diff --git a/tools/assimp_view/Display.cpp b/tools/assimp_view/Display.cpp index 95ed41615d..5c2ee8ff5c 100644 --- a/tools/assimp_view/Display.cpp +++ b/tools/assimp_view/Display.cpp @@ -518,20 +518,19 @@ int CDisplay::AddTextureToDisplayList(unsigned int iType, return 1; } //------------------------------------------------------------------------------- -int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, - unsigned int iIndex) -{ +int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, unsigned int iIndex) { ai_assert(nullptr != hRoot); aiMaterial* pcMat = g_pcAsset->pcScene->mMaterials[iIndex]; + if (g_pcAsset->pcScene->mNumMeshes == 0) { + return -1; + } // find the first mesh using this material index unsigned int iMesh = 0; - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) - { - if (iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) - { + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) { + if (iIndex == g_pcAsset->pcScene->mMeshes[i]->mMaterialIndex) { iMesh = i; break; } @@ -540,12 +539,9 @@ int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, // use the name of the material, if possible char chTemp[512]; aiString szOut; - if (AI_SUCCESS != aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szOut)) - { + if (AI_SUCCESS != aiGetMaterialString(pcMat,AI_MATKEY_NAME,&szOut)) { ai_snprintf(chTemp,512,"Material %i",iIndex+1); - } - else - { + } else { ai_snprintf(chTemp,512,"%s (%i)",szOut.data,iIndex+1); } TVITEMEXW tvi; @@ -577,17 +573,15 @@ int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, aiTextureOp eOp; aiString szPath; bool bNoOpacity = true; - for (unsigned int i = 0; i <= AI_TEXTURE_TYPE_MAX;++i) - { + for (unsigned int i = 0; i <= AI_TEXTURE_TYPE_MAX;++i) { unsigned int iNum = 0; - while (true) - { - if (AI_SUCCESS != aiGetMaterialTexture(pcMat,(aiTextureType)i,iNum, - &szPath,nullptr, &iUV,&fBlend,&eOp)) - { + while (true) { + if (AI_SUCCESS != aiGetMaterialTexture(pcMat,(aiTextureType)i,iNum, &szPath,nullptr, &iUV,&fBlend,&eOp)) { break; } - if (aiTextureType_OPACITY == i)bNoOpacity = false; + if (aiTextureType_OPACITY == i) { + bNoOpacity = false; + } AddTextureToDisplayList(i,iNum,&szPath,hTexture,iUV,fBlend,eOp,iMesh); ++iNum; } @@ -595,8 +589,7 @@ int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, AssetHelper::MeshHelper* pcMesh = g_pcAsset->apcMeshes[iMesh]; - if (pcMesh->piDiffuseTexture && pcMesh->piDiffuseTexture == pcMesh->piOpacityTexture && bNoOpacity) - { + if (pcMesh->piDiffuseTexture && pcMesh->piDiffuseTexture == pcMesh->piOpacityTexture && bNoOpacity) { // check whether the diffuse texture is not a default texture // {9785DA94-1D96-426b-B3CB-BADC36347F5E} @@ -606,9 +599,7 @@ int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, uint32_t iData = 0; DWORD dwSize = 4; - if(FAILED( pcMesh->piDiffuseTexture->GetPrivateData(guidPrivateData,&iData,&dwSize) || - 0xffffffff == iData)) - { + if(FAILED( pcMesh->piDiffuseTexture->GetPrivateData(guidPrivateData,&iData,&dwSize) || 0xffffffff == iData)) { // seems the diffuse texture contains alpha, therefore it has been // added to the opacity channel, too. Add a special value ... AddTextureToDisplayList(aiTextureType_OPACITY | 0x40000000, @@ -625,33 +616,26 @@ int CDisplay::AddMaterialToDisplayList(HTREEITEM hRoot, this->AddMaterial(info); return 1; } + //------------------------------------------------------------------------------- // Expand all elements in the tree-view -int CDisplay::ExpandTree() -{ +int CDisplay::ExpandTree() { // expand all materials - for (std::vector< MaterialInfo >::iterator - i = m_asMaterials.begin(); - i != m_asMaterials.end();++i) - { + for (std::vector< MaterialInfo >::iterator i = m_asMaterials.begin(); i != m_asMaterials.end();++i) { TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND); } // expand all nodes - for (std::vector< NodeInfo >::iterator - i = m_asNodes.begin(); - i != m_asNodes.end();++i) - { + for (std::vector< NodeInfo >::iterator i = m_asNodes.begin(); i != m_asNodes.end();++i) { TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),(*i).hTreeItem,TVE_EXPAND); } TreeView_Expand(GetDlgItem(g_hDlg,IDC_TREE1),m_hRoot,TVE_EXPAND); return 1; } + //------------------------------------------------------------------------------- // Get image list for tree view -int CDisplay::LoadImageList(void) -{ - if (!m_hImageList) - { +int CDisplay::LoadImageList() { + if (!m_hImageList) { // First, create the image list we will need. // FIX: Need RGB888 color space to display all colors correctly HIMAGELIST hIml = ImageList_Create( 16,16,ILC_COLOR24, 5, 0 ); @@ -682,12 +666,13 @@ int CDisplay::LoadImageList(void) m_hImageList = hIml; } + return 1; } + //------------------------------------------------------------------------------- // Fill tree view -int CDisplay::FillDisplayList(void) -{ +int CDisplay::FillDisplayList(void) { LoadImageList(); // Initialize the tree view window. @@ -713,11 +698,11 @@ int CDisplay::FillDisplayList(void) (LPARAM)(LPTVINSERTSTRUCT)&sNew); // add each loaded material to the tree - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMaterials;++i) + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMaterials; ++i) AddMaterialToDisplayList(m_hRoot,i); // add each mesh to the tree - for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes;++i) + for (unsigned int i = 0; i < g_pcAsset->pcScene->mNumMeshes; ++i) AddMeshToDisplayList(i,m_hRoot); // now add all loaded nodes recursively @@ -729,8 +714,10 @@ int CDisplay::FillDisplayList(void) // everything reacts a little bit slowly if D3D is rendering, // so give GDI a small hint to leave the couch and work ;-) UpdateWindow(g_hDlg); + return 1; } + //------------------------------------------------------------------------------- // Main render loop int CDisplay::OnRender()