate( time );
|
|
lastPlaying = g_dCurrent;
|
|
}
|
|
}
|
|
// begin the frame
|
|
g_piDevice->BeginScene();
|
|
|
|
switch (m_iViewMode)
|
|
{
|
|
case VIEWMODE_FULL:
|
|
case VIEWMODE_NODE:
|
|
RenderFullScene();
|
|
break;
|
|
case VIEWMODE_MATERIAL:
|
|
RenderMaterialView();
|
|
break;
|
|
case VIEWMODE_TEXTURE:
|
|
RenderTextureView();
|
|
break;
|
|
};
|
|
|
|
// 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;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Update UI
|
|
void UpdateColorFieldsInUI()
|
|
{
|
|
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR1),NULL,TRUE);
|
|
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR2),NULL,TRUE);
|
|
InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR3),NULL,TRUE);
|
|
|
|
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR1));
|
|
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR2));
|
|
UpdateWindow(GetDlgItem(g_hDlg,IDC_LCOLOR3));
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// FIll statistics UI
|
|
int CDisplay::FillDefaultStatistics(void)
|
|
{
|
|
if (!g_pcAsset)
|
|
{
|
|
// clear all stats edit controls
|
|
SetDlgItemText(g_hDlg,IDC_EVERT,"0");
|
|
SetDlgItemText(g_hDlg,IDC_EFACE,"0");
|
|
SetDlgItemText(g_hDlg,IDC_EMAT,"0");
|
|
SetDlgItemText(g_hDlg,IDC_ENODE,"0");
|
|
SetDlgItemText(g_hDlg,IDC_ESHADER,"0");
|
|
SetDlgItemText(g_hDlg,IDC_ETEX,"0");
|
|
return 1;
|
|
}
|
|
|
|
// get the number of vertices/faces in the model
|
|
unsigned int iNumVert = 0;
|
|
unsigned int iNumFaces = 0;
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
iNumVert += g_pcAsset->pcScene->mMeshes[i]->mNumVertices;
|
|
iNumFaces += g_pcAsset->pcScene->mMeshes[i]->mNumFaces;
|
|
}
|
|
// and fill the statistic edit controls
|
|
char szOut[1024];
|
|
sprintf(szOut,"%i",(int)iNumVert);
|
|
SetDlgItemText(g_hDlg,IDC_EVERT,szOut);
|
|
sprintf(szOut,"%i",(int)iNumFaces);
|
|
SetDlgItemText(g_hDlg,IDC_EFACE,szOut);
|
|
sprintf(szOut,"%i",(int)g_pcAsset->pcScene->mNumMaterials);
|
|
SetDlgItemText(g_hDlg,IDC_EMAT,szOut);
|
|
sprintf(szOut,"%i",(int)g_pcAsset->pcScene->mNumMeshes);
|
|
SetDlgItemText(g_hDlg,IDC_EMESH,szOut);
|
|
|
|
// need to get the number of nodes
|
|
iNumVert = 0;
|
|
GetNodeCount(g_pcAsset->pcScene->mRootNode,&iNumVert);
|
|
sprintf(szOut,"%i",(int)iNumVert);
|
|
SetDlgItemText(g_hDlg,IDC_ENODEWND,szOut);
|
|
|
|
// now get the number of unique shaders generated for the asset
|
|
// (even if the environment changes this number won't change)
|
|
sprintf(szOut,"%i", CMaterialManager::Instance().GetShaderCount());
|
|
SetDlgItemText(g_hDlg,IDC_ESHADER,szOut);
|
|
|
|
sprintf(szOut,"%.5f",(float)g_fLoadTime);
|
|
SetDlgItemText(g_hDlg,IDC_ELOAD,szOut);
|
|
|
|
UpdateColorFieldsInUI();
|
|
UpdateWindow(g_hDlg);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Reset UI
|
|
int CDisplay::Reset(void)
|
|
{
|
|
// clear all lists
|
|
m_asMaterials.clear();
|
|
m_asTextures.clear();
|
|
m_asNodes.clear();
|
|
m_asMeshes.clear();
|
|
|
|
m_hRoot = NULL;
|
|
|
|
return OnSetupNormalView();
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// reset to standard statistics view
|
|
void ShowNormalUIComponents()
|
|
{
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_SHOW);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_HIDE);
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::OnSetupNormalView()
|
|
{
|
|
if (VIEWMODE_NODE == m_iViewMode)
|
|
{
|
|
ShowNormalUIComponents();
|
|
}
|
|
|
|
// now ... change the meaning of the statistics fields back
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Verts:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Nodes:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMSHADERS),"Shd:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Mats:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Mesh:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_LOADTIME),"Time:");
|
|
|
|
FillDefaultStatistics();
|
|
SetViewMode(VIEWMODE_FULL);
|
|
|
|
// for debugging
|
|
m_pcCurrentMaterial = NULL;
|
|
m_pcCurrentTexture = NULL;
|
|
m_pcCurrentNode = NULL;
|
|
|
|
// redraw the color fields in the UI --- their purpose has possibly changed
|
|
UpdateColorFieldsInUI();
|
|
UpdateWindow(g_hDlg);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::OnSetupNodeView(NodeInfo* pcNew)
|
|
{
|
|
ai_assert(NULL != pcNew);
|
|
|
|
if (m_pcCurrentNode == pcNew)return 2;
|
|
|
|
// now ... change the meaning of the statistics fields back
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Verts:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Mats:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Mesh:");
|
|
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMNODES),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ENODEWND),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_NUMSHADERS),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_LOADTIME),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ESHADER),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_ELOAD),SW_HIDE);
|
|
ShowWindow(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),SW_SHOW);
