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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2024, assimp 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 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 "assimp_view.h"
- #include <assimp/StringUtils.h>
- namespace AssimpView {
- extern std::string g_szSkyboxShader;
- // From: U3D build 1256 (src\kernel\graphic\scenegraph\SkyBox.cpp)
- // ------------------------------------------------------------------------------
- /** \brief Vertex structure for the skybox
- */
- // ------------------------------------------------------------------------------
- struct SkyBoxVertex {
- float x, y, z;
- float u, v, w;
- };
- // ------------------------------------------------------------------------------
- /** \brief Vertices for the skybox
- */
- // ------------------------------------------------------------------------------
- SkyBoxVertex g_cubeVertices_indexed[] = {
- { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, // 0
- { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, // 1
- { -1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, // 2
- { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, // 3
- { -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, // 4
- { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, // 5
- { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, // 6
- { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f } // 7
- };
- // ------------------------------------------------------------------------------
- /** \brief Indices for the skybox
- */
- // ------------------------------------------------------------------------------
- unsigned short g_cubeIndices[] = {
- 0,
- 1,
- 2,
- 3,
- 2,
- 1,
- 4,
- 5,
- 6,
- 7,
- 6,
- 5,
- 4,
- 6,
- 0,
- 1,
- 6,
- 0,
- 5,
- 2,
- 7,
- 3,
- 2,
- 7,
- 1,
- 6,
- 3,
- 7,
- 3,
- 6,
- 0,
- 2,
- 4,
- 5,
- 4,
- 2,
- };
- CBackgroundPainter CBackgroundPainter::s_cInstance;
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::SetColor(D3DCOLOR p_clrNew) {
- if (TEXTURE_CUBE == eMode) {
- RemoveSBDeps();
- }
- clrColor = p_clrNew;
- eMode = SIMPLE_COLOR;
- if (pcTexture) {
- pcTexture->Release();
- pcTexture = nullptr;
- }
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::RemoveSBDeps() {
- MODE e = eMode;
- eMode = SIMPLE_COLOR;
- if (g_pcAsset && g_pcAsset->pcScene) {
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
- if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode) {
- CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
- CMaterialManager::Instance().CreateMaterial(
- g_pcAsset->apcMeshes[i], g_pcAsset->pcScene->mMeshes[i]);
- }
- }
- }
- eMode = e;
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::ResetSB() {
- mMatrix = aiMatrix4x4();
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::SetCubeMapBG(const char *p_szPath) {
- bool bHad = false;
- if (pcTexture) {
- pcTexture->Release();
- pcTexture = nullptr;
- if (TEXTURE_CUBE == eMode) bHad = true;
- }
- eMode = TEXTURE_CUBE;
- szPath = std::string(p_szPath);
- // ARRRGHH... ugly. TODO: Rewrite this!
- aiString sz;
- sz.Set(szPath);
- CMaterialManager::Instance().FindValidPath(&sz);
- szPath = std::string(sz.data);
- // now recreate all native resources
- RecreateNativeResource();
- if (SIMPLE_COLOR != this->eMode) {
- // this influences all material with specular components
- if (!bHad) {
- if (g_pcAsset && g_pcAsset->pcScene) {
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
- if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) {
- CMaterialManager::Instance().DeleteMaterial(g_pcAsset->apcMeshes[i]);
- CMaterialManager::Instance().CreateMaterial(
- g_pcAsset->apcMeshes[i], g_pcAsset->pcScene->mMeshes[i]);
- }
- }
- }
- } else {
- if (g_pcAsset && g_pcAsset->pcScene) {
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) {
- if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) {
- g_pcAsset->apcMeshes[i]->piEffect->SetTexture(
- "lw_tex_envmap", CBackgroundPainter::Instance().GetTexture());
- }
- }
- }
- }
- }
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::RotateSB(const aiMatrix4x4 *pm) {
- this->mMatrix = mMatrix * (*pm);
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::SetTextureBG(const char *p_szPath) {
- if (TEXTURE_CUBE == this->eMode) this->RemoveSBDeps();
- if (pcTexture) {
- pcTexture->Release();
- pcTexture = nullptr;
- }
- eMode = TEXTURE_2D;
- szPath = std::string(p_szPath);
- // ARRRGHH... ugly. TODO: Rewrite this!
