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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2021, 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 "AnimEvaluator.h"
- #include "SceneAnimator.h"
- #include <assimp/StringUtils.h>
- #include <commdlg.h>
- namespace AssimpView {
- using namespace Assimp;
- extern std::string g_szCheckerBackgroundShader;
- 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
- };
- //-------------------------------------------------------------------------------
- // Recursively 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(nullptr != pcNode);
- ai_assert(nullptr != 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;
- ai_snprintf(chTemp, MAXLEN,"Node %u",iIndex);
- }
- else {
- ai_snprintf(chTemp, MAXLEN,"%s",pcNode->mName.data);
- }
- ai_snprintf(chTemp+strlen(chTemp), MAXLEN- 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) {
- ai_snprintf(chTemp,MAXLEN,"Mesh %u",iIndex);
- }
- else {
- ai_snprintf(chTemp,MAXLEN,"%s",pcMesh->mName.data);
- }
- ai_snprintf(chTemp+strlen(chTemp),MAXLEN-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(nullptr != szPath);
- // well ... try to load it
- IDirect3DTexture9* piTexture = nullptr;
- aiString szString;
- strcpy(szString.data,szPath);
- szString.length = static_cast<ai_uint32>(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);
- // 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 = nullptr;
- const char* tex_string = nullptr;
- 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;
- pcMesh->piEffect->SetTexture(tex_string,piTexture);
- }
- }
- 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(nullptr != szPath);
- char chTemp[512];
- char chTempEmb[256];
- const char* sz = strrchr(szPath->data,'\\');
- if (!sz)sz = strrchr(szPath->data,'/');
- if (!sz)
- {
- if ('*' == *szPath->data)
- {
- int iIndex2 = atoi(szPath->data+1);
- ai_snprintf(chTempEmb,256,"Embedded #%i",iIndex2);
- 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 = nullptr;
- szType = "Displacement";
- break;
- case aiTextureType_REFLECTION:
- piTexture = nullptr;
- szType = "Reflection";
- break;
- case aiTextureType_UNKNOWN:
- piTexture = nullptr;
- szType = "Unknown";
- break;
- default: // opacity + opacity | mask
- piTexture = &g_pcAsset->apcMeshes[iMesh]->piOpacityTexture;
- szType = "Opacity";
- break;
- };
- if (bIsExtraOpacity) {
- ai_snprintf(chTemp,512,"%s %i (<copy of diffuse #1>)",szType,iIndex+1);
- }
- else
- ai_snprintf(chTemp,512,"%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;
- 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(nullptr != 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))
- {
- ai_snprintf(chTemp,512,"Material %i",iIndex+1);
- }
- else
- {
- ai_snprintf(chTemp,512,"%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;
- 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,nullptr, &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 tree-view
- 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, nullptr);
- DeleteObject(hBmp);
- hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BNODE));
- m_aiImageList[AI_VIEW_IMGLIST_NODE] = ImageList_Add(hIml, hBmp, nullptr);
- DeleteObject(hBmp);
- hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTX));
- m_aiImageList[AI_VIEW_IMGLIST_TEXTURE] = ImageList_Add(hIml, hBmp, nullptr);
- DeleteObject(hBmp);
- hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BTXI));
- m_aiImageList[AI_VIEW_IMGLIST_TEXTURE_INVALID] = ImageList_Add(hIml, hBmp, nullptr);
- DeleteObject(hBmp);
- hBmp = LoadBitmap(g_hInstance, MAKEINTRESOURCE(IDB_BROOT));
- m_aiImageList[AI_VIEW_IMGLIST_MODEL] = ImageList_Add(hIml, hBmp, nullptr);
- 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 = (char*) "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 back-buffer
- g_piDevice->EndScene();
- g_piDevice->Present(nullptr,nullptr,nullptr,nullptr);
- // 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),nullptr,TRUE);
- InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR2),nullptr,TRUE);
- InvalidateRect(GetDlgItem(g_hDlg,IDC_LCOLOR3),nullptr,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];
- ai_snprintf(szOut,1024,"%i",(int)iNumVert);
- SetDlgItemText(g_hDlg,IDC_EVERT,szOut);
- ai_snprintf(szOut, 1024,"%i",(int)iNumFaces);
- SetDlgItemText(g_hDlg,IDC_EFACE,szOut);
- ai_snprintf(szOut, 1024,"%i",(int)g_pcAsset->pcScene->mNumMaterials);
- SetDlgItemText(g_hDlg,IDC_EMAT,szOut);
- ai_snprintf(szOut, 1024,"%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);
- ai_snprintf(szOut, 1024,"%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)
- ai_snprintf(szOut, 1024,"%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 = nullptr;
- 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),"Vertices:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMNODES),"Nodes:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMSHADERS),"Shaders:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Materials:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Meshes:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_LOADTIME),"Time:");