|
|
|
|
char szTemp[1024];
|
|
sprintf(szTemp,
|
|
"%.2f %.2f %.2f\r\n"
|
|
"%.2f %.2f %.2f\r\n"
|
|
"%.2f %.2f %.2f\r\n"
|
|
"%.2f %.2f %.2f\r\n",
|
|
pcNew->psNode->mTransformation.a1,
|
|
pcNew->psNode->mTransformation.b1,
|
|
pcNew->psNode->mTransformation.c1,
|
|
pcNew->psNode->mTransformation.a2,
|
|
pcNew->psNode->mTransformation.b2,
|
|
pcNew->psNode->mTransformation.c2,
|
|
pcNew->psNode->mTransformation.a3,
|
|
pcNew->psNode->mTransformation.b3,
|
|
pcNew->psNode->mTransformation.c3,
|
|
pcNew->psNode->mTransformation.a4,
|
|
pcNew->psNode->mTransformation.b4,
|
|
pcNew->psNode->mTransformation.c4);
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_VIEWMATRIX),szTemp);
|
|
|
|
|
|
m_pcCurrentNode = pcNew;
|
|
SetViewMode(VIEWMODE_NODE);
|
|
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::OnSetupMaterialView(MaterialInfo* pcNew)
|
|
{
|
|
ai_assert(NULL != pcNew);
|
|
|
|
if (m_pcCurrentMaterial == pcNew)return 2;
|
|
|
|
if (VIEWMODE_NODE == m_iViewMode)
|
|
ShowNormalUIComponents();
|
|
|
|
m_pcCurrentMaterial = pcNew;
|
|
SetViewMode(VIEWMODE_MATERIAL);
|
|
|
|
// redraw the color fields in the UI --- their purpose has possibly changed
|
|
UpdateColorFieldsInUI();
|
|
UpdateWindow(g_hDlg);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::OnSetupTextureView(TextureInfo* pcNew)
|
|
{
|
|
ai_assert(NULL != pcNew);
|
|
|
|
if (this->m_pcCurrentTexture == pcNew)return 2;
|
|
|
|
if (VIEWMODE_NODE == this->m_iViewMode)
|
|
{
|
|
ShowNormalUIComponents();
|
|
}
|
|
|
|
if ((aiTextureType_OPACITY | 0x40000000) == pcNew->iType)
|
|
{
|
|
// for opacity textures display a warn message
|
|
CLogDisplay::Instance().AddEntry("[INFO] This texture is not existing in the "
|
|
"original mesh",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
|
|
CLogDisplay::Instance().AddEntry("It is a copy of the alpha channel of the first "
|
|
"diffuse texture",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
|
|
}
|
|
|
|
// check whether the pattern background effect is supported
|
|
if (g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[WARN] The background shader won't work "
|
|
"on your system, it required PS 3.0 hardware. A default color is used ...",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0x00,0));
|
|
}
|
|
|
|
this->m_fTextureZoom = 1000.0f;
|
|
this->m_vTextureOffset.x = this->m_vTextureOffset.y = 0.0f;
|
|
|
|
this->m_pcCurrentTexture = pcNew;
|
|
this->SetViewMode(VIEWMODE_TEXTURE);
|
|
|
|
// now ... change the meaning of the statistics fields
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Width:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Height:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Format:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMSHADERS),"MIPs:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"UV:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Blend:");
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_LOADTIME),"Op:");
|
|
|
|
// and fill them with data
|
|
D3DSURFACE_DESC sDesc;
|
|
if (pcNew->piTexture && *pcNew->piTexture) {
|
|
(*pcNew->piTexture)->GetLevelDesc(0,&sDesc);
|
|
char szTemp[128];
|
|
|
|
sprintf(szTemp,"%i",sDesc.Width);
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_EVERT),szTemp);
|
|
|
|
sprintf(szTemp,"%i",sDesc.Height);
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_ENODEWND),szTemp);
|
|
|
|
sprintf(szTemp,"%i",(*pcNew->piTexture)->GetLevelCount());
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_ESHADER),szTemp);
|
|
|
|
sprintf(szTemp,"%i",pcNew->iUV);
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_EMAT),szTemp);
|
|
|
|
sprintf(szTemp,"%f",pcNew->fBlend);
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_EMESH),szTemp);
|
|
|
|
const char* szOp;
|
|
switch (pcNew->eOp)
|
|
{
|
|
case aiTextureOp_Add:
|
|
szOp = "add";break;
|
|
case aiTextureOp_Subtract:
|
|
szOp = "sub";break;
|
|
case aiTextureOp_Divide:
|
|
szOp = "div";break;
|
|
case aiTextureOp_SignedAdd:
|
|
szOp = "addsign";break;
|
|
case aiTextureOp_SmoothAdd:
|
|
szOp = "addsmooth";break;
|
|
default: szOp = "mul";
|
|
};
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_ELOAD),szOp);
|
|
|
|
// NOTE: Format is always ARGB8888 since other formats are
|
|
// converted to this format ...
|
|
SetWindowText(GetDlgItem(g_hDlg,IDC_EFACE),"ARGB8");
|
|
|
|
// check whether this is the default texture
|
|
if (pcNew->piTexture)
|
|
{
|
|
// {9785DA94-1D96-426b-B3CB-BADC36347F5E}
|
|
static const GUID guidPrivateData =
|
|
{ 0x9785da94, 0x1d96, 0x426b,
|
|
{ 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } };
|
|
|
|
uint32_t iData = 0;
|
|
DWORD dwSize = 4;
|
|
(*pcNew->piTexture)->GetPrivateData(guidPrivateData,&iData,&dwSize);
|
|
|
|
if (0xFFFFFFFF == iData)
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[ERROR] Texture could not be loaded. "
|
|
"The displayed texture is a default texture",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
|
|
return 0;
|
|
}
|
|
}
|
|
}
|
|
// redraw the color fields in the UI --- their purpose has possibly changed
