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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2017, 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 <timeapi.h>
- #include "StringUtils.h"
- #include <map>
- using namespace std;
- namespace AssimpView {
- extern std::string g_szNormalsShader;
- extern std::string g_szDefaultShader;
- extern std::string g_szPassThroughShader;
- //-------------------------------------------------------------------------------
- HINSTANCE g_hInstance = NULL;
- HWND g_hDlg = NULL;
- IDirect3D9* g_piD3D = NULL;
- IDirect3DDevice9* g_piDevice = NULL;
- IDirect3DVertexDeclaration9* gDefaultVertexDecl = NULL;
- double g_fFPS = 0.0f;
- char g_szFileName[MAX_PATH];
- ID3DXEffect* g_piDefaultEffect = NULL;
- ID3DXEffect* g_piNormalsEffect = NULL;
- ID3DXEffect* g_piPassThroughEffect = NULL;
- ID3DXEffect* g_piPatternEffect = NULL;
- bool g_bMousePressed = false;
- bool g_bMousePressedR = false;
- bool g_bMousePressedM = false;
- bool g_bMousePressedBoth = false;
- float g_fElpasedTime = 0.0f;
- D3DCAPS9 g_sCaps;
- bool g_bLoadingFinished = false;
- HANDLE g_hThreadHandle = NULL;
- float g_fWheelPos = -10.0f;
- bool g_bLoadingCanceled = false;
- IDirect3DTexture9* g_pcTexture = NULL;
- bool g_bPlay = false;
- double g_dCurrent = 0.;
- // default pp steps
- unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible
- aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing
- aiProcess_ValidateDataStructure | // perform a full validation of the loader's output
- aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices
- aiProcess_RemoveRedundantMaterials | // remove redundant materials
- aiProcess_FindDegenerates | // remove degenerated polygons from the import
- aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors
- aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs
- aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...)
- aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master
- aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex
- aiProcess_OptimizeMeshes | // join small meshes, if possible;
- aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader
- 0;
- unsigned int ppstepsdefault = ppsteps;
- bool nopointslines = false;
- extern bool g_bWasFlipped /*= false*/;
- aiMatrix4x4 g_mWorld;
- aiMatrix4x4 g_mWorldRotate;
- aiVector3D g_vRotateSpeed = aiVector3D(0.5f,0.5f,0.5f);
- // NOTE: The second light direction is now computed from the first
- aiVector3D g_avLightDirs[1] =
- { aiVector3D(-0.5f,0.6f,0.2f) };
- D3DCOLOR g_avLightColors[3] =
- {
- D3DCOLOR_ARGB(0xFF,0xFF,0xFF,0xFF),
- D3DCOLOR_ARGB(0xFF,0xFF,0x00,0x00),
- D3DCOLOR_ARGB(0xFF,0x05,0x05,0x05),
- };
- POINT g_mousePos;
- POINT g_LastmousePos;
- bool g_bFPSView = false;
- bool g_bInvert = false;
- EClickPos g_eClick = EClickPos_Circle;
- unsigned int g_iCurrentColor = 0;
- float g_fLightIntensity = 1.0f;
- float g_fLightColor = 1.0f;
- RenderOptions g_sOptions;
- Camera g_sCamera;
- AssetHelper *g_pcAsset = NULL;
- //
- // Contains the mask image for the HUD
- // (used to determine the position of a click)
- //
- unsigned char* g_szImageMask = NULL;
- float g_fLoadTime = 0.0f;
- //-------------------------------------------------------------------------------
- // Entry point for the loader thread
- // The laoder thread loads the asset while the progress dialog displays the
- // smart progress bar
- //-------------------------------------------------------------------------------
- DWORD WINAPI LoadThreadProc(LPVOID lpParameter)
- {
- UNREFERENCED_PARAMETER(lpParameter);
- // get current time
- double fCur = (double)timeGetTime();
- aiPropertyStore* props = aiCreatePropertyStore();
- aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1);
- aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle);
- aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 );
- aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1);
- //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1);
- // Call ASSIMPs C-API to load the file
- g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName,
- ppsteps | /* configurable pp steps */
- aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing
- aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes
- aiProcess_Triangulate | // triangulate polygons with more than 3 edges
- aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space
- aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives
- 0,
- NULL,
- props);
- aiReleasePropertyStore(props);
- // get the end time of zje operation, calculate delta t
- double fEnd = (double)timeGetTime();
- g_fLoadTime = (float)((fEnd - fCur) / 1000);
- // char szTemp[128];
- g_bLoadingFinished = true;
- // check whether the loading process has failed ...
