DirectXTK/Src/ModelLoadSDKMESH.cpp

639 строки
25 KiB
C++

//--------------------------------------------------------------------------------------
// File: ModelLoadSDKMESH.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "Model.h"
#include "Effects.h"
#include "VertexTypes.h"
#include "DirectXHelpers.h"
#include "PlatformHelpers.h"
#include "BinaryReader.h"
#include "SDKMesh.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
enum
{
PER_VERTEX_COLOR = 0x1,
SKINNING = 0x2,
DUAL_TEXTURE = 0x4,
NORMAL_MAPS = 0x8,
BIASED_VERTEX_NORMALS = 0x10,
};
struct MaterialRecordSDKMESH
{
std::shared_ptr<IEffect> effect;
bool alpha;
MaterialRecordSDKMESH() noexcept : alpha(false) {}
};
void LoadMaterial(const DXUT::SDKMESH_MATERIAL& mh,
unsigned int flags,
IEffectFactory& fxFactory,
MaterialRecordSDKMESH& m)
{
wchar_t matName[DXUT::MAX_MATERIAL_NAME];
MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.Name, -1, matName, DXUT::MAX_MATERIAL_NAME);
wchar_t diffuseName[DXUT::MAX_TEXTURE_NAME];
MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.DiffuseTexture, -1, diffuseName, DXUT::MAX_TEXTURE_NAME);
wchar_t specularName[DXUT::MAX_TEXTURE_NAME];
MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.SpecularTexture, -1, specularName, DXUT::MAX_TEXTURE_NAME);
wchar_t normalName[DXUT::MAX_TEXTURE_NAME];
MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.NormalTexture, -1, normalName, DXUT::MAX_TEXTURE_NAME);
if (flags & DUAL_TEXTURE && !mh.SpecularTexture[0])
{
DebugTrace("WARNING: Material '%s' has multiple texture coords but not multiple textures\n", mh.Name);
flags &= ~DUAL_TEXTURE;
}
if (flags & NORMAL_MAPS)
{
if (!mh.NormalTexture[0])
{
flags &= ~NORMAL_MAPS;
*normalName = 0;
}
}
else if (mh.NormalTexture[0])
{
DebugTrace("WARNING: Material '%s' has a normal map, but vertex buffer is missing tangents\n", mh.Name);
*normalName = 0;
}
EffectFactory::EffectInfo info;
info.name = matName;
info.perVertexColor = (flags & PER_VERTEX_COLOR) != 0;
info.enableSkinning = (flags & SKINNING) != 0;
info.enableDualTexture = (flags & DUAL_TEXTURE) != 0;
info.enableNormalMaps = (flags & NORMAL_MAPS) != 0;
info.biasedVertexNormals = (flags & BIASED_VERTEX_NORMALS) != 0;
if (mh.Ambient.x == 0 && mh.Ambient.y == 0 && mh.Ambient.z == 0 && mh.Ambient.w == 0
&& mh.Diffuse.x == 0 && mh.Diffuse.y == 0 && mh.Diffuse.z == 0 && mh.Diffuse.w == 0)
{
// SDKMESH material color block is uninitalized; assume defaults
info.diffuseColor = XMFLOAT3(1.f, 1.f, 1.f);
info.alpha = 1.f;
}
else
{
info.ambientColor = XMFLOAT3(mh.Ambient.x, mh.Ambient.y, mh.Ambient.z);
info.diffuseColor = XMFLOAT3(mh.Diffuse.x, mh.Diffuse.y, mh.Diffuse.z);
info.emissiveColor = XMFLOAT3(mh.Emissive.x, mh.Emissive.y, mh.Emissive.z);
if (mh.Diffuse.w != 1.f && mh.Diffuse.w != 0.f)
{
info.alpha = mh.Diffuse.w;
}
else
info.alpha = 1.f;
if (mh.Power > 0)
{
info.specularPower = mh.Power;
info.specularColor = XMFLOAT3(mh.Specular.x, mh.Specular.y, mh.Specular.z);
}
}
info.diffuseTexture = diffuseName;
info.specularTexture = specularName;
info.normalTexture = normalName;
m.effect = fxFactory.CreateEffect(info, nullptr);
m.alpha = (info.alpha < 1.f);
}
//--------------------------------------------------------------------------------------
// Direct3D 9 Vertex Declaration to Direct3D 11 Input Layout mapping
static_assert(D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT >= 32, "SDKMESH supports decls up to 32 entries");
unsigned int GetInputLayoutDesc(
_In_reads_(32) const DXUT::D3DVERTEXELEMENT9 decl[],
std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc)
{
static const D3D11_INPUT_ELEMENT_DESC s_elements[] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