|
|
UpdateColorFieldsInUI();
|
|
UpdateWindow(g_hDlg);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::OnSetup(HTREEITEM p_hTreeItem)
|
|
{
|
|
// search in our list for the item
|
|
union {
|
|
TextureInfo* pcNew;
|
|
NodeInfo* pcNew2;
|
|
MaterialInfo* pcNew3;
|
|
};
|
|
|
|
pcNew = NULL;
|
|
for (std::vector<TextureInfo>::iterator i = m_asTextures.begin();i != m_asTextures.end();++i){
|
|
if (p_hTreeItem == (*i).hTreeItem) {
|
|
pcNew = &(*i);
|
|
break;
|
|
}
|
|
}
|
|
if (pcNew) {
|
|
return OnSetupTextureView(pcNew);
|
|
}
|
|
|
|
// seach the node list
|
|
for (std::vector<NodeInfo>::iterator i = m_asNodes.begin(); i != m_asNodes.end();++i){
|
|
if (p_hTreeItem == (*i).hTreeItem) {
|
|
pcNew2 = &(*i);
|
|
break;
|
|
}
|
|
}
|
|
if (pcNew2) {
|
|
return OnSetupNodeView(pcNew2);
|
|
}
|
|
|
|
// seach the material list
|
|
for (std::vector<MaterialInfo>::iterator i = m_asMaterials.begin();i != m_asMaterials.end();++i){
|
|
if (p_hTreeItem == (*i).hTreeItem){
|
|
pcNew3 = &(*i);
|
|
break;
|
|
}
|
|
}
|
|
if (pcNew3) {
|
|
return OnSetupMaterialView(pcNew3);
|
|
}
|
|
return OnSetupNormalView();
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::ShowTreeViewContextMenu(HTREEITEM hItem)
|
|
{
|
|
ai_assert(NULL != hItem);
|
|
|
|
HMENU hDisplay = NULL;
|
|
|
|
// search in our list for the item
|
|
TextureInfo* pcNew = NULL;
|
|
for (std::vector<TextureInfo>::iterator
|
|
i = m_asTextures.begin();
|
|
i != m_asTextures.end();++i)
|
|
{
|
|
if (hItem == (*i).hTreeItem) {
|
|
pcNew = &(*i);
|
|
break;
|
|
}
|
|
}
|
|
if (pcNew)
|
|
{
|
|
HMENU hMenu = LoadMenu(g_hInstance,MAKEINTRESOURCE(IDR_TXPOPUP));
|
|
hDisplay = GetSubMenu(hMenu,0);
|
|
}
|
|
|
|
// search in the material list for the item
|
|
MaterialInfo* pcNew2 = NULL;
|
|
for (std::vector<MaterialInfo>::iterator
|
|
i = m_asMaterials.begin();
|
|
i != m_asMaterials.end();++i)
|
|
{
|
|
if (hItem == (*i).hTreeItem) {
|
|
pcNew2 = &(*i);
|
|
break;
|
|
}
|
|
}
|
|
if (pcNew2)
|
|
{
|
|
HMENU hMenu = LoadMenu(g_hInstance,MAKEINTRESOURCE(IDR_MATPOPUP));
|
|
hDisplay = GetSubMenu(hMenu,0);
|
|
}
|
|
if (NULL != hDisplay)
|
|
{
|
|
// select this entry (this should all OnSetup())
|
|
TreeView_Select(GetDlgItem(g_hDlg,IDC_TREE1),hItem,TVGN_CARET);
|
|
|
|
// FIX: Render the scene once that the correct texture/material
|
|
// is displayed while the context menu is active
|
|
OnRender();
|
|
|
|
POINT sPoint;
|
|
GetCursorPos(&sPoint);
|
|
TrackPopupMenu(hDisplay, TPM_LEFTALIGN, sPoint.x, sPoint.y, 0,
|
|
g_hDlg,NULL);
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::HandleTreeViewPopup(WPARAM wParam,LPARAM lParam)
|
|
{
|
|
// get the current selected material
|
|
std::vector<Info> apclrOut;
|
|
const char* szMatKey;
|
|
|
|
switch (LOWORD(wParam))
|
|
{
|
|
case ID_SOLONG_CLEARDIFFUSECOLOR:
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vDiffuseColor,
|
|
g_pcAsset->apcMeshes[i],"DIFFUSE_COLOR"));
|
|
}
|
|
}
|
|
szMatKey = "$clr.diffuse";
|
|
break;
|
|
case ID_SOLONG_CLEARSPECULARCOLOR:
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vSpecularColor,
|
|
g_pcAsset->apcMeshes[i],"SPECULAR_COLOR"));
|
|
}
|
|
}
|
|
szMatKey = "$clr.specular";
|
|
break;
|
|
case ID_SOLONG_CLEARAMBIENTCOLOR:
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vAmbientColor,
|
|
g_pcAsset->apcMeshes[i],"AMBIENT_COLOR"));
|
|
}
|
|
}
|
|
szMatKey = "$clr.ambient";
|
|
break;
|
|
case ID_SOLONG_CLEAREMISSIVECOLOR:
|
|
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (this->m_pcCurrentMaterial->iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
apclrOut.push_back( Info( &g_pcAsset->apcMeshes[i]->vEmissiveColor,
|
|
g_pcAsset->apcMeshes[i],"EMISSIVE_COLOR"));
|
|
}
|
|
}
|
|
szMatKey = "$clr.emissive";
|
|
break;
|
|
default:
|
|
|
|
// let the next function do this ... no spaghetti code ;-)
|
|
HandleTreeViewPopup2(wParam,lParam);
|
|
};
|
|
if (!apclrOut.empty())
|
|
{
|
|
aiColor4D clrOld = *((aiColor4D*)(apclrOut.front().pclrColor));
|
|
|
|
CHOOSECOLOR clr;
|
|
clr.lStructSize = sizeof(CHOOSECOLOR);
|
|
clr.hwndOwner = g_hDlg;
|
|
clr.Flags = CC_RGBINIT | CC_FULLOPEN;
|
|
clr.rgbResult = RGB(
|
|
clamp<unsigned char>(clrOld.r * 255.0f),
|
|
clamp<unsigned char>(clrOld.g * 255.0f),
|
|
clamp<unsigned char>(clrOld.b * 255.0f));
|
|
clr.lpCustColors = g_aclCustomColors;
|
|
clr.lpfnHook = NULL;
|
|
clr.lpTemplateName = NULL;
|
|
clr.lCustData = NULL;
|
|
|
|
ChooseColor(&clr);
|
|
|
|
clrOld.r = (float)(((unsigned int)clr.rgbResult) & 0xFF) / 255.0f;
|
|
clrOld.g = (float)(((unsigned int)clr.rgbResult >> 8) & 0xFF) / 255.0f;
|
|
clrOld.b = (float)(((unsigned int)clr.rgbResult >> 16) & 0xFF) / 255.0f;
|
|
|
|
// update the color values in the mesh instances and
|
|
// update all shaders ...
|
|
for (std::vector<Info>::iterator
|
|
i = apclrOut.begin();
|
|
i != apclrOut.end();++i)
|
|
{
|
|
*((*i).pclrColor) = *((D3DXVECTOR4*)&clrOld);
|
|
if (!(*i).pMesh->bSharedFX)
|
|
{
|
|
(*i).pMesh->piEffect->SetVector((*i).szShaderParam,(*i).pclrColor);
|
|
}
|
|
}
|
|
|
|
// change the material key ...