- aiString sz;
- sz.Set(szPath);
- CMaterialManager::Instance().FindValidPath(&sz);
- szPath = std::string(sz.data);
- // now recreate all native resources
- RecreateNativeResource();
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::OnPreRender() {
- if (SIMPLE_COLOR != eMode) {
- // clear the z-buffer only (in wireframe mode we must also clear
- // the color buffer )
- if (g_sOptions.eDrawMode == RenderOptions::WIREFRAME) {
- g_piDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET,
- D3DCOLOR_ARGB(0xff, 100, 100, 100), 1.0f, 0);
- } else {
- g_piDevice->Clear(0, nullptr, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
- }
- if (TEXTURE_2D == eMode) {
- RECT sRect;
- GetWindowRect(GetDlgItem(g_hDlg, IDC_RT), &sRect);
- sRect.right -= sRect.left;
- sRect.bottom -= sRect.top;
- struct SVertex {
- float x, y, z, w, u, v;
- };
- UINT dw;
- this->piSkyBoxEffect->Begin(&dw, 0);
- this->piSkyBoxEffect->BeginPass(0);
- SVertex as[4];
- as[1].x = 0.0f;
- as[1].y = 0.0f;
- 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;
- as[3].y = 0.0f;
- as[3].z = 0.2f;
- as[3].w = 1.0f;
- as[3].u = 1.0f;
- as[3].v = 0.0f;
- as[0].x = 0.0f;
- as[0].y = (float)sRect.bottom;
- 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;
- as[2].y = (float)sRect.bottom;
- as[2].z = 0.2f;
- as[2].w = 1.0f;
- as[2].u = 1.0f;
- as[2].v = 1.0f;
- as[0].x -= 0.5f;
- as[1].x -= 0.5f;
- as[2].x -= 0.5f;
- as[3].x -= 0.5f;
- as[0].y -= 0.5f;
- as[1].y -= 0.5f;
- as[2].y -= 0.5f;
- as[3].y -= 0.5f;
- DWORD dw2;
- g_piDevice->GetFVF(&dw2);
- g_piDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);
- g_piDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2,
- &as, sizeof(SVertex));
- piSkyBoxEffect->EndPass();
- piSkyBoxEffect->End();
- g_piDevice->SetFVF(dw2);
- }
- return;
- }
- // clear both the render target and the z-buffer
- g_piDevice->Clear(0, nullptr, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
- clrColor, 1.0f, 0);
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::OnPostRender() {
- if (TEXTURE_CUBE == eMode) {
- aiMatrix4x4 pcProj;
- GetProjectionMatrix(pcProj);
- aiMatrix4x4 pcCam;
- aiVector3D vPos = GetCameraMatrix(pcCam);
- aiMatrix4x4 aiMe;
- aiMe[3][0] = vPos.x;
- aiMe[3][1] = vPos.y;
- aiMe[3][2] = vPos.z;
- aiMe = mMatrix * aiMe;
- pcProj = (aiMe * pcCam) * pcProj;
- piSkyBoxEffect->SetMatrix("WorldViewProjection",
- (const D3DXMATRIX *)&pcProj);
- UINT dwPasses;
- piSkyBoxEffect->Begin(&dwPasses, 0);
- piSkyBoxEffect->BeginPass(0);
- DWORD dw2;
- g_piDevice->GetFVF(&dw2);
- g_piDevice->SetFVF(D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
- g_piDevice->DrawIndexedPrimitiveUP(
- D3DPT_TRIANGLELIST, 0, 8, 12, g_cubeIndices, D3DFMT_INDEX16,
- g_cubeVertices_indexed, sizeof(SkyBoxVertex));
- g_piDevice->SetFVF(dw2);
- piSkyBoxEffect->EndPass();
- piSkyBoxEffect->End();
- }
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::ReleaseNativeResource() {
- if (piSkyBoxEffect) {
- piSkyBoxEffect->Release();
- piSkyBoxEffect = nullptr;
- }
- if (pcTexture) {
- pcTexture->Release();
- pcTexture = nullptr;
- }
- }