using namespace DXUT;
uint32_t offset = 0;
uint32_t texcoords = 0;
unsigned int flags = 0;
bool posfound = false;
for (uint32_t index = 0; index < DXUT::MAX_VERTEX_ELEMENTS; ++index)
{
if (decl[index].Usage == 0xFF)
break;
if (decl[index].Type == D3DDECLTYPE_UNUSED)
break;
if (decl[index].Offset != offset)
break;
if (decl[index].Usage == D3DDECLUSAGE_POSITION)
{
if (decl[index].Type == D3DDECLTYPE_FLOAT3)
{
inputDesc.push_back(s_elements[0]);
offset += 12;
posfound = true;
}
else
break;
}
else if (decl[index].Usage == D3DDECLUSAGE_NORMAL
|| decl[index].Usage == D3DDECLUSAGE_TANGENT
|| decl[index].Usage == D3DDECLUSAGE_BINORMAL)
{
size_t base = 1;
if (decl[index].Usage == D3DDECLUSAGE_TANGENT)
base = 3;
else if (decl[index].Usage == D3DDECLUSAGE_BINORMAL)
base = 4;
D3D11_INPUT_ELEMENT_DESC desc = s_elements[base];
bool unk = false;
switch (decl[index].Type)
{
case D3DDECLTYPE_FLOAT3: assert(desc.Format == DXGI_FORMAT_R32G32B32_FLOAT); offset += 12; break;
case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
case D3DDECLTYPE_SHORT4N: desc.Format = DXGI_FORMAT_R16G16B16A16_SNORM; offset += 8; break;
case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
case D3DDECLTYPE_DXGI_R8G8B8A8_SNORM: desc.Format = DXGI_FORMAT_R8G8B8A8_SNORM; offset += 4; break;
#if defined(_XBOX_ONE) && defined(_TITLE)
case (32 + DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM): desc.Format = DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM; offset += 4; break;
#endif
default:
unk = true;
break;
}
if (unk)
break;
if (decl[index].Usage == D3DDECLUSAGE_TANGENT)
{
flags |= NORMAL_MAPS;
}
inputDesc.push_back(desc);
}
else if (decl[index].Usage == D3DDECLUSAGE_COLOR)
{
D3D11_INPUT_ELEMENT_DESC desc = s_elements[2];
bool unk = false;
switch (decl[index].Type)
{
case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break;
case D3DDECLTYPE_D3DCOLOR: assert(desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM); offset += 4; break;
case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; offset += 4; break;
case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; offset += 4; break;
case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; offset += 4; break;
default:
unk = true;
break;
}
if (unk)
break;
flags |= PER_VERTEX_COLOR;
inputDesc.push_back(desc);
}
else if (decl[index].Usage == D3DDECLUSAGE_TEXCOORD)
{
D3D11_INPUT_ELEMENT_DESC desc = s_elements[5];
desc.SemanticIndex = decl[index].UsageIndex;
bool unk = false;
switch (decl[index].Type)
{
case D3DDECLTYPE_FLOAT1: desc.Format = DXGI_FORMAT_R32_FLOAT; offset += 4; break;
case D3DDECLTYPE_FLOAT2: assert(desc.Format == DXGI_FORMAT_R32G32_FLOAT); offset += 8; break;
case D3DDECLTYPE_FLOAT3: desc.Format = DXGI_FORMAT_R32G32B32_FLOAT; offset += 12; break;
case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break;
case D3DDECLTYPE_FLOAT16_2: desc.Format = DXGI_FORMAT_R16G16_FLOAT; offset += 4; break;
case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
default:
unk = true;
break;
}
if (unk)
break;
++texcoords;
inputDesc.push_back(desc);
}
else if (decl[index].Usage == D3DDECLUSAGE_BLENDINDICES)
{
if (decl[index].Type == D3DDECLTYPE_UBYTE4)
{
flags |= SKINNING;
inputDesc.push_back(s_elements[6]);
offset += 4;
}
else
break;
}
else if (decl[index].Usage == D3DDECLUSAGE_BLENDWEIGHT)
{
if (decl[index].Type == D3DDECLTYPE_UBYTE4N)
{
flags |= SKINNING;
inputDesc.push_back(s_elements[7]);
offset += 4;
}
else
break;
}
else
break;
}
if (!posfound)
throw std::exception("SV_Position is required");
if (texcoords == 2)
{
flags |= DUAL_TEXTURE;
}
return flags;
}
// Helper for creating a D3D input layout.
void CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* effect, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, _Out_ ID3D11InputLayout** pInputLayout)
{
void const* shaderByteCode;
size_t byteCodeLength;
effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
ThrowIfFailed(
device->CreateInputLayout(inputDesc.data(),
static_cast<UINT>(inputDesc.size()),
shaderByteCode, byteCodeLength,
pInputLayout)
);
_Analysis_assume_(*pInputLayout != 0);
SetDebugObjectName(*pInputLayout, "ModelSDKMESH");
}
}
//======================================================================================
// Model Loader
//======================================================================================
_Use_decl_annotations_
std::unique_ptr<Model> DirectX::Model::CreateFromSDKMESH(ID3D11Device* d3dDevice, const uint8_t* meshData, size_t dataSize, IEffectFactory& fxFactory, bool ccw, bool pmalpha)
{
if (!d3dDevice || !meshData)
throw std::exception("Device and meshData cannot be null");
// File Headers
if (dataSize < sizeof(DXUT::SDKMESH_HEADER))
throw std::exception("End of file");
auto header = reinterpret_cast<const DXUT::SDKMESH_HEADER*>(meshData);
size_t headerSize = sizeof(DXUT::SDKMESH_HEADER)
+ header->NumVertexBuffers * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER)
+ header->NumIndexBuffers * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER);
if (header->HeaderSize != headerSize)
throw std::exception("Not a valid SDKMESH file");
if (dataSize < header->HeaderSize)
throw std::exception("End of file");
if (header->Version != DXUT::SDKMESH_FILE_VERSION)
throw std::exception("Not a supported SDKMESH version");
if (header->IsBigEndian)
throw std::exception("Loading BigEndian SDKMESH files not supported");
if (!header->NumMeshes)
throw std::exception("No meshes found");
if (!header->NumVertexBuffers)
throw std::exception("No vertex buffers found");
if (!header->NumIndexBuffers)
throw std::exception("No index buffers found");
if (!header->NumTotalSubsets)
throw std::exception("No subsets found");
if (!header->NumMaterials)
throw std::exception("No materials found");
// Sub-headers
if (dataSize < header->VertexStreamHeadersOffset
|| (dataSize < (header->VertexStreamHeadersOffset + uint64_t(header->NumVertexBuffers) * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER))))
throw std::exception("End of file");
auto vbArray = reinterpret_cast<const DXUT::SDKMESH_VERTEX_BUFFER_HEADER*>(meshData + header->VertexStreamHeadersOffset);
if (dataSize < header->IndexStreamHeadersOffset
|| (dataSize < (header->IndexStreamHeadersOffset + uint64_t(header->NumIndexBuffers) * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER))))
throw std::exception("End of file");
auto ibArray = reinterpret_cast<const DXUT::SDKMESH_INDEX_BUFFER_HEADER*>(meshData + header->IndexStreamHeadersOffset);
if (dataSize < header->MeshDataOffset
|| (dataSize < (header->MeshDataOffset + uint64_t(header->NumMeshes) * sizeof(DXUT::SDKMESH_MESH))))
throw std::exception("End of file");
auto meshArray = reinterpret_cast<const DXUT::SDKMESH_MESH*>(meshData + header->MeshDataOffset);
if (dataSize < header->SubsetDataOffset
|| (dataSize < (header->SubsetDataOffset + uint64_t(header->NumTotalSubsets) * sizeof(DXUT::SDKMESH_SUBSET))))
throw std::exception("End of file");
auto subsetArray = reinterpret_cast<const DXUT::SDKMESH_SUBSET*>(meshData + header->SubsetDataOffset);
if (dataSize < header->FrameDataOffset
|| (dataSize < (header->FrameDataOffset + uint64_t(header->NumFrames) * sizeof(DXUT::SDKMESH_FRAME))))
throw std::exception("End of file");
// TODO - auto frameArray = reinterpret_cast<const DXUT::SDKMESH_FRAME*>( meshData + header->FrameDataOffset );
