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- //---------------------------------------------------------------
- // Helper class to store GPU related resources created for
- // a given aiMesh
- //---------------------------------------------------------------
- class MeshHelper
- {
- public:
- MeshHelper ()
- :
- piVB (NULL),
- piIB (NULL),
- piEffect (NULL),
- piVBNormals (NULL),
- piDiffuseTexture (NULL),
- piSpecularTexture (NULL),
- piAmbientTexture (NULL),
- piNormalTexture (NULL),
- piEmissiveTexture (NULL),
- piOpacityTexture (NULL),
- piShininessTexture (NULL),
- piLightmapTexture (NULL),
- //pvOriginalNormals (NULL),
- bSharedFX(false),
- twosided (false){}
- ~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;
- };
- ////////////////////////////////////////////////////////////
- // 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;
- }
- };
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