- if (NULL == g_pcAsset->pcScene)
- {
- CLogDisplay::Instance().AddEntry("[ERROR] Unable to load this asset:",
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- // print ASSIMPs error string to the log display
- CLogDisplay::Instance().AddEntry(aiGetErrorString(),
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- return 1;
- }
- return 0;
- }
- //-------------------------------------------------------------------------------
- // load the current asset
- // THe path to the asset is specified in the global path variable
- //-------------------------------------------------------------------------------
- int LoadAsset(void)
- {
- // set the world and world rotation matrices to the identuty
- g_mWorldRotate = aiMatrix4x4();
- g_mWorld = aiMatrix4x4();
- // char szTemp[MAX_PATH+64];
- // sprintf(szTemp,"Starting to load %s",g_szFileName);
- CLogWindow::Instance().WriteLine(
- "----------------------------------------------------------------------------");
- // CLogWindow::Instance().WriteLine(szTemp);
- // CLogWindow::Instance().WriteLine(
- // "----------------------------------------------------------------------------");
- CLogWindow::Instance().SetAutoUpdate(false);
- // create a helper thread to load the asset
- DWORD dwID;
- g_bLoadingCanceled = false;
- g_pcAsset = new AssetHelper();
- g_hThreadHandle = CreateThread(NULL,0,&LoadThreadProc,NULL,0,&dwID);
- if (!g_hThreadHandle)
- {
- CLogDisplay::Instance().AddEntry(
- "[ERROR] Unable to create helper thread for loading",
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- return 0;
- }
- // show the progress bar dialog
- DialogBox(g_hInstance,MAKEINTRESOURCE(IDD_LOADDIALOG),
- g_hDlg,&ProgressMessageProc);
- // update the log window
- CLogWindow::Instance().SetAutoUpdate(true);
- CLogWindow::Instance().Update();
- // now we should have loaded the asset. Check this ...
- g_bLoadingFinished = false;
- if (!g_pcAsset || !g_pcAsset->pcScene)
- {
- if (g_pcAsset)
- {
- delete g_pcAsset;
- g_pcAsset = NULL;
- }
- return 0;
- }
- // allocate a new MeshHelper array and build a new instance
- // for each mesh in the original asset
- g_pcAsset->apcMeshes = new AssetHelper::MeshHelper*[g_pcAsset->pcScene->mNumMeshes]();
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
- g_pcAsset->apcMeshes[i] = new AssetHelper::MeshHelper();
- // create animator
- g_pcAsset->mAnimator = new SceneAnimator( g_pcAsset->pcScene);
- // build a new caption string for the viewer
- static const size_t Size = MAX_PATH + 10;
- char szOut[Size];
- ai_snprintf(szOut, Size,AI_VIEW_CAPTION_BASE " [%s]",g_szFileName);
- SetWindowText(g_hDlg,szOut);
- // scale the asset vertices to fit into the viewer window
- ScaleAsset();
- // reset the camera view to the default position
- g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f);
- g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
- g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
- g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
- // build native D3D vertex/index buffers, textures, materials
- if( 1 != CreateAssetData())
- return 0;
- if (!g_pcAsset->pcScene->HasAnimations()) {
- EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),FALSE);
- EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),FALSE);
- }
- else {
- EnableWindow(GetDlgItem(g_hDlg,IDC_PLAY),TRUE);
- EnableWindow(GetDlgItem(g_hDlg,IDC_SLIDERANIM),TRUE);
- }
- CLogDisplay::Instance().AddEntry("[OK] The asset has been loaded successfully");
- CDisplay::Instance().FillDisplayList();
- CDisplay::Instance().FillAnimList();
- CDisplay::Instance().FillDefaultStatistics();
-
- // render the scene once
- CDisplay::Instance().OnRender();
- g_pcAsset->iNormalSet = AssetHelper::ORIGINAL;
- g_bWasFlipped = false;
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Delete the loaded asset
- // The function does nothing is no asset is loaded
- //-------------------------------------------------------------------------------
- int DeleteAsset(void)
- {
- if (!g_pcAsset)return 0;
- // don't anymore know why this was necessary ...