if (dataSize < header->MaterialDataOffset
|| (dataSize < (header->MaterialDataOffset + uint64_t(header->NumMaterials) * sizeof(DXUT::SDKMESH_MATERIAL))))
throw std::exception("End of file");
auto materialArray = reinterpret_cast<const DXUT::SDKMESH_MATERIAL*>(meshData + header->MaterialDataOffset);
// Buffer data
uint64_t bufferDataOffset = header->HeaderSize + header->NonBufferDataSize;
if ((dataSize < bufferDataOffset)
|| (dataSize < bufferDataOffset + header->BufferDataSize))
throw std::exception("End of file");
const uint8_t* bufferData = meshData + bufferDataOffset;
// Create vertex buffers
std::vector<ComPtr<ID3D11Buffer>> vbs;
vbs.resize(header->NumVertexBuffers);
std::vector<std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>>> vbDecls;
vbDecls.resize(header->NumVertexBuffers);
std::vector<unsigned int> materialFlags;
materialFlags.resize(header->NumVertexBuffers);
for (UINT j = 0; j < header->NumVertexBuffers; ++j)
{
auto& vh = vbArray[j];
if (vh.SizeBytes > (D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
throw std::exception("VB too large for DirectX 11");
if (dataSize < vh.DataOffset
|| (dataSize < vh.DataOffset + vh.SizeBytes))
throw std::exception("End of file");
vbDecls[j] = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>();
unsigned int flags = GetInputLayoutDesc(vh.Decl, *vbDecls[j].get());
if (flags & SKINNING)
{
flags &= ~(DUAL_TEXTURE | NORMAL_MAPS);
}
if (flags & DUAL_TEXTURE)
{
flags &= ~NORMAL_MAPS;
}
materialFlags[j] = flags;
auto verts = bufferData + (vh.DataOffset - bufferDataOffset);
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = static_cast<UINT>(vh.SizeBytes);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = verts;
ThrowIfFailed(
d3dDevice->CreateBuffer(&desc, &initData, &vbs[j])
);
SetDebugObjectName(vbs[j].Get(), "ModelSDKMESH");
}
// Create index buffers
std::vector<ComPtr<ID3D11Buffer>> ibs;
ibs.resize(header->NumIndexBuffers);
for (UINT j = 0; j < header->NumIndexBuffers; ++j)
{
auto& ih = ibArray[j];
if (ih.SizeBytes > (D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
throw std::exception("IB too large for DirectX 11");
if (dataSize < ih.DataOffset
|| (dataSize < ih.DataOffset + ih.SizeBytes))
throw std::exception("End of file");
if (ih.IndexType != DXUT::IT_16BIT && ih.IndexType != DXUT::IT_32BIT)
throw std::exception("Invalid index buffer type found");
auto indices = bufferData + (ih.DataOffset - bufferDataOffset);
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = static_cast<UINT>(ih.SizeBytes);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA initData = {};
initData.pSysMem = indices;
ThrowIfFailed(
d3dDevice->CreateBuffer(&desc, &initData, &ibs[j])
);
SetDebugObjectName(ibs[j].Get(), "ModelSDKMESH");
}
// Create meshes
std::vector<MaterialRecordSDKMESH> materials;
materials.resize(header->NumMaterials);
std::unique_ptr<Model> model(new Model());
model->meshes.reserve(header->NumMeshes);
for (UINT meshIndex = 0; meshIndex < header->NumMeshes; ++meshIndex)
{
auto& mh = meshArray[meshIndex];
if (!mh.NumSubsets
|| !mh.NumVertexBuffers
|| mh.IndexBuffer >= header->NumIndexBuffers
|| mh.VertexBuffers[0] >= header->NumVertexBuffers)
throw std::exception("Invalid mesh found");
// mh.NumVertexBuffers is sometimes not what you'd expect, so we skip validating it
if (dataSize < mh.SubsetOffset
|| (dataSize < mh.SubsetOffset + uint64_t(mh.NumSubsets) * sizeof(UINT)))
throw std::exception("End of file");
auto subsets = reinterpret_cast<const UINT*>(meshData + mh.SubsetOffset);
if (mh.NumFrameInfluences > 0)
{
if (dataSize < mh.FrameInfluenceOffset
|| (dataSize < mh.FrameInfluenceOffset + uint64_t(mh.NumFrameInfluences) * sizeof(UINT)))