|
|
Assimp::MaterialHelper* pcMat = (Assimp::MaterialHelper*)g_pcAsset->pcScene->mMaterials[
|
|
this->m_pcCurrentMaterial->iIndex];
|
|
pcMat->AddProperty<aiColor4D>(&clrOld,1,szMatKey,0,0);
|
|
|
|
if (ID_SOLONG_CLEARSPECULARCOLOR == LOWORD(wParam) &&
|
|
aiShadingMode_Gouraud == apclrOut.front().pMesh->eShadingMode)
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[INFO] You have just changed the specular "
|
|
"material color",D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
|
|
CLogDisplay::Instance().AddEntry(
|
|
"This is great, especially since there is currently no specular shading",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CALLBACK TreeViewCompareFunc(LPARAM lParam1, LPARAM lParam2, LPARAM lParamSort)
|
|
{
|
|
if (lParamSort == lParam1)return -1;
|
|
if (lParamSort == lParam2)return 1;
|
|
return 0;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::HandleTreeViewPopup2(WPARAM wParam,LPARAM lParam)
|
|
{
|
|
char szFileName[MAX_PATH];
|
|
DWORD dwTemp = MAX_PATH;
|
|
|
|
switch (LOWORD(wParam))
|
|
{
|
|
case ID_HEY_REPLACE:
|
|
{
|
|
// get a path to a new texture
|
|
if(ERROR_SUCCESS != RegQueryValueEx(g_hRegistry,"ReplaceTextureSrc",NULL,NULL,
|
|
(BYTE*)szFileName,&dwTemp))
|
|
{
|
|
// Key was not found. Use C:
|
|
strcpy(szFileName,"");
|
|
}
|
|
else
|
|
{
|
|
// need to remove the file name
|
|
char* sz = strrchr(szFileName,'\\');
|
|
if (!sz)sz = strrchr(szFileName,'/');
|
|
if (!sz)*sz = 0;
|
|
}
|
|
OPENFILENAME sFilename1 = {
|
|
sizeof(OPENFILENAME),
|
|
g_hDlg,GetModuleHandle(NULL),
|
|
"Textures\0*.png;*.dds;*.tga;*.bmp;*.tif;*.ppm;*.ppx;*.jpg;*.jpeg;*.exr\0*.*\0",
|
|
NULL, 0, 1,
|
|
szFileName, MAX_PATH, NULL, 0, NULL,
|
|
"Replace this texture",
|
|
OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR,
|
|
0, 1, ".jpg", 0, NULL, NULL
|
|
};
|
|
if(GetOpenFileName(&sFilename1) == 0) return 0;
|
|
|
|
// Now store the file in the registry
|
|
RegSetValueExA(g_hRegistry,"ReplaceTextureSrc",0,REG_SZ,(const BYTE*)szFileName,MAX_PATH);
|
|
this->ReplaceCurrentTexture(szFileName);
|
|
}
|
|
return 1;
|
|
|
|
case ID_HEY_EXPORT:
|
|
{
|
|
if(ERROR_SUCCESS != RegQueryValueEx(g_hRegistry,"TextureExportDest",NULL,NULL,
|
|
(BYTE*)szFileName,&dwTemp))
|
|
{
|
|
// Key was not found. Use C:
|
|
strcpy(szFileName,"");
|
|
}
|
|
else
|
|
{
|
|
// need to remove the file name
|
|
char* sz = strrchr(szFileName,'\\');
|
|
if (!sz)sz = strrchr(szFileName,'/');
|
|
if (!sz)*sz = 0;
|
|
}
|
|
OPENFILENAME sFilename1 = {
|
|
sizeof(OPENFILENAME),
|
|
g_hDlg,GetModuleHandle(NULL),
|
|
"Textures\0*.png;*.dds;*.bmp;*.tif;*.pfm;*.jpg;*.jpeg;*.hdr\0*.*\0", NULL, 0, 1,
|
|
szFileName, MAX_PATH, NULL, 0, NULL,
|
|
"Export texture to file",
|
|
OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR,
|
|
0, 1, ".png", 0, NULL, NULL
|
|
};
|
|
if(GetSaveFileName(&sFilename1) == 0) return 0;
|
|
|
|
// Now store the file in the registry
|
|
RegSetValueExA(g_hRegistry,"TextureExportDest",0,REG_SZ,(const BYTE*)szFileName,MAX_PATH);
|
|
|
|
// determine the file format ...
|
|
D3DXIMAGE_FILEFORMAT eFormat = D3DXIFF_PNG;
|
|
const char* sz = strrchr(szFileName,'.');
|
|
if (sz)
|
|
{
|
|
++sz;
|
|
if (0 == Assimp::ASSIMP_stricmp(sz,"pfm"))eFormat = D3DXIFF_PFM;
|
|
else if (0 == Assimp::ASSIMP_stricmp(sz,"dds"))eFormat = D3DXIFF_DDS;
|
|
else if (0 == Assimp::ASSIMP_stricmp(sz,"jpg"))eFormat = D3DXIFF_JPG;
|
|
else if (0 == Assimp::ASSIMP_stricmp(sz,"jpeg"))eFormat = D3DXIFF_JPG;
|
|
else if (0 == Assimp::ASSIMP_stricmp(sz,"hdr"))eFormat = D3DXIFF_HDR;
|
|
else if (0 == Assimp::ASSIMP_stricmp(sz,"bmp"))eFormat = D3DXIFF_BMP;
|
|
}
|
|
|
|
// get a pointer to the first surface of the current texture
|
|
IDirect3DSurface9* pi = NULL;
|
|
(*this->m_pcCurrentTexture->piTexture)->GetSurfaceLevel(0,&pi);
|
|
if(!pi || FAILED(D3DXSaveSurfaceToFile(szFileName,eFormat,pi,NULL,NULL)))
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[ERROR] Unable to export texture",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0));
|
|
}
|
|
else
|
|
{
|
|
CLogDisplay::Instance().AddEntry("[INFO] The texture has been exported",
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0));
|
|
}
|
|
if(pi)pi->Release();
|
|
}
|
|
return 1;
|
|
|
|
case ID_HEY_REMOVE:
|
|
{
|
|
|
|
if(IDYES != MessageBox(g_hDlg,"To recover the texture you need to reload the model. Do you wish to continue?",
|
|
"Remove texture",MB_YESNO)) {
|
|
return 1;
|
|
}
|
|
|
|
Assimp::MaterialHelper* pcMat = (Assimp::MaterialHelper*)g_pcAsset->pcScene->mMaterials[
|
|
m_pcCurrentTexture->iMatIndex];
|
|
|
|
unsigned int s;
|
|
if (m_pcCurrentTexture->iType == (aiTextureType_OPACITY | 0x40000000))
|
|
{
|
|
// set a special property to indicate that no alpha channel is required
|
|
int iVal = 1;
|
|
pcMat->AddProperty<int>(&iVal,1,"no_a_from_d",0,0);
|
|
s = aiTextureType_OPACITY;
|
|
}
|
|
else s = m_pcCurrentTexture->iType;
|
|
pcMat->RemoveProperty(AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0));
|
|
|
|
// need to update all meshes associated with this material
|
|
for (unsigned int i = 0;i < g_pcAsset->pcScene->mNumMeshes;++i)
|
|
{
|
|
if (m_pcCurrentTexture->iMatIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
|
|
{
|
|
CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
|
|
CMaterialManager::Instance().CreateMaterial(g_pcAsset->apcMeshes[i],g_pcAsset->pcScene->mMeshes[i]);
|
|
}
|
|
}
|
|
// find the corresponding MaterialInfo structure
|
|
const unsigned int iMatIndex = m_pcCurrentTexture->iMatIndex;
|
|
for (std::vector<MaterialInfo>::iterator
|
|
a = m_asMaterials.begin();
|
|
a != m_asMaterials.end();++a)
|
|
{
|
|
if (iMatIndex == (*a).iIndex)
|
|
{
|
|
// good news. we will also need to find all other textures
|
|
// associated with this item ...