- CDisplay::Instance().OnRender();
- // delete everything
- DeleteAssetData();
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
- {
- delete g_pcAsset->apcMeshes[i];
- }
- aiReleaseImport(g_pcAsset->pcScene);
- delete[] g_pcAsset->apcMeshes;
- delete g_pcAsset->mAnimator;
- delete g_pcAsset;
- g_pcAsset = NULL;
- // reset the caption of the viewer window
- SetWindowText(g_hDlg,AI_VIEW_CAPTION_BASE);
- // clear UI
- CDisplay::Instance().ClearAnimList();
- CDisplay::Instance().ClearDisplayList();
- CMaterialManager::Instance().Reset();
- UpdateWindow(g_hDlg);
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Calculate the boundaries of a given node and all of its children
- // The boundaries are in Worldspace (AABB)
- // piNode Input node
- // p_avOut Receives the min/max boundaries. Must point to 2 vec3s
- // piMatrix Transformation matrix of the graph at this position
- //-------------------------------------------------------------------------------
- int CalculateBounds(aiNode* piNode, aiVector3D* p_avOut,
- const aiMatrix4x4& piMatrix)
- {
- ai_assert(NULL != piNode);
- ai_assert(NULL != p_avOut);
- aiMatrix4x4 mTemp = piNode->mTransformation;
- mTemp.Transpose();
- aiMatrix4x4 aiMe = mTemp * piMatrix;
- for (unsigned int i = 0; i < piNode->mNumMeshes;++i)
- {
- for( unsigned int a = 0; a < g_pcAsset->pcScene->mMeshes[
- piNode->mMeshes[i]]->mNumVertices;++a)
- {
- aiVector3D pc =g_pcAsset->pcScene->mMeshes[piNode->mMeshes[i]]->mVertices[a];
- aiVector3D pc1;
- D3DXVec3TransformCoord((D3DXVECTOR3*)&pc1,(D3DXVECTOR3*)&pc,
- (D3DXMATRIX*)&aiMe);
- p_avOut[0].x = min( p_avOut[0].x, pc1.x);
- p_avOut[0].y = min( p_avOut[0].y, pc1.y);
- p_avOut[0].z = min( p_avOut[0].z, pc1.z);
- p_avOut[1].x = max( p_avOut[1].x, pc1.x);
- p_avOut[1].y = max( p_avOut[1].y, pc1.y);
- p_avOut[1].z = max( p_avOut[1].z, pc1.z);
- }
- }
- for (unsigned int i = 0; i < piNode->mNumChildren;++i)
- {
- CalculateBounds( piNode->mChildren[i], p_avOut, aiMe );
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Scale the asset that it fits perfectly into the viewer window
- // The function calculates the boundaries of the mesh and modifies the
- // global world transformation matrix according to the aset AABB
- //-------------------------------------------------------------------------------
- int ScaleAsset(void)
- {
- aiVector3D aiVecs[2] = {aiVector3D( 1e10f, 1e10f, 1e10f),
- aiVector3D( -1e10f, -1e10f, -1e10f) };
- if (g_pcAsset->pcScene->mRootNode)
- {
- aiMatrix4x4 m;
- CalculateBounds(g_pcAsset->pcScene->mRootNode,aiVecs,m);
- }
- aiVector3D vDelta = aiVecs[1]-aiVecs[0];
- aiVector3D vHalf = aiVecs[0] + (vDelta / 2.0f);
- float fScale = 10.0f / vDelta.Length();
- g_mWorld = aiMatrix4x4(
- 1.0f,0.0f,0.0f,0.0f,
- 0.0f,1.0f,0.0f,0.0f,
- 0.0f,0.0f,1.0f,0.0f,
- -vHalf.x,-vHalf.y,-vHalf.z,1.0f) *
- aiMatrix4x4(
- fScale,0.0f,0.0f,0.0f,
- 0.0f,fScale,0.0f,0.0f,
- 0.0f,0.0f,fScale,0.0f,
- 0.0f,0.0f,0.0f,1.0f);
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Generate a vertex buffer which holds the normals of the asset as
- // a list of unconnected lines
- // pcMesh Input mesh
- // pcSource Source mesh from ASSIMP
- //-------------------------------------------------------------------------------
- int GenerateNormalsAsLineList(AssetHelper::MeshHelper* pcMesh,const aiMesh* pcSource)
- {
- ai_assert(NULL != pcMesh);
- ai_assert(NULL != pcSource);
- if (!pcSource->mNormals)return 0;
- // create vertex buffer
- if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::LineVertex) *
- pcSource->mNumVertices * 2,
- D3DUSAGE_WRITEONLY,
- AssetHelper::LineVertex::GetFVF(),
- D3DPOOL_DEFAULT, &pcMesh->piVBNormals,NULL)))
- {
- CLogDisplay::Instance().AddEntry("Failed to create vertex buffer for the normal list",
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- return 2;
- }
- // now fill the vertex buffer with data
- AssetHelper::LineVertex* pbData2;
- pcMesh->piVBNormals->Lock(0,0,(void**)&pbData2,0);
- for (unsigned int x = 0; x < pcSource->mNumVertices;++x)
- {
- pbData2->vPosition = pcSource->mVertices[x];
- ++pbData2;
- aiVector3D vNormal = pcSource->mNormals[x];
- vNormal.Normalize();
- // scalo with the inverse of the world scaling to make sure
- // the normals have equal length in each case
- // TODO: Check whether this works in every case, I don't think so
- vNormal.x /= g_mWorld.a1*4;
- vNormal.y /= g_mWorld.b2*4;
- vNormal.z /= g_mWorld.c3*4;
- pbData2->vPosition = pcSource->mVertices[x] + vNormal;
- ++pbData2;
- }
- pcMesh->piVBNormals->Unlock();
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Create the native D3D representation of the asset: vertex buffers,
- // index buffers, materials ...