throw std::exception("End of file");
// TODO - auto influences = reinterpret_cast<const UINT*>( meshData + mh.FrameInfluenceOffset );
}
auto mesh = std::make_shared<ModelMesh>();
wchar_t meshName[DXUT::MAX_MESH_NAME];
MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.Name, -1, meshName, DXUT::MAX_MESH_NAME);
mesh->name = meshName;
mesh->ccw = ccw;
mesh->pmalpha = pmalpha;
// Extents
mesh->boundingBox.Center = mh.BoundingBoxCenter;
mesh->boundingBox.Extents = mh.BoundingBoxExtents;
BoundingSphere::CreateFromBoundingBox(mesh->boundingSphere, mesh->boundingBox);
// Create subsets
mesh->meshParts.reserve(mh.NumSubsets);
for (UINT j = 0; j < mh.NumSubsets; ++j)
{
auto sIndex = subsets[j];
if (sIndex >= header->NumTotalSubsets)
throw std::exception("Invalid mesh found");
auto& subset = subsetArray[sIndex];
D3D11_PRIMITIVE_TOPOLOGY primType;
switch (subset.PrimitiveType)
{
case DXUT::PT_TRIANGLE_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break;
case DXUT::PT_TRIANGLE_STRIP: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break;
case DXUT::PT_LINE_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; break;
case DXUT::PT_LINE_STRIP: primType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP; break;
case DXUT::PT_POINT_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break;
case DXUT::PT_TRIANGLE_LIST_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ; break;
case DXUT::PT_TRIANGLE_STRIP_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ; break;
case DXUT::PT_LINE_LIST_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ; break;
case DXUT::PT_LINE_STRIP_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ; break;
case DXUT::PT_QUAD_PATCH_LIST:
case DXUT::PT_TRIANGLE_PATCH_LIST:
throw std::exception("Direct3D9 era tessellation not supported");
default:
throw std::exception("Unknown primitive type");
}
if (subset.MaterialID >= header->NumMaterials)
throw std::exception("Invalid mesh found");
auto& mat = materials[subset.MaterialID];
if (!mat.effect)
{
size_t vi = mh.VertexBuffers[0];
LoadMaterial(
materialArray[subset.MaterialID],
materialFlags[vi],
fxFactory,
mat);
}
ComPtr<ID3D11InputLayout> il;
CreateInputLayout(d3dDevice, mat.effect.get(), *vbDecls[mh.VertexBuffers[0]].get(), &il);
auto part = new ModelMeshPart();
part->isAlpha = mat.alpha;
part->indexCount = static_cast<uint32_t>(subset.IndexCount);
part->startIndex = static_cast<uint32_t>(subset.IndexStart);
part->vertexOffset = static_cast<uint32_t>(subset.VertexStart);
part->vertexStride = static_cast<uint32_t>(vbArray[mh.VertexBuffers[0]].StrideBytes);
part->indexFormat = (ibArray[mh.IndexBuffer].IndexType == DXUT::IT_32BIT) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
part->primitiveType = primType;
part->inputLayout = il;
part->indexBuffer = ibs[mh.IndexBuffer];
part->vertexBuffer = vbs[mh.VertexBuffers[0]];
part->effect = mat.effect;
part->vbDecl = vbDecls[mh.VertexBuffers[0]];
mesh->meshParts.emplace_back(part);
}
model->meshes.emplace_back(mesh);
}
return model;
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
std::unique_ptr<Model> DirectX::Model::CreateFromSDKMESH(ID3D11Device* d3dDevice, const wchar_t* szFileName, IEffectFactory& fxFactory, bool ccw, bool pmalpha)
{
size_t dataSize = 0;
std::unique_ptr<uint8_t[]> data;
HRESULT hr = BinaryReader::ReadEntireFile(szFileName, data, &dataSize);
if (FAILED(hr))
{
DebugTrace("ERROR: CreateFromSDKMESH failed (%08X) loading '%ls'\n", hr, szFileName);
throw std::exception("CreateFromSDKMESH");
}
auto model = CreateFromSDKMESH(d3dDevice, data.get(), dataSize, fxFactory, ccw, pmalpha);
model->name = szFileName;
return model;
}