assimp/tools/assimp_view/Display.cpp

2314 lines
70 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development Team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the ASSIMP team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the ASSIMP Development Team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "assimp_view.h"
namespace AssimpView {
struct SVertex
{
float x,y,z,w,u,v;
};
CDisplay CDisplay::s_cInstance;
extern COLORREF g_aclCustomColors[16] /*= {0}*/;
extern HKEY g_hRegistry;
extern float g_fLoadTime;
//-------------------------------------------------------------------------------
// Table of colors used for normal vectors.
//-------------------------------------------------------------------------------
D3DXVECTOR4 g_aclNormalColors[14] =
{
D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0xFF / 255.0f, 1.0f), // white
D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // red
D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // green
D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // blue
D3DXVECTOR4(0xFF / 255.0f,0xFF / 255.0f,0x00 / 255.0f,1.0f), // yellow
D3DXVECTOR4(0xFF / 255.0f,0x00 / 255.0f,0xFF / 255.0f,1.0f), // magenta
D3DXVECTOR4(0x00 / 255.0f,0xFF / 255.0f,0xFF / 255.0f,1.0f), // wtf
D3DXVECTOR4(0xFF / 255.0f,0x60 / 255.0f,0x60 / 255.0f,1.0f), // light red
D3DXVECTOR4(0x60 / 255.0f,0xFF / 255.0f,0x60 / 255.0f,1.0f), // light green
D3DXVECTOR4(0x60 / 255.0f,0x60 / 255.0f,0xFF / 255.0f,1.0f), // light blue
D3DXVECTOR4(0xA0 / 255.0f,0x00 / 255.0f,0x00 / 255.0f,1.0f), // dark red
D3DXVECTOR4(0x00 / 255.0f,0xA0 / 255.0f,0x00 / 255.0f,1.0f), // dark green
D3DXVECTOR4(0x00 / 255.0f,0x00 / 255.0f,0xA0 / 255.0f,1.0f), // dark blue
D3DXVECTOR4(0x88 / 255.0f,0x88 / 255.0f,0x88 / 255.0f, 1.0f) // gray
};
//-------------------------------------------------------------------------------
// Recursivly count the number of nodes in an asset's node graph
// Used by LoadAsset()
//-------------------------------------------------------------------------------
void GetNodeCount(aiNode* pcNode, unsigned int* piCnt)
{
*piCnt = *piCnt+1;
for (unsigned int i = 0; i < pcNode->mNumChildren;++i)
GetNodeCount(pcNode->mChildren[i],piCnt);
}
//-------------------------------------------------------------------------------
int CDisplay::EnableAnimTools(BOOL hm)
{
EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),hm);
EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),hm);
return 1;
}
//-------------------------------------------------------------------------------
// Fill animation combo box
int CDisplay::FillAnimList(void)
{
if (0 != g_pcAsset->pcScene->mNumAnimations)
{
// now fill in all animation names
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumAnimations;++i) {
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,
( LPARAM ) g_pcAsset->pcScene->mAnimations[i]->mName.data);
}
// also add a dummy - 'none'
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_ADDSTRING,0,(LPARAM)"none");
// select first
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_SETCURSEL,0,0);
EnableAnimTools(TRUE);
}
else // tools remain disabled
EnableAnimTools(FALSE);
return 1;
}
//-------------------------------------------------------------------------------
// Clear the list of animations
int CDisplay::ClearAnimList(void)
{
// clear the combo box
SendDlgItemMessage(g_hDlg,IDC_COMBO1,CB_RESETCONTENT,0,0);
return 1;
}
//-------------------------------------------------------------------------------
// Clear the tree view
int CDisplay::ClearDisplayList(void)
{
// clear the combo box
TreeView_DeleteAllItems(GetDlgItem(g_hDlg,IDC_TREE1));
this->Reset();
return 1;
}
//-------------------------------------------------------------------------------
// Add a specific node to the display list
int CDisplay::AddNodeToDisplayList(
unsigned int iIndex,
unsigned int iDepth,
aiNode* pcNode,
HTREEITEM hRoot)
{
ai_assert(NULL != pcNode);
ai_assert(NULL != hRoot);
char chTemp[MAXLEN];
if(0 == pcNode->mName.length) {
if (iIndex >= 100) {
iIndex += iDepth * 1000;
}
else if (iIndex >= 10)
{
iIndex += iDepth * 100;
}
else iIndex += iDepth * 10;