- //-------------------------------------------------------------------------------
- int CreateAssetData()
- {
- if (!g_pcAsset)return 0;
- // reset all subsystems
- CMaterialManager::Instance().Reset();
- CDisplay::Instance().Reset();
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
- {
- const aiMesh* mesh = g_pcAsset->pcScene->mMeshes[i];
- // create the material for the mesh
- if (!g_pcAsset->apcMeshes[i]->piEffect) {
- CMaterialManager::Instance().CreateMaterial(
- g_pcAsset->apcMeshes[i],mesh);
- }
- // create vertex buffer
- if(FAILED( g_piDevice->CreateVertexBuffer(sizeof(AssetHelper::Vertex) *
- mesh->mNumVertices,
- D3DUSAGE_WRITEONLY,
- 0,
- D3DPOOL_DEFAULT, &g_pcAsset->apcMeshes[i]->piVB,NULL))) {
- MessageBox(g_hDlg,"Failed to create vertex buffer",
- "ASSIMP Viewer Utility",MB_OK);
- return 2;
- }
- DWORD dwUsage = 0;
- if (g_pcAsset->apcMeshes[i]->piOpacityTexture || 1.0f != g_pcAsset->apcMeshes[i]->fOpacity)
- dwUsage |= D3DUSAGE_DYNAMIC;
- unsigned int nidx;
- switch (mesh->mPrimitiveTypes) {
- case aiPrimitiveType_POINT:
- nidx = 1;break;
- case aiPrimitiveType_LINE:
- nidx = 2;break;
- case aiPrimitiveType_TRIANGLE:
- nidx = 3;break;
- default: ai_assert(false);
- };
- // check whether we can use 16 bit indices
- if (mesh->mNumFaces * 3 >= 65536) {
- // create 32 bit index buffer
- if(FAILED( g_piDevice->CreateIndexBuffer( 4 *
- mesh->mNumFaces * nidx,
- D3DUSAGE_WRITEONLY | dwUsage,
- D3DFMT_INDEX32,
- D3DPOOL_DEFAULT,
- &g_pcAsset->apcMeshes[i]->piIB,
- NULL)))
- {
- MessageBox(g_hDlg,"Failed to create 32 Bit index buffer",
- "ASSIMP Viewer Utility",MB_OK);
- return 2;
- }
- // now fill the index buffer
- unsigned int* pbData;
- g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
- for (unsigned int x = 0; x < mesh->mNumFaces;++x)
- {
- for (unsigned int a = 0; a < nidx;++a)
- {
- *pbData++ = mesh->mFaces[x].mIndices[a];
- }
- }
- }
- else {
- // create 16 bit index buffer
- if(FAILED( g_piDevice->CreateIndexBuffer( 2 *
- mesh->mNumFaces * nidx,
- D3DUSAGE_WRITEONLY | dwUsage,
- D3DFMT_INDEX16,
- D3DPOOL_DEFAULT,
- &g_pcAsset->apcMeshes[i]->piIB,
- NULL)))
- {
- MessageBox(g_hDlg,"Failed to create 16 Bit index buffer",
- "ASSIMP Viewer Utility",MB_OK);
- return 2;
- }
- // now fill the index buffer
- uint16_t* pbData;
- g_pcAsset->apcMeshes[i]->piIB->Lock(0,0,(void**)&pbData,0);
- for (unsigned int x = 0; x < mesh->mNumFaces;++x)
- {
- for (unsigned int a = 0; a < nidx;++a)
- {
- *pbData++ = (uint16_t)mesh->mFaces[x].mIndices[a];
- }
- }
- }
- g_pcAsset->apcMeshes[i]->piIB->Unlock();
- // collect weights on all vertices. Quick and careless
- std::vector<std::vector<aiVertexWeight> > weightsPerVertex( mesh->mNumVertices);
- for( unsigned int a = 0; a < mesh->mNumBones; a++) {
- const aiBone* bone = mesh->mBones[a];
- for( unsigned int b = 0; b < bone->mNumWeights; b++)
- weightsPerVertex[bone->mWeights[b].mVertexId].push_back( aiVertexWeight( a, bone->mWeights[b].mWeight));
- }
- // now fill the vertex buffer
- AssetHelper::Vertex* pbData2;
- g_pcAsset->apcMeshes[i]->piVB->Lock(0,0,(void**)&pbData2,0);
- for (unsigned int x = 0; x < mesh->mNumVertices;++x)
- {
- pbData2->vPosition = mesh->mVertices[x];
- if (NULL == mesh->mNormals)
- pbData2->vNormal = aiVector3D(0.0f,0.0f,0.0f);
- else pbData2->vNormal = mesh->mNormals[x];
- if (NULL == mesh->mTangents) {
- pbData2->vTangent = aiVector3D(0.0f,0.0f,0.0f);
- pbData2->vBitangent = aiVector3D(0.0f,0.0f,0.0f);
- }
- else {
- pbData2->vTangent = mesh->mTangents[x];
- pbData2->vBitangent = mesh->mBitangents[x];
- }
- if (mesh->HasVertexColors( 0)) {
- pbData2->dColorDiffuse = D3DCOLOR_ARGB(
- ((unsigned char)max( min( mesh->mColors[0][x].a * 255.0f, 255.0f),0.0f)),
- ((unsigned char)max( min( mesh->mColors[0][x].r * 255.0f, 255.0f),0.0f)),
- ((unsigned char)max( min( mesh->mColors[0][x].g * 255.0f, 255.0f),0.0f)),
- ((unsigned char)max( min( mesh->mColors[0][x].b * 255.0f, 255.0f),0.0f)));
- }
- else pbData2->dColorDiffuse = D3DCOLOR_ARGB(0xFF,0xff,0xff,0xff);
- // ignore a third texture coordinate component
- if (mesh->HasTextureCoords( 0)) {
- pbData2->vTextureUV = aiVector2D(
- mesh->mTextureCoords[0][x].x,
- mesh->mTextureCoords[0][x].y);
- }
- else pbData2->vTextureUV = aiVector2D(0.5f,0.5f);
- if (mesh->HasTextureCoords( 1)) {
- pbData2->vTextureUV2 = aiVector2D(
- mesh->mTextureCoords[1][x].x,
- mesh->mTextureCoords[1][x].y);
- }
- else pbData2->vTextureUV2 = aiVector2D(0.5f,0.5f);
- // Bone indices and weights
- if( mesh->HasBones()) {
