//---------------------------------------------------------------
// 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;
}
};