123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235 |
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, 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.
- ---------------------------------------------------------------------------
- */
- #if (!defined AV_ASSET_HELPER_H_INCLUDED)
- #define AV_ASSET_HELPER_H_INCLUDED
- #include <d3d9.h>
- #include <d3dx9.h>
- #include <d3dx9mesh.h>
- #include <assimp/scene.h>
- namespace AssimpView {
- class SceneAnimator;
- //-------------------------------------------------------------------------------
- /** \brief Class to wrap ASSIMP's asset output structures
- */
- //-------------------------------------------------------------------------------
- class AssetHelper {
- public:
- enum {
- // the original normal set will be used
- ORIGINAL = 0x0u,
- // a smoothed normal set will be used
- SMOOTH = 0x1u,
- // a hard normal set will be used
- HARD = 0x2u,
- };
- // default constructor
- AssetHelper() :
- iNormalSet(ORIGINAL) {
- mAnimator = NULL;
- apcMeshes = NULL;
- pcScene = NULL;
- }
- // set the normal set to be used
- void SetNormalSet(unsigned int iSet);
- // flip all normal vectors
- void FlipNormals();
- void FlipNormalsInt();
- //---------------------------------------------------------------
- // default vertex data structure
- // (even if tangents, bitangents or normals aren't
- // required by the shader they will be committed to the GPU)
- //---------------------------------------------------------------
- struct Vertex {
- aiVector3D vPosition;
- aiVector3D vNormal;
- D3DCOLOR dColorDiffuse;
- aiVector3D vTangent;
- aiVector3D vBitangent;
- aiVector2D vTextureUV;
- aiVector2D vTextureUV2;
- unsigned char mBoneIndices[4];
- unsigned char mBoneWeights[4]; // last Weight not used, calculated inside the vertex shader
- /** Returns the vertex declaration elements to create a declaration from. */
- static D3DVERTEXELEMENT9 *GetDeclarationElements() {
- static D3DVERTEXELEMENT9 decl[] = {
- { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
- { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 },
- { 0, 24, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
- { 0, 28, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0 },
- { 0, 40, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0 },
- { 0, 52, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
- { 0, 60, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1 },
- { 0, 68, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0 },
- { 0, 72, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0 },
- D3DDECL_END()
- };
- return decl;
- }
- };
- //---------------------------------------------------------------
- // FVF vertex structure used for normals
- //---------------------------------------------------------------
- struct LineVertex {
- aiVector3D vPosition;
- DWORD dColorDiffuse;
- // retrieves the FVF code of the vertex type
- static DWORD GetFVF() {
- return D3DFVF_DIFFUSE | D3DFVF_XYZ;
- }
- };
- //---------------------------------------------------------------
- // Helper class to store GPU related resources created for
- // a given aiMesh
- //---------------------------------------------------------------
- class MeshHelper {
- public:
- MeshHelper() :
- eShadingMode(),
- piVB(NULL),
- piIB(NULL),
- piVBNormals(NULL),
- piEffect(NULL),
- bSharedFX(false),
- piDiffuseTexture(NULL),
- piSpecularTexture(NULL),
- piAmbientTexture(NULL),
- piEmissiveTexture(NULL),
- piNormalTexture(NULL),
- piOpacityTexture(NULL),
- piShininessTexture(NULL),
- piLightmapTexture(NULL),
- fOpacity(),
- fShininess(),
- fSpecularStrength(),
- twosided(false),
- pvOriginalNormals(NULL) {}
- ~MeshHelper() {
- // NOTE: This is done in DeleteAssetData()
- // TODO: Make this a proper d'tor
- }
- // shading mode to use. Either Lambert or otherwise phong
- // will be used in every case
- aiShadingMode eShadingMode;
- // vertex buffer
- IDirect3DVertexBuffer9 *piVB;
- // index buffer. For partially transparent meshes
- // created with dynamic usage to be able to update
- // the buffer contents quickly
- IDirect3DIndexBuffer9 *piIB;
- // vertex buffer to be used to draw vertex normals
- // (vertex normals are generated in every case)
- IDirect3DVertexBuffer9 *piVBNormals;
- // shader to be used
- ID3DXEffect *piEffect;
- bool bSharedFX;
- // material textures
- IDirect3DTexture9 *piDiffuseTexture;
- IDirect3DTexture9 *piSpecularTexture;
- IDirect3DTexture9 *piAmbientTexture;
- IDirect3DTexture9 *piEmissiveTexture;
- IDirect3DTexture9 *piNormalTexture;
- IDirect3DTexture9 *piOpacityTexture;
- IDirect3DTexture9 *piShininessTexture;
- IDirect3DTexture9 *piLightmapTexture;
- // material colors
- D3DXVECTOR4 vDiffuseColor;
- D3DXVECTOR4 vSpecularColor;
- D3DXVECTOR4 vAmbientColor;
- D3DXVECTOR4 vEmissiveColor;
- // opacity for the material
- float fOpacity;
- // shininess for the material
- float fShininess;
- // strength of the specular highlight
- float fSpecularStrength;
- // two-sided?
- bool twosided;
- // Stores a pointer to the original normal set of the asset
- aiVector3D *pvOriginalNormals;
- };
- // One instance per aiMesh in the globally loaded asset
- MeshHelper **apcMeshes;
- // Scene wrapper instance
- aiScene *pcScene;
- // Animation player to animate the scene if necessary
- SceneAnimator *mAnimator;
- // Specifies the normal set to be used
- unsigned int iNormalSet;
- };
- } // namespace AssimpView
- #endif // !! IG
|