|
|
for (std::vector<TextureInfo>::iterator
|
|
n = m_asTextures.begin();
|
|
n != m_asTextures.end();++n)
|
|
{
|
|
if ((*n).iMatIndex == iMatIndex)
|
|
{
|
|
n = m_asTextures.erase(n);
|
|
if (m_asTextures.end() == n)break;
|
|
}
|
|
}
|
|
// delete this material from all lists ...
|
|
TreeView_DeleteItem(GetDlgItem(g_hDlg,IDC_TREE1),(*a).hTreeItem);
|
|
this->m_asMaterials.erase(a);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// add the new material to the list and make sure it will be fully expanded
|
|
AddMaterialToDisplayList(m_hRoot,iMatIndex);
|
|
HTREEITEM hNewItem = m_asMaterials.back().hTreeItem;
|
|
TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),hNewItem,TVE_EXPAND);
|
|
|
|
// we need to sort the list, materials come first, then nodes
|
|
TVSORTCB sSort;
|
|
sSort.hParent = m_hRoot;
|
|
sSort.lParam = 10;
|
|
sSort.lpfnCompare = &TreeViewCompareFunc;
|
|
TreeView_SortChildrenCB(GetDlgItem(g_hDlg,IDC_TREE1),&sSort,0);
|
|
|
|
// the texture was selected, but the silly user has just deleted it
|
|
// ... go back to normal viewing mode
|
|
TreeView_Select(GetDlgItem(g_hDlg,IDC_TREE1),m_hRoot,TVGN_CARET);
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Setup stereo view
|
|
int CDisplay::SetupStereoView()
|
|
{
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
// enable the RED, GREEN and ALPHA channels
|
|
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
|
|
D3DCOLORWRITEENABLE_RED |
|
|
D3DCOLORWRITEENABLE_ALPHA |
|
|
D3DCOLORWRITEENABLE_GREEN);
|
|
|
|
// move the camera a little bit to the left
|
|
g_sCamera.vPos -= g_sCamera.vRight * 0.03f;
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Do the actual rendering pass for the stereo view
|
|
int CDisplay::RenderStereoView(const aiMatrix4x4& m)
|
|
{
|
|
// and rerender the scene
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
// enable the BLUE, GREEN and ALPHA channels
|
|
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
|
|
D3DCOLORWRITEENABLE_GREEN |
|
|
D3DCOLORWRITEENABLE_ALPHA |
|
|
D3DCOLORWRITEENABLE_BLUE);
|
|
|
|
// clear the z-buffer
|
|
g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER,0,1.0f,0);
|
|
|
|
// move the camera a little bit to the right
|
|
g_sCamera.vPos += g_sCamera.vRight * 0.06f;
|
|
|
|
RenderNode(g_pcAsset->pcScene->mRootNode,m,false);
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
|
|
RenderNode(g_pcAsset->pcScene->mRootNode,m,true);
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
|
|
|
|
// (move back to the original position)
|
|
g_sCamera.vPos -= g_sCamera.vRight * 0.03f;
|
|
|
|
// reenable all channels
|
|
g_piDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
|
|
D3DCOLORWRITEENABLE_RED |
|
|
D3DCOLORWRITEENABLE_GREEN |
|
|
D3DCOLORWRITEENABLE_ALPHA |
|
|
D3DCOLORWRITEENABLE_BLUE);
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Process input for the texture view
|
|
int CDisplay::HandleInputTextureView()
|
|
{
|
|
HandleMouseInputTextureView();
|
|
HandleKeyboardInputTextureView();
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Get input for the current state
|
|
int CDisplay::HandleInput()
|
|
{
|
|
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 which has 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();
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Process input for an empty scen view to allow for skybox rotations
|
|
int CDisplay::HandleInputEmptyScene()
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Draw the HUD on top of the scene
|
|
int CDisplay::DrawHUD()
|
|
{
|
|
// HACK: (thom) can't get the effect to work on non-shader cards, therefore deactivated for the moment
|
|
if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
|
|
return 1;
|
|
|
|
// get the dimension of the back buffer
|
|
RECT sRect;
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
sRect.right -= sRect.left;
|
|
sRect.bottom -= sRect.top;
|
|
|
|
// commit the texture to the shader
|
|
// FIX: Necessary because the texture view is also using this shader
|
|
g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture);
|
|
|
|
// NOTE: The shader might be used for other purposes, too.
