135 lines
3.6 KiB
C++
135 lines
3.6 KiB
C++
//-------------------------------------------------------------------------------
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/**
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* This program is distributed under the terms of the GNU Lesser General
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* Public License (LGPL).
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*
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* ASSIMP Viewer Utility
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*
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*/
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//-------------------------------------------------------------------------------
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#if (!defined AV_ASSET_HELPER_H_INCLUDED)
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#define AV_ASSET_HELPER_H_INCLUDED
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//-------------------------------------------------------------------------------
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/** \brief Class to wrap ASSIMP's asset output structures
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*/
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//-------------------------------------------------------------------------------
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class AssetHelper
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{
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public:
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//---------------------------------------------------------------
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// default vertex data structure
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// (even if tangents, bitangents or normals aren't
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// required by the shader they will be committed to the GPU)
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//---------------------------------------------------------------
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struct Vertex
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{
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aiVector3D vPosition;
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aiVector3D vNormal;
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D3DCOLOR dColorDiffuse;
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aiVector3D vTangent;
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aiVector3D vBitangent;
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aiVector2D vTextureUV;
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ | D3DFVF_NORMAL |
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D3DFVF_TEX1 | D3DFVF_TEX2 | D3DFVF_TEX3 |
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D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE3(1);
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}
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};
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//---------------------------------------------------------------
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// FVF vertex structure used for normals
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//---------------------------------------------------------------
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struct LineVertex
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{
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aiVector3D vPosition;
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DWORD dColorDiffuse;
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// retrieves the FVF code of the vertex type
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static DWORD GetFVF()
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{
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return D3DFVF_DIFFUSE | D3DFVF_XYZ;
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}
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};
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//---------------------------------------------------------------
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// Helper class to store GPU related resources created for
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// a given aiMesh
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//---------------------------------------------------------------
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class MeshHelper
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{
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public:
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MeshHelper ()
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:
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piVB (NULL),
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piIB (NULL),
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piVBNormals (NULL),
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piDiffuseTexture (NULL),
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piSpecularTexture (NULL),
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piAmbientTexture (NULL),
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piNormalTexture (NULL),
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piEmissiveTexture (NULL),
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piOpacityTexture (NULL),
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bSharedFX(false) {}
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~MeshHelper ()
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{
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// NOTE: This is done in DeleteAssetData()
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// TODO: Make this a proper d'tor
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}
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// shading mode to use. Either Lambert or otherwise phong
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// will be used in every case
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aiShadingMode eShadingMode;
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// vertex buffer
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IDirect3DVertexBuffer9* piVB;
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// index buffer
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IDirect3DIndexBuffer9* piIB;
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// vertex buffer to be used to draw vertex normals
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// (vertex normals are generated in every case)
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IDirect3DVertexBuffer9* piVBNormals;
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// shader to be used
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ID3DXEffect* piEffect;
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bool bSharedFX;
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// material textures
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IDirect3DTexture9* piDiffuseTexture;
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IDirect3DTexture9* piSpecularTexture;
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IDirect3DTexture9* piAmbientTexture;
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IDirect3DTexture9* piEmissiveTexture;
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IDirect3DTexture9* piNormalTexture;
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IDirect3DTexture9* piOpacityTexture;
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// material colors
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D3DXVECTOR4 vDiffuseColor;
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D3DXVECTOR4 vSpecularColor;
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D3DXVECTOR4 vAmbientColor;
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D3DXVECTOR4 vEmissiveColor;
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// opacity for the material
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float fOpacity;
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// shininess for the material
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float fShininess;
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};
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// One instance per aiMesh in the globally loaded asset
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MeshHelper** apcMeshes;
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// Scene wrapper instance
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const aiScene* pcScene;
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};
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#endif // !! IG
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