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- /*
- ---------------------------------------------------------------------------
- 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.
- ---------------------------------------------------------------------------
- */
-
- #include "stdafx.h"
- #include "assimp_view.h"
-
- #include <map>
- #include <functional>
-
- namespace AssimpView {
-
-
- CMeshRenderer CMeshRenderer::s_cInstance;
-
- //-------------------------------------------------------------------------------
- int CMeshRenderer::DrawUnsorted(unsigned int iIndex)
- {
- ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
-
- // set vertex and index buffer
- g_piDevice->SetStreamSource(0,g_pcAsset->apcMeshes[iIndex]->piVB,0,
- sizeof(AssetHelper::Vertex));
-
- g_piDevice->SetIndices(g_pcAsset->apcMeshes[iIndex]->piIB);
-
- D3DPRIMITIVETYPE type = D3DPT_POINTLIST;
- switch (g_pcAsset->pcScene->mMeshes[iIndex]->mPrimitiveTypes) {
- case aiPrimitiveType_POINT:
- type = D3DPT_POINTLIST;break;
- case aiPrimitiveType_LINE:
- type = D3DPT_LINELIST;break;
- case aiPrimitiveType_TRIANGLE:
- type = D3DPT_TRIANGLELIST;break;
- }
- // and draw the mesh
- g_piDevice->DrawIndexedPrimitive(type,
- 0,0,
- g_pcAsset->pcScene->mMeshes[iIndex]->mNumVertices,0,
- g_pcAsset->pcScene->mMeshes[iIndex]->mNumFaces);
-
- return 1;
- }
- //-------------------------------------------------------------------------------
- int CMeshRenderer::DrawSorted(unsigned int iIndex,const aiMatrix4x4& mWorld)
- {
- ai_assert(iIndex < g_pcAsset->pcScene->mNumMeshes);
-
- AssetHelper::MeshHelper* pcHelper = g_pcAsset->apcMeshes[iIndex];
- const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex];
-
- if (!pcHelper || !pcMesh || !pcHelper->piIB)
- return -5;
-
- if (pcMesh->mPrimitiveTypes != aiPrimitiveType_TRIANGLE || pcMesh->HasBones() || g_sOptions.bNoAlphaBlending)
- return DrawUnsorted(iIndex);
-
-
- // compute the position of the camera in worldspace
- aiMatrix4x4 mWorldInverse = mWorld;
- mWorldInverse.Inverse();
- mWorldInverse.Transpose();
- const aiVector3D vLocalCamera = mWorldInverse * g_sCamera.vPos;
-
- // well ... this is really funny now. We must compute their distance
- // from the camera. We take the average distance of a face and add it
- // to a map which sorts it
- std::map<float,unsigned int, std::greater<float> > smap;
-
- for (unsigned int iFace = 0; iFace < pcMesh->mNumFaces;++iFace)
- {
- const aiFace* pcFace = &pcMesh->mFaces[iFace];
- float fDist = 0.0f;
- for (unsigned int c = 0; c < 3;++c)
- {
- aiVector3D vPos = pcMesh->mVertices[pcFace->mIndices[c]];
- vPos -= vLocalCamera;
- fDist += vPos.SquareLength();
- }
- smap.insert(std::pair<float, unsigned int>(fDist,iFace));
- }
-
- // now we can lock the index buffer and rebuild it
- D3DINDEXBUFFER_DESC sDesc;
- pcHelper->piIB->GetDesc(&sDesc);
-
- if (D3DFMT_INDEX16 == sDesc.Format)
- {
- uint16_t* aiIndices;
- pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
-
- for (std::map<float,unsigned int, std::greater<float> >::const_iterator
- i = smap.begin();
- i != smap.end();++i)
- {
- const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
- *aiIndices++ = (uint16_t)pcFace->mIndices[0];
- *aiIndices++ = (uint16_t)pcFace->mIndices[1];
- *aiIndices++ = (uint16_t)pcFace->mIndices[2];
- }
- }
- else if (D3DFMT_INDEX32 == sDesc.Format)
- {
- uint32_t* aiIndices;
- pcHelper->piIB->Lock(0,0,(void**)&aiIndices,D3DLOCK_DISCARD);
-
- for (std::map<float,unsigned int, std::greater<float> >::const_iterator
- i = smap.begin();
- i != smap.end();++i)
- {
- const aiFace* pcFace = &pcMesh->mFaces[(*i).second];
- *aiIndices++ = (uint32_t)pcFace->mIndices[0];
- *aiIndices++ = (uint32_t)pcFace->mIndices[1];
- *aiIndices++ = (uint32_t)pcFace->mIndices[2];
- }
- }
- pcHelper->piIB->Unlock();
-
- // set vertex and index buffer
- g_piDevice->SetStreamSource(0,pcHelper->piVB,0,sizeof(AssetHelper::Vertex));
-
- // and draw the mesh
- g_piDevice->SetIndices(pcHelper->piIB);
- g_piDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
- 0,0,
- pcMesh->mNumVertices,0,
- pcMesh->mNumFaces);
-
- return 1;
- }
- };
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