sprintf(chTemp,"Node %i",iIndex);
}
else {
sprintf(chTemp,"%s",pcNode->mName.data);
}
sprintf(chTemp+strlen(chTemp), iIndex ? " (%i)" : " (%i meshes)",pcNode->mNumMeshes);
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 = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
tvi.lParam = (LPARAM)5;
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);
// recursively add all child nodes
++iDepth;
for (unsigned int i = 0; i< pcNode->mNumChildren;++i){
AddNodeToDisplayList(i,iDepth,pcNode->mChildren[i],hTexture);
}
// add the node to the list
NodeInfo info;
info.hTreeItem = hTexture;
info.psNode = pcNode;
this->AddNode(info);
return 1;
}
//-------------------------------------------------------------------------------
int CDisplay::AddMeshToDisplayList(unsigned int iIndex, HTREEITEM hRoot)
{
aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
char chTemp[MAXLEN];
if(0 == pcMesh->mName.length) {
sprintf(chTemp,"Mesh %i",iIndex);
}
else {
sprintf(chTemp,"%s",pcMesh->mName.data);
}
sprintf(chTemp+strlen(chTemp), iIndex ? " (%i)" : " (%i faces)",pcMesh->mNumFaces);
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 = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
tvi.iSelectedImage = this->m_aiImageList[AI_VIEW_IMGLIST_NODE];
tvi.lParam = (LPARAM)5;
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);
// add the mesh to the list of all mesh entries in the scene browser
MeshInfo info;
info.hTreeItem = hTexture;
info.psMesh = pcMesh;
AddMesh(info);
return 1;
}
//-------------------------------------------------------------------------------
// Replace the currently selected texture by another one
int CDisplay::ReplaceCurrentTexture(const char* szPath)
{
ai_assert(NULL != szPath);
// well ... try to load it
IDirect3DTexture9* piTexture = NULL;
aiString szString;
strcpy(szString.data,szPath);
szString.length = strlen(szPath);
CMaterialManager::Instance().LoadTexture(&piTexture,&szString);
if (!piTexture) {
CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this texture",
D3DCOLOR_ARGB(0xFF,0xFF,0x0,0x0));
return 0;
}
// we must also change the icon of the corresponding tree
// view item if the default texture was previously set
TVITEMEX tvi;
tvi.mask = TVIF_SELECTEDIMAGE | TVIF_IMAGE;
tvi.iImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
tvi.iSelectedImage = m_aiImageList[AI_VIEW_IMGLIST_MATERIAL];
TreeView_SetItem(GetDlgItem(g_hDlg,IDC_TREE1),
m_pcCurrentTexture->hTreeItem);
// change this in the old aiMaterial structure, too
Assimp::MaterialHelper* pcMat = (Assimp::MaterialHelper*)
g_pcAsset->pcScene->mMaterials[m_pcCurrentTexture->iMatIndex];
// update all meshes referencing this material
for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
{
if (this->m_pcCurrentTexture->iMatIndex != g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex)
continue;
AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[i];
IDirect3DTexture9** tex = NULL;
const char* tex_string = NULL;
switch (this->m_pcCurrentTexture->iType)
{
case aiTextureType_DIFFUSE:
tex = &pcMesh->piDiffuseTexture;
tex_string = "DIFFUSE_TEXTURE";
break;
case aiTextureType_AMBIENT:
tex = &pcMesh->piAmbientTexture;
tex_string = "AMBIENT_TEXTURE";
break;
case aiTextureType_SPECULAR:
tex = &pcMesh->piSpecularTexture;
tex_string = "SPECULAR_TEXTURE";
break;
case aiTextureType_EMISSIVE:
tex = &pcMesh->piEmissiveTexture;
tex_string = "EMISSIVE_TEXTURE";
break;
case aiTextureType_LIGHTMAP:
tex = &pcMesh->piLightmapTexture;
tex_string = "LIGHTMAP_TEXTURE";
break;
case aiTextureType_DISPLACEMENT:
case aiTextureType_REFLECTION:
case aiTextureType_UNKNOWN:
break;
case aiTextureType_SHININESS:
tex = &pcMesh->piShininessTexture;
tex_string = "SHININESS_TEXTURE";
break;
case aiTextureType_NORMALS:
case aiTextureType_HEIGHT:
// special handling here
if (pcMesh->piNormalTexture && pcMesh->piNormalTexture != piTexture) {
piTexture->AddRef();
pcMesh->piNormalTexture->Release();
pcMesh->piNormalTexture = piTexture;
CMaterialManager::Instance().HMtoNMIfNecessary(pcMesh->piNormalTexture,&pcMesh->piNormalTexture,true);
m_pcCurrentTexture->piTexture = &pcMesh->piNormalTexture;