|
|
// So ensure the right technique is there
|
|
if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
|
|
g_piPassThroughEffect->SetTechnique( "PassThrough_FF");
|
|
else
|
|
g_piPassThroughEffect->SetTechnique("PassThrough");
|
|
|
|
// build vertices for drawing from system memory
|
|
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;
|
|
|
|
g_piDevice->SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);
|
|
g_piDevice->SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
|
|
|
|
// draw the screen-filling squad
|
|
DWORD dw2;g_piDevice->GetFVF(&dw2);
|
|
g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
|
|
g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,
|
|
&as,sizeof(SVertex));
|
|
|
|
// end the effect and recover the old vertex format
|
|
g_piPassThroughEffect->EndPass();
|
|
g_piPassThroughEffect->End();
|
|
|
|
g_piDevice->SetFVF(dw2);
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Render the full scene, all nodes
|
|
int CDisplay::RenderFullScene()
|
|
{
|
|
// reset the color index used for drawing normals
|
|
g_iCurrentColor = 0;
|
|
|
|
aiMatrix4x4 pcProj;
|
|
GetProjectionMatrix(pcProj);
|
|
|
|
vPos = GetCameraMatrix(mViewProjection);
|
|
mViewProjection = mViewProjection * pcProj;
|
|
|
|
// 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);
|
|
|
|
if (g_sOptions.bCulling)
|
|
g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
|
|
else g_piDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
|
|
|
|
// for high-quality mode, enable anisotropic texture filtering
|
|
if (g_sOptions.bLowQuality) {
|
|
for (DWORD d = 0; d < 8;++d) {
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR);
|
|
}
|
|
}
|
|
else {
|
|
for (DWORD d = 0; d < 8;++d) {
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MAGFILTER,D3DTEXF_ANISOTROPIC);
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MINFILTER,D3DTEXF_ANISOTROPIC);
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MIPFILTER,D3DTEXF_LINEAR);
|
|
|
|
g_piDevice->SetSamplerState(d,D3DSAMP_MAXANISOTROPY,g_sCaps.MaxAnisotropy);
|
|
}
|
|
}
|
|
|
|
// draw the scene background (clear and texture 2d)
|
|
CBackgroundPainter::Instance().OnPreRender();
|
|
|
|
// setup the stereo view if necessary
|
|
if (g_sOptions.bStereoView)
|
|
SetupStereoView();
|
|
|
|
|
|
// draw all opaque objects in the scene
|
|
aiMatrix4x4 m;
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
HandleInput();
|
|
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
|
|
HandleInputEmptyScene();
|
|
|
|
// draw the scene background
|
|
CBackgroundPainter::Instance().OnPostRender();
|
|
|
|
// draw all non-opaque objects in the scene
|
|
if (NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode)
|
|
{
|
|
// disable the z-buffer
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
|
|
RenderNode(g_pcAsset->pcScene->mRootNode,m,true);
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
|
|
}
|
|
|
|
// setup the stereo view if necessary
|
|
if (g_sOptions.bStereoView)
|
|
RenderStereoView(m);
|
|
|
|
// render the skeleton if necessary
|
|
if (g_sOptions.bSkeleton && NULL != g_pcAsset && NULL != g_pcAsset->pcScene->mRootNode) {
|
|
// disable the z-buffer
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
|
|
|
|
if (g_sOptions.eDrawMode != RenderOptions::WIREFRAME) {
|
|
g_piDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
|
|
}
|
|
|
|
g_piDevice->SetVertexDeclaration( gDefaultVertexDecl);
|
|
// this is very similar to the code in SetupMaterial()
|
|
ID3DXEffect* piEnd = g_piNormalsEffect;
|
|
aiMatrix4x4 pcProj = m * mViewProjection;
|
|
|
|
D3DXVECTOR4 vVector(1.f,0.f,0.f,1.f);
|
|
piEnd->SetVector("OUTPUT_COLOR",&vVector);
|
|
piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj);
|
|
|
|
UINT dwPasses = 0;
|
|
piEnd->Begin(&dwPasses,0);
|
|
piEnd->BeginPass(0);
|
|
|
|
RenderSkeleton(g_pcAsset->pcScene->mRootNode,m,m);
|
|
|
|
piEnd->EndPass();piEnd->End();
|
|
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,TRUE);
|
|
g_piDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
|
|
}
|
|
|
|
// draw the HUD texture on top of the rendered scene using
|
|
// pre-projected vertices
|
|
if (!g_bFPSView && g_pcAsset && g_pcTexture)
|
|
DrawHUD();
|
|
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::RenderMaterialView()
|
|
{
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Render animation skeleton
|
|
int CDisplay::RenderSkeleton (aiNode* piNode,const aiMatrix4x4& piMatrix, const aiMatrix4x4& parent)
|
|
{
|
|
aiMatrix4x4 me = g_pcAsset->mAnimator->GetGlobalTransform( piNode);
|
|
|
|
me.Transpose();
|
|
//me *= piMatrix;
|
|
|
|
if (piNode->mParent) {
|
|
AssetHelper::LineVertex data[2];
|
|
data[0].dColorDiffuse = data[1].dColorDiffuse = D3DCOLOR_ARGB(0xff,0xff,0,0);
|
|
|
|
data[0].vPosition.x = parent.d1;
|
|
data[0].vPosition.y = parent.d2;
|
|
data[0].vPosition.z = parent.d3;
|
|
|
|
data[1].vPosition.x = me.d1;
|
|
data[1].vPosition.y = me.d2;
|
|
data[1].vPosition.z = me.d3;
|
|
|
|
g_piDevice->DrawPrimitiveUP(D3DPT_LINELIST,1,&data,sizeof(AssetHelper::LineVertex));
|
|
}
|
|
|
|
// render all child nodes
|
|
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
|
|
RenderSkeleton(piNode->mChildren[i],piMatrix, me );
|
|
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
// Render a single node
|
|
int CDisplay::RenderNode (aiNode* piNode,const aiMatrix4x4& piMatrix,
|
|
bool bAlpha /*= false*/)
|
|
{
|
|
aiMatrix4x4 aiMe = g_pcAsset->mAnimator->GetGlobalTransform( piNode);
|
|
|
|
aiMe.Transpose();
|
|
aiMe *= piMatrix;
|
|
|
|
bool bChangedVM = false;
|
|
if (VIEWMODE_NODE == m_iViewMode && m_pcCurrentNode)
|
|
{
|
|
if (piNode != m_pcCurrentNode->psNode)
|
|
{
|
|
// directly call our children
|
|
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
|
|
RenderNode(piNode->mChildren[i],piMatrix,bAlpha );
|
|
|
|
return 1;
|
|
}
|
|
m_iViewMode = VIEWMODE_FULL;
|
|
bChangedVM = true;
|
|
}
|
|
|
|
aiMatrix4x4 pcProj = aiMe * mViewProjection;
