|
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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
-
- 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;
- }
-
- //---------------------------------------------------------------
- // 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 ()
- :
- 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),
- 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;
-
- // ------------------------------------------------------------------
- // set the normal set to be used
- void SetNormalSet(unsigned int iSet);
-
- // ------------------------------------------------------------------
- // flip all normal vectors
- void FlipNormals();
- void FlipNormalsInt();
- };
-
- #endif // !! IG
|