Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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DVDConverter.cpp File Reference
#include "config.h"
#include "Headers/DVDConverter.h"
#include "Headers/MeshImporter.h"
#include "Core/Headers/PlatformContext.h"
#include "Core/Headers/StringHelper.h"
#include "Geometry/Animations/Headers/AnimationUtils.h"
#include "Geometry/Animations/Headers/SceneAnimator.h"
#include "Geometry/Shapes/Headers/SubMesh.h"
#include "Platform/File/Headers/FileManagement.h"
#include "Platform/Video/Buffers/VertexBuffer/Headers/VertexBuffer.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Utility/Headers/Localization.h"
#include <assimp/DefaultLogger.hpp>
#include <assimp/Importer.hpp>
#include <assimp/Logger.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/GltfMaterial.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include <meshoptimizer.h>

Go to the source code of this file.

Classes

struct  Divide::anonymous_namespace{DVDConverter.cpp}::AssimpStream
 
struct  Divide::anonymous_namespace{DVDConverter.cpp}::vertexWeight
 

Namespaces

namespace  Divide
 Handle console commands that start with a forward slash.
 
namespace  Divide::anonymous_namespace{DVDConverter.cpp}
 
namespace  Divide::DVDConverter
 
namespace  Divide::DVDConverter::detail
 

Functions

Bone * Divide::anonymous_namespace{DVDConverter.cpp}::CreateBoneTree (aiNode *pNode, Bone *parent)
 Recursively creates an internal node structure matching the current scene and animation.
 
static hashMap< U32, TextureWrap > Divide::DVDConverter::detail::fillTextureWrapMap ()
 
static hashMap< U32, ShadingMode > Divide::DVDConverter::detail::fillShadingModeMap ()
 
static hashMap< U32, TextureOperation > Divide::DVDConverter::detail::fillTextureOperationMap ()
 
void Divide::DVDConverter::OnStartup (const PlatformContext &context)
 
void Divide::DVDConverter::OnShutdown ()
 
U32 Divide::DVDConverter::PopulateNodeData (aiNode *node, MeshNodeData &target, const aiMatrix4x4 &axisCorrectionBasis)
 
bool Divide::DVDConverter::Load (PlatformContext &context, Import::ImportData &target)
 
void Divide::DVDConverter::detail::BuildGeometryBuffers (PlatformContext &context, Import::ImportData &target)
 
void Divide::DVDConverter::detail::LoadSubMeshGeometry (const aiMesh *source, Import::SubMeshData &subMeshData, Import::ImportData &target)
 
void Divide::DVDConverter::detail::LoadSubMeshMaterial (Import::MaterialData &material, const aiScene *source, const ResourcePath &modelDirectoryName, const U16 materialIndex, const Str< 128 > &materialName, const GeometryFormat format, bool convertHeightToBumpMap)
 

Variables

constexpr size_t Divide::anonymous_namespace{DVDConverter.cpp}::g_minIndexCountForAutoLoD = 4096
 
constexpr U32 Divide::anonymous_namespace{DVDConverter.cpp}::g_severity = Config::Build::IS_DEBUG_BUILD ? Assimp::Logger::VERBOSE : Assimp::Logger::NORMAL
 
constexpr bool Divide::anonymous_namespace{DVDConverter.cpp}::g_removeLinesAndPoints = true
 
static NO_DESTROY hashMap< U32, TextureWrap > Divide::DVDConverter::detail::aiTextureMapModeTable = fillTextureWrapMap()
 
static NO_DESTROY hashMap< U32, ShadingMode > Divide::DVDConverter::detail::aiShadingModeInternalTable = fillShadingModeMap()
 
static NO_DESTROY hashMap< U32, TextureOperation > Divide::DVDConverter::detail::aiTextureOperationTable = fillTextureOperationMap()