- unsigned char boneIndices[4] = { 0, 0, 0, 0 };
- unsigned char boneWeights[4] = { 0, 0, 0, 0 };
- ai_assert( weightsPerVertex[x].size() <= 4);
- for( unsigned int a = 0; a < weightsPerVertex[x].size(); a++)
- {
- boneIndices[a] = weightsPerVertex[x][a].mVertexId;
- boneWeights[a] = (unsigned char) (weightsPerVertex[x][a].mWeight * 255.0f);
- }
- memcpy( pbData2->mBoneIndices, boneIndices, sizeof( boneIndices));
- memcpy( pbData2->mBoneWeights, boneWeights, sizeof( boneWeights));
- } else
- {
- memset( pbData2->mBoneIndices, 0, sizeof( pbData2->mBoneIndices));
- memset( pbData2->mBoneWeights, 0, sizeof( pbData2->mBoneWeights));
- }
- ++pbData2;
- }
- g_pcAsset->apcMeshes[i]->piVB->Unlock();
- // now generate the second vertex buffer, holding all normals
- if (!g_pcAsset->apcMeshes[i]->piVBNormals) {
- GenerateNormalsAsLineList(g_pcAsset->apcMeshes[i],mesh);
- }
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Delete all effects, textures, vertex buffers ... associated with
- // an asset
- //-------------------------------------------------------------------------------
- int DeleteAssetData(bool bNoMaterials)
- {
- if (!g_pcAsset)return 0;
- // TODO: Move this to a proper destructor
- for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i)
- {
- if(g_pcAsset->apcMeshes[i]->piVB)
- {
- g_pcAsset->apcMeshes[i]->piVB->Release();
- g_pcAsset->apcMeshes[i]->piVB = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piVBNormals)
- {
- g_pcAsset->apcMeshes[i]->piVBNormals->Release();
- g_pcAsset->apcMeshes[i]->piVBNormals = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piIB)
- {
- g_pcAsset->apcMeshes[i]->piIB->Release();
- g_pcAsset->apcMeshes[i]->piIB = NULL;
- }
- // TODO ... unfixed memory leak
- // delete storage eventually allocated to hold a copy
- // of the original vertex normals
- //if (g_pcAsset->apcMeshes[i]->pvOriginalNormals)
- //{
- // delete[] g_pcAsset->apcMeshes[i]->pvOriginalNormals;
- //}
- if (!bNoMaterials)
- {
- if(g_pcAsset->apcMeshes[i]->piEffect)
- {
- g_pcAsset->apcMeshes[i]->piEffect->Release();
- g_pcAsset->apcMeshes[i]->piEffect = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piDiffuseTexture)
- {
- g_pcAsset->apcMeshes[i]->piDiffuseTexture->Release();
- g_pcAsset->apcMeshes[i]->piDiffuseTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piNormalTexture)
- {
- g_pcAsset->apcMeshes[i]->piNormalTexture->Release();
- g_pcAsset->apcMeshes[i]->piNormalTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piSpecularTexture)
- {
- g_pcAsset->apcMeshes[i]->piSpecularTexture->Release();
- g_pcAsset->apcMeshes[i]->piSpecularTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piAmbientTexture)
- {
- g_pcAsset->apcMeshes[i]->piAmbientTexture->Release();
- g_pcAsset->apcMeshes[i]->piAmbientTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piEmissiveTexture)
- {
- g_pcAsset->apcMeshes[i]->piEmissiveTexture->Release();
- g_pcAsset->apcMeshes[i]->piEmissiveTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piOpacityTexture)
- {
- g_pcAsset->apcMeshes[i]->piOpacityTexture->Release();
- g_pcAsset->apcMeshes[i]->piOpacityTexture = NULL;
- }
- if(g_pcAsset->apcMeshes[i]->piShininessTexture)
- {
- g_pcAsset->apcMeshes[i]->piShininessTexture->Release();
- g_pcAsset->apcMeshes[i]->piShininessTexture = NULL;
- }
- }
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Switch beetween zoom/rotate view and the standatd FPS view
- // g_bFPSView specifies the view mode to setup
- //-------------------------------------------------------------------------------
- int SetupFPSView()
- {
- if (!g_bFPSView)
- {
- g_sCamera.vPos = aiVector3D(0.0f,0.0f,g_fWheelPos);
- g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
- g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
- g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
- }
- else
- {
- g_fWheelPos = g_sCamera.vPos.z;
- g_sCamera.vPos = aiVector3D(0.0f,0.0f,-10.0f);
- g_sCamera.vLookAt = aiVector3D(0.0f,0.0f,1.0f);
- g_sCamera.vUp = aiVector3D(0.0f,1.0f,0.0f);
- g_sCamera.vRight = aiVector3D(0.0f,1.0f,0.0f);
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Initialize the IDIrect3D interface
- // Called by the WinMain
- //-------------------------------------------------------------------------------
- int InitD3D(void)
- {
- if (NULL == g_piD3D)
- {
- g_piD3D = Direct3DCreate9(D3D_SDK_VERSION);
- if (NULL == g_piD3D)return 0;
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Release the IDirect3D interface.