- //-------------------------------------------------------------------------------
- void CBackgroundPainter::RecreateNativeResource() {
- if (SIMPLE_COLOR == eMode) {
- return;
- }
- if (TEXTURE_CUBE == eMode) {
- // many skyboxes are 16bit FP format which isn't supported
- // with bilinear filtering on older cards
- D3DFORMAT eFmt = D3DFMT_UNKNOWN;
- if (FAILED(g_piD3D->CheckDeviceFormat(0, D3DDEVTYPE_HAL,
- D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, D3DRTYPE_CUBETEXTURE, D3DFMT_A16B16G16R16F))) {
- eFmt = D3DFMT_A8R8G8B8;
- }
- if (FAILED(D3DXCreateCubeTextureFromFileEx(
- g_piDevice,
- szPath.c_str(),
- D3DX_DEFAULT,
- 0,
- 0,
- eFmt,
- D3DPOOL_MANAGED,
- D3DX_DEFAULT,
- D3DX_DEFAULT,
- 0,
- nullptr,
- nullptr,
- (IDirect3DCubeTexture9 **)&pcTexture))) {
- const char *szEnd = strrchr(szPath.c_str(), '\\');
- if (!szEnd) szEnd = strrchr(szPath.c_str(), '/');
- if (!szEnd) szEnd = szPath.c_str() - 1;
- char szTemp[1024];
- ai_snprintf(szTemp, 1024, "[ERROR] Unable to load background cubemap %s", szEnd + 1);
- CLogDisplay::Instance().AddEntry(szTemp,
- D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
- eMode = SIMPLE_COLOR;
- return;
- } else
- CLogDisplay::Instance().AddEntry("[OK] The skybox has been imported successfully",
- D3DCOLOR_ARGB(0xFF, 0, 0xFF, 0));
- } else {
- if (FAILED(D3DXCreateTextureFromFileEx(
- g_piDevice,
- szPath.c_str(),
- D3DX_DEFAULT,
- D3DX_DEFAULT,
- 0,
- 0,
- D3DFMT_A8R8G8B8,
- D3DPOOL_MANAGED,
- D3DX_DEFAULT,
- D3DX_DEFAULT,
- 0,
- nullptr,
- nullptr,
- (IDirect3DTexture9 **)&pcTexture))) {
- const char *szEnd = strrchr(szPath.c_str(), '\\');
- if (!szEnd) szEnd = strrchr(szPath.c_str(), '/');
- if (!szEnd) szEnd = szPath.c_str() - 1;
- char szTemp[1024];
- ai_snprintf(szTemp, 1024, "[ERROR] Unable to load background texture %s", szEnd + 1);
- CLogDisplay::Instance().AddEntry(szTemp,
- D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
- eMode = SIMPLE_COLOR;
- return;
- } else
- CLogDisplay::Instance().AddEntry("[OK] The background texture has been imported successfully",
- D3DCOLOR_ARGB(0xFF, 0, 0xFF, 0));
- }
- if (!piSkyBoxEffect) {
- ID3DXBuffer *piBuffer = nullptr;
- if (FAILED(D3DXCreateEffect(
- g_piDevice,
- g_szSkyboxShader.c_str(),
- (UINT)g_szSkyboxShader.length(),
- nullptr,
- nullptr,
- AI_SHADER_COMPILE_FLAGS,
- nullptr,
- &piSkyBoxEffect, &piBuffer))) {
- // failed to compile the shader
- if (piBuffer) {
- MessageBox(g_hDlg, (LPCSTR)piBuffer->GetBufferPointer(), "HLSL", MB_OK);
- piBuffer->Release();
- }
- CLogDisplay::Instance().AddEntry("[ERROR] Unable to compile skybox shader",
- D3DCOLOR_ARGB(0xFF, 0xFF, 0, 0));
- eMode = SIMPLE_COLOR;
- return;
- }
- }
- // commit the correct textures to the shader
- if (TEXTURE_CUBE == eMode) {
- piSkyBoxEffect->SetTexture("lw_tex_envmap", pcTexture);
- piSkyBoxEffect->SetTechnique("RenderSkyBox");
- } else if (TEXTURE_2D == eMode) {
- piSkyBoxEffect->SetTexture("TEXTURE_2D", pcTexture);
- piSkyBoxEffect->SetTechnique("RenderImage2D");
- }
- }
- }; // namespace AssimpView
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