|
|
|
|
aiMatrix4x4 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;
|
|
|
|
// commit transformation matrices to the shader
|
|
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);
|
|
}
|
|
|
|
// commit light colors and direction to the shader
|
|
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[0].w = 0.0f;
|
|
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;
|
|
apcVec[1].w = 0.0f;
|
|
|
|
D3DXVec4Normalize(&apcVec[0],&apcVec[0]);
|
|
D3DXVec4Normalize(&apcVec[1],&apcVec[1]);
|
|
piEnd->SetVectorArray("afLightDir",apcVec,5);
|
|
|
|
apcVec[0].x = ((g_avLightColors[0] >> 16) & 0xFF) / 255.0f;
|
|
apcVec[0].y = ((g_avLightColors[0] >> 8) & 0xFF) / 255.0f;
|
|
apcVec[0].z = ((g_avLightColors[0]) & 0xFF) / 255.0f;
|
|
apcVec[0].w = 1.0f;
|
|
|
|
if( g_sOptions.b3Lights)
|
|
{
|
|
apcVec[1].x = ((g_avLightColors[1] >> 16) & 0xFF) / 255.0f;
|
|
apcVec[1].y = ((g_avLightColors[1] >> 8) & 0xFF) / 255.0f;
|
|
apcVec[1].z = ((g_avLightColors[1]) & 0xFF) / 255.0f;
|
|
apcVec[1].w = 0.0f;
|
|
} else
|
|
{
|
|
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]);
|
|
|
|
// setup the best technique
|
|
if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
|
|
{
|
|
g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF");
|
|
} else
|
|
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");
|
|
}
|
|
|
|
// setup the default material
|
|
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)
|
|
{
|
|
const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]];
|
|
AssetHelper::MeshHelper* helper = g_pcAsset->apcMeshes[piNode->mMeshes[i]];
|
|
|
|
// don't render the mesh if the render pass is incorrect
|
|
if (g_sOptions.bRenderMats && (helper->piOpacityTexture || helper->fOpacity != 1.0f) && !mesh->HasBones())
|
|
{
|
|
if (!bAlpha)continue;
|
|
}
|
|
else if (bAlpha)continue;
|
|
|
|
// Upload bone matrices. This maybe is the wrong place to do it, but for the heck of it I don't understand this code flow
|
|
if( mesh->HasBones())
|
|
{
|
|
if( helper->piEffect)
|
|
{
|
|
static float matrices[4*4*60];
|
|
float* tempmat = matrices;
|
|
const std::vector<aiMatrix4x4>& boneMats = g_pcAsset->mAnimator->GetBoneMatrices( piNode, i);
|
|
ai_assert( boneMats.size() == mesh->mNumBones);
|
|
|
|
for( unsigned int a = 0; a < mesh->mNumBones; a++)
|
|
{
|
|
const aiMatrix4x4& mat = boneMats[a];
|
|
*tempmat++ = mat.a1; *tempmat++ = mat.a2; *tempmat++ = mat.a3; *tempmat++ = mat.a4;
|
|
*tempmat++ = mat.b1; *tempmat++ = mat.b2; *tempmat++ = mat.b3; *tempmat++ = mat.b4;
|
|
*tempmat++ = mat.c1; *tempmat++ = mat.c2; *tempmat++ = mat.c3; *tempmat++ = mat.c4;
|
|
*tempmat++ = mat.d1; *tempmat++ = mat.d2; *tempmat++ = mat.d3; *tempmat++ = mat.d4;
|
|
//tempmat += 4;
|
|
}
|
|
|
|
if( g_sOptions.bRenderMats)
|
|
{
|
|
helper->piEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
|
|
} else
|
|
{
|
|
g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", (D3DXMATRIX*)matrices, 60);
|
|
g_piDefaultEffect->CommitChanges();
|
|
}
|
|
}
|
|
} else
|
|
{
|
|
// upload identity matrices instead. Only the first is ever going to be used in meshes without bones
|
|
if( !g_sOptions.bRenderMats)
|
|
{
|
|
D3DXMATRIX identity( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
|
g_piDefaultEffect->SetMatrixTransposeArray( "gBoneMatrix", &identity, 1);
|
|
g_piDefaultEffect->CommitChanges();
|
|
}
|
|
}
|
|
|
|
// now setup the material
|
|
if (g_sOptions.bRenderMats)
|
|
{
|
|
CMaterialManager::Instance().SetupMaterial( helper, pcProj, aiMe, pcCam, vPos);
|
|
}
|
|
g_piDevice->SetVertexDeclaration( gDefaultVertexDecl);
|
|
|
|
if (bAlpha)CMeshRenderer::Instance().DrawSorted(piNode->mMeshes[i],aiMe);
|
|
else CMeshRenderer::Instance().DrawUnsorted(piNode->mMeshes[i]);
|
|
|
|
// now end the material
|
|
if (g_sOptions.bRenderMats)
|
|
{
|
|
CMaterialManager::Instance().EndMaterial( helper);
|
|
}
|
|
|
|
// render normal vectors?
|
|
if (g_sOptions.bRenderNormals && helper->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, helper->piVBNormals, 0, sizeof(AssetHelper::LineVertex));
|
|
g_piDevice->DrawPrimitive(D3DPT_LINELIST,0, g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mNumVertices);
|
|
|
|
piEnd->EndPass();
|
|
piEnd->End();
|
|
}
|
|
}
|
|
// end the default material
|
|
if (!g_sOptions.bRenderMats)
|
|
{
|
|
g_piDefaultEffect->EndPass();
|
|
g_piDefaultEffect->End();
|
|
}
|
|
}
|
|
// render all child nodes
|
|
for (unsigned int i = 0; i < piNode->mNumChildren;++i)
|
|
RenderNode(piNode->mChildren[i],piMatrix,bAlpha );
|
|
|
|
// need to reset the viewmode?
|
|
if (bChangedVM)
|
|
m_iViewMode = VIEWMODE_NODE;
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::RenderPatternBG()
|
|
{
|
|
if (!g_piPatternEffect)
|
|
{
|
|
// the pattern effect won't work on ps_2_0 cards
|
|
if (g_sCaps.PixelShaderVersion >= D3DPS_VERSION(3,0))
|
|
{
|
|
// seems we have not yet compiled this shader.
|
|
// and NOW is the best time to do that ...
|
|
ID3DXBuffer* piBuffer = NULL;
|
|
if(FAILED( D3DXCreateEffect(g_piDevice,
|
|
g_szCheckerBackgroundShader.c_str(),
|
|
(UINT)g_szCheckerBackgroundShader.length(),
|
|
NULL,
|
|
NULL,
|
|
D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
|
|
NULL,
|
|
&g_piPatternEffect,&piBuffer)))
|
|
{
|
|
if( piBuffer)
|
|
{
|
|
MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
|
|
piBuffer->Release();
|
|
}
|
|
return 0;
|
|
}
|
|
if( piBuffer)
|
|
{
|
|
piBuffer->Release();
|
|
piBuffer = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// clear the color buffer in magenta
|
|
// (hopefully this is ugly enough that every ps_2_0 cards owner
|
|
// runs to the next shop to buy himself a new card ...)
|
|
g_piDevice->Clear(0,NULL,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0xFF), 1.0f,0 );
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// clear the depth buffer only
|
|
g_piDevice->Clear(0,NULL,D3DCLEAR_ZBUFFER,
|
|
D3DCOLOR_ARGB(0xFF,0xFF,0,0xFF), 1.0f,0 );
|
|
|
|
// setup the colors to be used ...