- // NOTE: Assumes that the device has already been deleted
- //-------------------------------------------------------------------------------
- int ShutdownD3D(void)
- {
- ShutdownDevice();
- if (NULL != g_piD3D)
- {
- g_piD3D->Release();
- g_piD3D = NULL;
- }
- return 1;
- }
- //-------------------------------------------------------------------------------
- // Shutdown the D3D devie object and all resources associated with it
- // NOTE: Assumes that the asset has already been deleted
- //-------------------------------------------------------------------------------
- int ShutdownDevice(void)
- {
- // release other subsystems
- CBackgroundPainter::Instance().ReleaseNativeResource();
- CLogDisplay::Instance().ReleaseNativeResource();
- // release global shaders that have been allocazed
- if (NULL != g_piDefaultEffect)
- {
- g_piDefaultEffect->Release();
- g_piDefaultEffect = NULL;
- }
- if (NULL != g_piNormalsEffect)
- {
- g_piNormalsEffect->Release();
- g_piNormalsEffect = NULL;
- }
- if (NULL != g_piPassThroughEffect)
- {
- g_piPassThroughEffect->Release();
- g_piPassThroughEffect = NULL;
- }
- if (NULL != g_piPatternEffect)
- {
- g_piPatternEffect->Release();
- g_piPatternEffect = NULL;
- }
- if (NULL != g_pcTexture)
- {
- g_pcTexture->Release();
- g_pcTexture = NULL;
- }
- if( NULL != gDefaultVertexDecl)
- {
- gDefaultVertexDecl->Release();
- gDefaultVertexDecl = NULL;
- }
- // delete the main D3D device object
- if (NULL != g_piDevice)
- {
- g_piDevice->Release();
- g_piDevice = NULL;
- }
- // deleted the one channel image allocated to hold the HUD mask
- delete[] g_szImageMask;
- g_szImageMask = NULL;
- return 1;
- }
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- int CreateHUDTexture()
- {
- // lock the memory resource ourselves
- HRSRC res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUD),RT_RCDATA);
- HGLOBAL hg = LoadResource(NULL,res);
- void* pData = LockResource(hg);
- if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice,
- pData,SizeofResource(NULL,res),
- D3DX_DEFAULT_NONPOW2,
- D3DX_DEFAULT_NONPOW2,
- 1,
- 0,
- D3DFMT_A8R8G8B8,
- D3DPOOL_MANAGED,
- D3DX_DEFAULT,
- D3DX_DEFAULT,
- 0,
- NULL,
- NULL,
- &g_pcTexture)))
- {
- CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD texture",
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- g_pcTexture = NULL;
- g_szImageMask = NULL;
- FreeResource(hg);
- return 0;
- }
- FreeResource(hg);
- D3DSURFACE_DESC sDesc;
- g_pcTexture->GetLevelDesc(0,&sDesc);
- // lock the memory resource ourselves
- res = FindResource(NULL,MAKEINTRESOURCE(IDR_HUDMASK),RT_RCDATA);
- hg = LoadResource(NULL,res);
- pData = LockResource(hg);
- IDirect3DTexture9* pcTex;
- if(FAILED(D3DXCreateTextureFromFileInMemoryEx(g_piDevice,
- pData,SizeofResource(NULL,res),
- sDesc.Width,
- sDesc.Height,
- 1,
- 0,
- D3DFMT_L8,
- D3DPOOL_MANAGED, // unnecessary
- D3DX_DEFAULT,
- D3DX_DEFAULT,
- 0,
- NULL,
- NULL,
- &pcTex)))
- {
- CLogDisplay::Instance().AddEntry("[ERROR] Unable to load HUD mask texture",
- D3DCOLOR_ARGB(0xFF,0xFF,0,0));
- g_szImageMask = NULL;
- FreeResource(hg);
- return 0;
- }
- FreeResource(hg);
- // lock the texture and copy it to get a pointer
- D3DLOCKED_RECT sRect;
- pcTex->LockRect(0,&sRect,NULL,D3DLOCK_READONLY);
- unsigned char* szOut = new unsigned char[sDesc.Width * sDesc.Height];
- unsigned char* _szOut = szOut;
- unsigned char* szCur = (unsigned char*) sRect.pBits;
- for (unsigned int y = 0; y < sDesc.Height;++y)
- {
- memcpy(_szOut,szCur,sDesc.Width);
- szCur += sRect.Pitch;
- _szOut += sDesc.Width;
- }
- pcTex->UnlockRect(0);
- pcTex->Release();
- g_szImageMask = szOut;
- return 1;
- }
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/)
- {
- D3DDEVTYPE eType = bHW ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF;
- // get the client rectangle of the window.