- FillDefaultStatistics();
- SetViewMode(VIEWMODE_FULL);
- // for debugging
- m_pcCurrentMaterial = nullptr;
- m_pcCurrentTexture = nullptr;
- m_pcCurrentNode = nullptr;
- // 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(nullptr != pcNew);
- if (m_pcCurrentNode == pcNew)return 2;
- // now ... change the meaning of the statistics fields back
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMVERTS),"Vertices:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMFACES),"Faces:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMATS),"Materials:");
- SetWindowText(GetDlgItem(g_hDlg,IDC_NUMMESHES),"Meshes:");
- 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(nullptr != 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(nullptr != 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,"%u",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";
- break;
- };
- 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 = nullptr;
- 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);
- }
- // search 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);
- }
- // search 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(nullptr != hItem);
- HMENU hDisplay = nullptr;
- // search in our list for the item
- TextureInfo* pcNew = nullptr;
- 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 = nullptr;
- 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 (nullptr != 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,nullptr);
- }
- 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 = nullptr;
- clr.lpTemplateName = nullptr;
- clr.lCustData = 0;
- 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 ...
- aiMaterial* pcMat = (aiMaterial*)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",nullptr,nullptr,
- (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(nullptr),
- "Textures\0*.png;*.dds;*.tga;*.bmp;*.tif;*.ppm;*.ppx;*.jpg;*.jpeg;*.exr\0*.*\0",
- nullptr, 0, 1,
- szFileName, MAX_PATH, nullptr, 0, nullptr,
- "Replace this texture",
- OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR,
- 0, 1, ".jpg", 0, nullptr, nullptr
- };
- 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",nullptr,nullptr,
- (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(nullptr),
- "Textures\0*.png;*.dds;*.bmp;*.tif;*.pfm;*.jpg;*.jpeg;*.hdr\0*.*\0", nullptr, 0, 1,
- szFileName, MAX_PATH, nullptr, 0, nullptr,
- "Export texture to file",
- OFN_OVERWRITEPROMPT | OFN_HIDEREADONLY | OFN_NOCHANGEDIR,
- 0, 1, ".png", 0, nullptr, nullptr
- };
- 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 = nullptr;
- (*this->m_pcCurrentTexture->piTexture)->GetSurfaceLevel(0,&pi);
- if(!pi || FAILED(D3DXSaveSurfaceToFile(szFileName,eFormat,pi,nullptr,nullptr)))
- {
- 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;
- }
- aiMaterial* pcMat = (aiMaterial*)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 (nullptr != g_pcAsset && nullptr != 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 (nullptr != g_pcAsset && nullptr != 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,nullptr,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;
- // re-enable 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 scene view to allow for sky-box 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 (nullptr != g_pcAsset && nullptr != 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 (nullptr != g_pcAsset && nullptr != 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 && nullptr != g_pcAsset && nullptr != 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 pcProj2 = m * mViewProjection;
- D3DXVECTOR4 vVector(1.f,0.f,0.f,1.f);
- piEnd->SetVector("OUTPUT_COLOR",&vVector);
- piEnd->SetMatrix("WorldViewProjection", (const D3DXMATRIX*)&pcProj2);
- 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 alpha-blending
- 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 = nullptr;
- if(FAILED( D3DXCreateEffect(g_piDevice,
- g_szCheckerBackgroundShader.c_str(),
- (UINT)g_szCheckerBackgroundShader.length(),
- nullptr,
- nullptr,
- D3DXSHADER_USE_LEGACY_D3DX9_31_DLL,
- nullptr,
- &g_piPatternEffect,&piBuffer)))
- {
- if( piBuffer)
- {
- MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
- piBuffer->Release();
- }
- return 0;
- }
- if( piBuffer)
- {
- piBuffer->Release();
- piBuffer = nullptr;
- }
- }
- 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,nullptr,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
- D3DCOLOR_ARGB(0xFF,0xFF,0,0xFF), 1.0f,0 );
- return 1;
- }
- }
- // clear the depth buffer only
- g_piDevice->Clear(0,nullptr,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)
- {
- 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;
- }
- }
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