if (!pcMesh->bSharedFX) {
pcMesh->piEffect->SetTexture("NORMAL_TEXTURE",piTexture);
}
}
break;
default: //case aiTextureType_OPACITY && case aiTextureType_OPACITY | 0x40000000:
tex = &pcMesh->piOpacityTexture;
tex_string = "OPACITY_TEXTURE";
break;
};
if (tex && *tex && *tex != piTexture)
{
(**tex).Release();
*tex = piTexture;
m_pcCurrentTexture->piTexture = tex;
//if (!pcMesh->bSharedFX){
pcMesh->piEffect->SetTexture(tex_string,piTexture);
//}
}
}
// now update the material itself
aiString szOld;
aiGetMaterialString(pcMat,AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0),&szOld);
pcMat->AddProperty(&szString,AI_MATKEY_TEXTURE(m_pcCurrentTexture->iType,0));
#if 0
char szBuffer[512];
sprintf(szBuffer,"%s%s",szKey,"_old");
if (AI_SUCCESS != aiGetMaterialString(pcMat, szBuffer, &szOld))
{
pcMat->AddProperty(&szOld,szBuffer );
}
else if (szString.length == szOld.length &&
0 == ASSIMP_stricmp(szString.data,szOld.data))
{
pcMat->RemoveProperty(szBuffer);
}
#endif
return 1;
}
//-------------------------------------------------------------------------------
int CDisplay::AddTextureToDisplayList(unsigned int iType,
unsigned int iIndex,
const aiString* szPath,
HTREEITEM hFX,
unsigned int iUVIndex /*= 0*/,
const float fBlendFactor /*= 0.0f*/,
aiTextureOp eTextureOp /*= aiTextureOp_Multiply*/,
unsigned int iMesh /*= 0*/)
{
ai_assert(NULL != szPath);
ai_assert(NULL != pcMat);
char chTemp[512];
char chTempEmb[256];
const char* sz = strrchr(szPath->data,'\\');
if (!sz)sz = strrchr(szPath->data,'/');
if (!sz)
{
if ('*' == *szPath->data)
{
int iIndex = atoi(szPath->data+1);
sprintf(chTempEmb,"Embedded #%i",iIndex);
sz = chTempEmb;
}
else
{
sz = szPath->data;
}
}
bool bIsExtraOpacity = 0 != (iType & 0x40000000);
const char* szType;
IDirect3DTexture9** piTexture;
switch (iType)
{
case aiTextureType_DIFFUSE:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piDiffuseTexture;
szType = "Diffuse";
break;
case aiTextureType_SPECULAR:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piSpecularTexture;
szType = "Specular";
break;
case aiTextureType_AMBIENT:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piAmbientTexture;
szType = "Ambient";
break;
case aiTextureType_EMISSIVE:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piEmissiveTexture;
szType = "Emissive";
break;
case aiTextureType_HEIGHT:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
szType = "Heightmap";
break;
case aiTextureType_NORMALS:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piNormalTexture;
szType = "Normalmap";
break;
case aiTextureType_SHININESS:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piShininessTexture;
szType = "Shininess";
break;
case aiTextureType_LIGHTMAP:
piTexture = &g_pcAsset->apcMeshes[iMesh]->piLightmapTexture;
szType = "Lightmap";
break;
case aiTextureType_DISPLACEMENT:
piTexture = NULL;
szType = "Displacement";
break;
case aiTextureType_REFLECTION:
piTexture = NULL;
szType = "Reflection";
break;
case aiTextureType_UNKNOWN:
piTexture = NULL;
szType = "Unknown";
break;
default: // opacity + opacity | mask
piTexture = &g_pcAsset->apcMeshes[iMesh]->piOpacityTexture;
szType = "Opacity";
break;
};
if (bIsExtraOpacity) {
sprintf(chTemp,"%s %i (<copy of diffuse #1>)",szType,iIndex+1);
}
else
sprintf(chTemp,"%s %i (%s)",szType,iIndex+1,sz);
TVITEMEX tvi;
TVINSERTSTRUCT sNew;
tvi.pszText = chTemp;
tvi.cchTextMax = (int)strlen(chTemp);
tvi.mask = TVIF_TEXT | TVIF_SELECTEDIMAGE | TVIF_IMAGE | TVIF_HANDLE | TVIF_HANDLE;
tvi.lParam = (LPARAM)20;
// 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);
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
if (!g_sOptions.bNoAlphaBlending) {
g_piDevice->SetRenderState(D3DRS_ZWRITEENABLE,FALSE);
}
RenderNode(g_pcAsset->pcScene->mRootNode,m,true);
if (!g_sOptions.bNoAlphaBlending) {
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 (g_sOptions.bNoAlphaBlending) {
// manually disable alphablending
g_piDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,FALSE);
}
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 || g_sOptions.bNoAlphaBlending)
{
// 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;
}
};