- RECT sRect;
- GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
- sRect.right -= sRect.left;
- sRect.bottom -= sRect.top;
- D3DPRESENT_PARAMETERS sParams;
- memset(&sParams,0,sizeof(D3DPRESENT_PARAMETERS));
- // get the current display mode
- D3DDISPLAYMODE sMode;
- g_piD3D->GetAdapterDisplayMode(0,&sMode);
- // fill the presentation parameter structure
- sParams.Windowed = TRUE;
- sParams.hDeviceWindow = GetDlgItem( g_hDlg, IDC_RT );
- sParams.EnableAutoDepthStencil = TRUE;
- sParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
- sParams.BackBufferWidth = (UINT)sRect.right;
- sParams.BackBufferHeight = (UINT)sRect.bottom;
- sParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
- sParams.BackBufferCount = 1;
- // check whether we can use a D32 depth buffer format
- if (SUCCEEDED ( g_piD3D->CheckDepthStencilMatch(0,eType,
- D3DFMT_X8R8G8B8,D3DFMT_X8R8G8B8,D3DFMT_D32)))
- {
- sParams.AutoDepthStencilFormat = D3DFMT_D32;
- }
- else sParams.AutoDepthStencilFormat = D3DFMT_D24X8;
- // find the highest multisample type available on this device
- D3DMULTISAMPLE_TYPE sMS = D3DMULTISAMPLE_2_SAMPLES;
- D3DMULTISAMPLE_TYPE sMSOut = D3DMULTISAMPLE_NONE;
- DWORD dwQuality = 0;
- if (p_bMultiSample)
- {
- while ((D3DMULTISAMPLE_TYPE)(D3DMULTISAMPLE_16_SAMPLES + 1) !=
- (sMS = (D3DMULTISAMPLE_TYPE)(sMS + 1)))
- {
- if(SUCCEEDED( g_piD3D->CheckDeviceMultiSampleType(0,eType,
- sMode.Format,TRUE,sMS,&dwQuality)))
- {
- sMSOut = sMS;
- }
- }
- if (0 != dwQuality)dwQuality -= 1;
- sParams.MultiSampleQuality = dwQuality;
- sParams.MultiSampleType = sMSOut;
- }
- // preget the device capabilities. If the hardware vertex shader is too old, we prefer software vertex processing
- g_piD3D->GetDeviceCaps( 0, D3DDEVTYPE_HAL, &g_sCaps);
- DWORD creationFlags = D3DCREATE_MULTITHREADED;
- if( g_sCaps.VertexShaderVersion >= D3DVS_VERSION( 2, 0))
- creationFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
- else
- creationFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
- // create the D3D9 device object. with software-vertexprocessing if VS2.0 isn`t supported in hardware
- if(FAILED(g_piD3D->CreateDevice(0,eType, g_hDlg, creationFlags ,&sParams,&g_piDevice)))
- {
- // if hardware fails use software rendering instead
- if (bHW)return CreateDevice(p_bMultiSample,p_bSuperSample,false);
- return 0;
- }
- // create a vertex declaration to match the vertex
- D3DVERTEXELEMENT9* vdecl = AssetHelper::Vertex::GetDeclarationElements();
- if( FAILED( g_piDevice->CreateVertexDeclaration( vdecl, &gDefaultVertexDecl)))
- {
- MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK);
- return 0;
- }
- g_piDevice->SetVertexDeclaration( gDefaultVertexDecl);
- // get the capabilities of the device object
- g_piDevice->GetDeviceCaps(&g_sCaps);
- if(g_sCaps.PixelShaderVersion < D3DPS_VERSION(3,0))
- {
- EnableWindow(GetDlgItem(g_hDlg,IDC_LOWQUALITY),FALSE);
- }
- // compile the default material shader (gray gouraud/phong)
- ID3DXBuffer* piBuffer = NULL;
- if(FAILED( D3DXCreateEffect(g_piDevice,
- g_szDefaultShader.c_str(),
- (UINT)g_szDefaultShader.length(),
- NULL,
- NULL,
- AI_SHADER_COMPILE_FLAGS,
- NULL,
- &g_piDefaultEffect,&piBuffer)))
- {
- if( piBuffer)
- {
- MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
- piBuffer->Release();
- }
- return 0;
- }
- if( piBuffer)
- {
- piBuffer->Release();
- piBuffer = NULL;
- }
- // use Fixed Function effect when working with shaderless cards
- if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
- g_piDefaultEffect->SetTechnique( "DefaultFXSpecular_FF");
- // create the shader used to draw the HUD
- if(FAILED( D3DXCreateEffect(g_piDevice,
