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- #include "ModelLoader.h"
- ModelLoader::ModelLoader() :
- dev_(nullptr),
- devcon_(nullptr),
- meshes_(),
- directory_(),
- textures_loaded_(),
- hwnd_(nullptr) {
- // empty
- }
- ModelLoader::~ModelLoader() {
- // empty
- }
- bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename) {
- Assimp::Importer importer;
- const aiScene* pScene = importer.ReadFile(filename,
- aiProcess_Triangulate |
- aiProcess_ConvertToLeftHanded);
- if (pScene == nullptr)
- return false;
- this->directory_ = filename.substr(0, filename.find_last_of("/\\"));
- this->dev_ = dev;
- this->devcon_ = devcon;
- this->hwnd_ = hwnd;
- processNode(pScene->mRootNode, pScene);
- return true;
- }
- void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
- for (size_t i = 0; i < meshes_.size(); ++i ) {
- meshes_[i].Draw(devcon);
- }
- }
- Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
- // Data to fill
- std::vector<VERTEX> vertices;
- std::vector<UINT> indices;
- std::vector<Texture> textures;
- // Walk through each of the mesh's vertices
- for (UINT i = 0; i < mesh->mNumVertices; i++) {
- VERTEX vertex;
- vertex.X = mesh->mVertices[i].x;
- vertex.Y = mesh->mVertices[i].y;
- vertex.Z = mesh->mVertices[i].z;
- if (mesh->mTextureCoords[0]) {
- vertex.texcoord.x = (float)mesh->mTextureCoords[0][i].x;
- vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
- }
- vertices.push_back(vertex);
- }
- for (UINT i = 0; i < mesh->mNumFaces; i++) {
- aiFace face = mesh->mFaces[i];
- for (UINT j = 0; j < face.mNumIndices; j++)
- indices.push_back(face.mIndices[j]);
- }
- if (mesh->mMaterialIndex >= 0) {
- aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
- std::vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
- textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
- }
- return Mesh(dev_, vertices, indices, textures);
- }
- std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, std::string typeName, const aiScene * scene) {
- std::vector<Texture> textures;
- for (UINT i = 0; i < mat->GetTextureCount(type); i++) {
- aiString str;
- mat->GetTexture(type, i, &str);
- // Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
- bool skip = false;
- for (UINT j = 0; j < textures_loaded_.size(); j++) {
- if (std::strcmp(textures_loaded_[j].path.c_str(), str.C_Str()) == 0) {
- textures.push_back(textures_loaded_[j]);
- skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
- break;
- }
- }
- if (!skip) { // If texture hasn't been loaded already, load it
- HRESULT hr;
- Texture texture;
- const aiTexture* embeddedTexture = scene->GetEmbeddedTexture(str.C_Str());
- if (embeddedTexture != nullptr) {
- texture.texture = loadEmbeddedTexture(embeddedTexture);
- } else {
- std::string filename = std::string(str.C_Str());
- filename = directory_ + '/' + filename;
- std::wstring filenamews = std::wstring(filename.begin(), filename.end());
- hr = CreateWICTextureFromFile(dev_, devcon_, filenamews.c_str(), nullptr, &texture.texture);
- if (FAILED(hr))
- MessageBox(hwnd_, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK);
- }
- texture.type = typeName;
- texture.path = str.C_Str();
- textures.push_back(texture);
- this->textures_loaded_.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
- }
- }
- return textures;
- }
- void ModelLoader::Close() {
- for (auto& t : textures_loaded_)
- t.Release();
- for (size_t i = 0; i < meshes_.size(); i++) {
- meshes_[i].Close();
- }
- }
- void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
- for (UINT i = 0; i < node->mNumMeshes; i++) {
- aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
- meshes_.push_back(this->processMesh(mesh, scene));
- }
- for (UINT i = 0; i < node->mNumChildren; i++) {
- this->processNode(node->mChildren[i], scene);
- }
- }
- ID3D11ShaderResourceView * ModelLoader::loadEmbeddedTexture(const aiTexture* embeddedTexture) {
- HRESULT hr;
- ID3D11ShaderResourceView *texture = nullptr;
- if (embeddedTexture->mHeight != 0) {
- // Load an uncompressed ARGB8888 embedded texture
- D3D11_TEXTURE2D_DESC desc;
- desc.Width = embeddedTexture->mWidth;
- desc.Height = embeddedTexture->mHeight;
- desc.MipLevels = 1;
- desc.ArraySize = 1;
- desc.SampleDesc.Count = 1;
- desc.SampleDesc.Quality = 0;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
- desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- D3D11_SUBRESOURCE_DATA subresourceData;
- subresourceData.pSysMem = embeddedTexture->pcData;
- subresourceData.SysMemPitch = embeddedTexture->mWidth * 4;
- subresourceData.SysMemSlicePitch = embeddedTexture->mWidth * embeddedTexture->mHeight * 4;
- ID3D11Texture2D *texture2D = nullptr;
- hr = dev_->CreateTexture2D(&desc, &subresourceData, &texture2D);
- if (FAILED(hr))
- MessageBox(hwnd_, "CreateTexture2D failed!", "Error!", MB_ICONERROR | MB_OK);
- hr = dev_->CreateShaderResourceView(texture2D, nullptr, &texture);
- if (FAILED(hr))
- MessageBox(hwnd_, "CreateShaderResourceView failed!", "Error!", MB_ICONERROR | MB_OK);
- return texture;
- }
- // mHeight is 0, so try to load a compressed texture of mWidth bytes
- const size_t size = embeddedTexture->mWidth;
- hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<const unsigned char*>(embeddedTexture->pcData), size, nullptr, &texture);
- if (FAILED(hr))
- MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
- return texture;
- }
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