|
|
g_piPatternEffect->SetVector("COLOR_ONE",&m_avCheckerColors[0]);
|
|
g_piPatternEffect->SetVector("COLOR_TWO",&m_avCheckerColors[1]);
|
|
|
|
// setup the shader
|
|
UINT dw;
|
|
g_piPatternEffect->Begin(&dw,0);
|
|
g_piPatternEffect->BeginPass(0);
|
|
|
|
RECT sRect;
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
sRect.right -= sRect.left;
|
|
sRect.bottom -= sRect.top;
|
|
|
|
struct SVertex
|
|
{
|
|
float x,y,z,w;
|
|
};
|
|
// build the screen-filling rectangle
|
|
SVertex as[4];
|
|
as[1].x = 0.0f;
|
|
as[1].y = 0.0f;
|
|
as[1].z = 0.2f;
|
|
as[3].x = (float)sRect.right;
|
|
as[3].y = 0.0f;
|
|
as[3].z = 0.2f;
|
|
as[0].x = 0.0f;
|
|
as[0].y = (float)sRect.bottom;
|
|
as[0].z = 0.2f;
|
|
as[2].x = (float)sRect.right;
|
|
as[2].y = (float)sRect.bottom;
|
|
as[2].z = 0.2f;
|
|
|
|
as[0].w = 1.0f;
|
|
as[1].w = 1.0f;
|
|
as[2].w = 1.0f;
|
|
as[3].w = 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;
|
|
|
|
// draw the rectangle
|
|
DWORD dw2;g_piDevice->GetFVF(&dw2);
|
|
g_piDevice->SetFVF(D3DFVF_XYZRHW);
|
|
g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,
|
|
&as,sizeof(SVertex));
|
|
g_piDevice->SetFVF(dw2);
|
|
|
|
// cleanup
|
|
g_piPatternEffect->EndPass();
|
|
g_piPatternEffect->End();
|
|
return 1;
|
|
}
|
|
//-------------------------------------------------------------------------------
|
|
int CDisplay::RenderTextureView()
|
|
{
|
|
if (!g_pcAsset || !g_pcAsset->pcScene)return 0;
|
|
|
|
// handle input
|
|
this->HandleInputTextureView();
|
|
|
|
// render the background
|
|
RenderPatternBG();
|
|
|
|
// it might be that there is no texture ...
|
|
if (!m_pcCurrentTexture->piTexture)
|
|
{
|
|
// FIX: no such log message. it would be repeated to often
|
|
//CLogDisplay::Instance().AddEntry("Unable to display texture. Image is unreachable.",
|
|
// D3DCOLOR_ARGB(0xFF,0xFF,0,0));
|
|
return 0;
|
|
}
|
|
|
|
|
|
RECT sRect;
|
|
GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
|
|
sRect.right -= sRect.left;
|
|
sRect.bottom -= sRect.top;
|
|
|
|
// commit the texture to the shader
|
|
g_piPassThroughEffect->SetTexture("TEXTURE_2D",*m_pcCurrentTexture->piTexture);
|
|
|
|
if (aiTextureType_OPACITY == m_pcCurrentTexture->iType)
|
|
{
|
|
g_piPassThroughEffect->SetTechnique("PassThroughAlphaFromR");
|
|
}
|
|
else if ((aiTextureType_OPACITY | 0x40000000) == m_pcCurrentTexture->iType)
|
|
{
|
|
g_piPassThroughEffect->SetTechnique("PassThroughAlphaFromA");
|
|
}
|
|
else if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
|
|
g_piPassThroughEffect->SetTechnique( "PassThrough_FF");
|
|
else
|
|
g_piPassThroughEffect->SetTechnique("PassThrough");
|
|
|
|
UINT dw;
|
|
g_piPassThroughEffect->Begin(&dw,0);
|
|
g_piPassThroughEffect->BeginPass(0);
|
|
|
|
if (aiTextureType_HEIGHT == m_pcCurrentTexture->iType ||
|
|
aiTextureType_NORMALS == m_pcCurrentTexture->iType)
|
|
{
|
|
// manually disable alpha blending
|
|
g_piDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
|
|
}
|
|
|
|
// build a rectangle which centers the texture
|
|
// scaling is OK, but no stretching
|
|
D3DSURFACE_DESC sDesc;
|
|
if ( m_pcCurrentTexture->piTexture && *m_pcCurrentTexture->piTexture) { /* just a dirty fix */
|
|
(*m_pcCurrentTexture->piTexture)->GetLevelDesc(0,&sDesc);
|
|
|
|
struct SVertex{float x,y,z,w,u,v;};
|
|
SVertex as[4];
|
|
|
|
const float nx = (float)sRect.right;
|
|
const float ny = (float)sRect.bottom;
|
|
const float x = (float)sDesc.Width;
|
|
const float y = (float)sDesc.Height;
|
|
float f = std::min((nx-30) / x,(ny-30) / y) * (m_fTextureZoom/1000.0f);
|
|
|
|
float fHalfX = (nx - (f * x)) / 2.0f;
|
|
float fHalfY = (ny - (f * y)) / 2.0f;
|
|
as[1].x = fHalfX + m_vTextureOffset.x;
|
|
as[1].y = fHalfY + m_vTextureOffset.y;
|
|
as[1].z = 0.2f;
|
|
as[1].w = 1.0f;
|
|
as[1].u = 0.0f;
|
|
as[1].v = 0.0f;
|
|
as[3].x = nx-fHalfX + m_vTextureOffset.x;
|
|
as[3].y = fHalfY + m_vTextureOffset.y;
|
|
as[3].z = 0.2f;
|
|
as[3].w = 1.0f;
|
|
as[3].u = 1.0f;
|
|
as[3].v = 0.0f;
|
|
as[0].x = fHalfX + m_vTextureOffset.x;
|
|
as[0].y = ny-fHalfY + m_vTextureOffset.y;
|
|
as[0].z = 0.2f;
|
|
as[0].w = 1.0f;
|
|
as[0].u = 0.0f;
|
|
as[0].v = 1.0f;
|
|
as[2].x = nx-fHalfX + m_vTextureOffset.x;
|
|
as[2].y = ny-fHalfY + m_vTextureOffset.y;
|
|
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;
|
|
|
|
// draw the rectangle
|
|
DWORD dw2;g_piDevice->GetFVF(&dw2);
|
|
g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
|
|
g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,
|
|
&as,sizeof(SVertex));
|
|
g_piDevice->SetFVF(dw2);
|
|
}
|
|
|
|
g_piPassThroughEffect->EndPass();
|
|
g_piPassThroughEffect->End();
|
|
|
|
// do we need to draw UV coordinates?
|
|
return 1;
|
|
}
|
|
};
|
|
|