- g_szPassThroughShader.c_str(),(UINT)g_szPassThroughShader.length(),
- NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piPassThroughEffect,&piBuffer)))
- {
- if( piBuffer)
- {
- MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
- piBuffer->Release();
- }
- return 0;
- }
- if( piBuffer)
- {
- piBuffer->Release();
- piBuffer = NULL;
- }
- // use Fixed Function effect when working with shaderless cards
- if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
- g_piPassThroughEffect->SetTechnique( "PassThrough_FF");
- // create the shader used to visualize normal vectors
- if(FAILED( D3DXCreateEffect(g_piDevice,
- g_szNormalsShader.c_str(),(UINT)g_szNormalsShader.length(),
- NULL,NULL,AI_SHADER_COMPILE_FLAGS,NULL,&g_piNormalsEffect, &piBuffer)))
- {
- if( piBuffer)
- {
- MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK);
- piBuffer->Release();
- }
- return 0;
- }
- if( piBuffer)
- {
- piBuffer->Release();
- piBuffer = NULL;
- }
- //MessageBox( g_hDlg, "Failed to create vertex declaration", "Init", MB_OK);
- // use Fixed Function effect when working with shaderless cards
- if( g_sCaps.PixelShaderVersion < D3DPS_VERSION(2,0))
- g_piNormalsEffect->SetTechnique( "RenderNormals_FF");
- g_piDevice->SetRenderState(D3DRS_DITHERENABLE,TRUE);
- // create the texture for the HUD
- CreateHUDTexture();
- CBackgroundPainter::Instance().RecreateNativeResource();
- CLogDisplay::Instance().RecreateNativeResource();
- g_piPassThroughEffect->SetTexture("TEXTURE_2D",g_pcTexture);
- return 1;
- }
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- int CreateDevice (void)
- {
- return CreateDevice(g_sOptions.bMultiSample,
- g_sOptions.bSuperSample);
- }
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- int GetProjectionMatrix (aiMatrix4x4& p_mOut)
- {
- const float fFarPlane = 100.0f;
- const float fNearPlane = 0.1f;
- const float fFOV = (float)(45.0 * 0.0174532925);
- const float s = 1.0f / tanf(fFOV * 0.5f);
- const float Q = fFarPlane / (fFarPlane - fNearPlane);
- RECT sRect;
- GetWindowRect(GetDlgItem(g_hDlg,IDC_RT),&sRect);
- sRect.right -= sRect.left;
- sRect.bottom -= sRect.top;
- const float fAspect = (float)sRect.right / (float)sRect.bottom;
- p_mOut = aiMatrix4x4(
- s / fAspect, 0.0f, 0.0f, 0.0f,
- 0.0f, s, 0.0f, 0.0f,
- 0.0f, 0.0f, Q, 1.0f,
- 0.0f, 0.0f, -Q * fNearPlane, 0.0f);
- return 1;
- }
- //-------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------
- aiVector3D GetCameraMatrix (aiMatrix4x4& p_mOut)
- {
- D3DXMATRIX view;
- D3DXMatrixIdentity( &view );
- D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vLookAt );
- D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt );
- D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vRight, (D3DXVECTOR3*)&g_sCamera.vRight );
- D3DXVec3Cross( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vLookAt, (D3DXVECTOR3*)&g_sCamera.vRight );
- D3DXVec3Normalize( (D3DXVECTOR3*)&g_sCamera.vUp, (D3DXVECTOR3*)&g_sCamera.vUp );
- view._11 = g_sCamera.vRight.x;
- view._12 = g_sCamera.vUp.x;
- view._13 = g_sCamera.vLookAt.x;
- view._14 = 0.0f;
- view._21 = g_sCamera.vRight.y;
- view._22 = g_sCamera.vUp.y;
- view._23 = g_sCamera.vLookAt.y;
- view._24 = 0.0f;
- view._31 = g_sCamera.vRight.z;
- view._32 = g_sCamera.vUp.z;
- view._33 = g_sCamera.vLookAt.z;
- view._34 = 0.0f;
- view._41 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vRight );
- view._42 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vUp );
- view._43 = -D3DXVec3Dot( (D3DXVECTOR3*)&g_sCamera.vPos, (D3DXVECTOR3*)&g_sCamera.vLookAt );
- view._44 = 1.0f;
- memcpy(&p_mOut,&view,sizeof(aiMatrix4x4));
- return g_sCamera.vPos;
- }
- }
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