зеркало из https://github.com/microsoft/DirectXTK.git
639 строки
25 KiB
C++
639 строки
25 KiB
C++
//--------------------------------------------------------------------------------------
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// File: ModelLoadSDKMESH.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "Model.h"
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#include "Effects.h"
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#include "VertexTypes.h"
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#include "DirectXHelpers.h"
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#include "PlatformHelpers.h"
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#include "BinaryReader.h"
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#include "SDKMesh.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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namespace
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{
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enum
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{
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PER_VERTEX_COLOR = 0x1,
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SKINNING = 0x2,
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DUAL_TEXTURE = 0x4,
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NORMAL_MAPS = 0x8,
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BIASED_VERTEX_NORMALS = 0x10,
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};
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struct MaterialRecordSDKMESH
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{
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std::shared_ptr<IEffect> effect;
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bool alpha;
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MaterialRecordSDKMESH() noexcept : alpha(false) {}
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};
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void LoadMaterial(const DXUT::SDKMESH_MATERIAL& mh,
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unsigned int flags,
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IEffectFactory& fxFactory,
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MaterialRecordSDKMESH& m)
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{
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wchar_t matName[DXUT::MAX_MATERIAL_NAME];
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MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.Name, -1, matName, DXUT::MAX_MATERIAL_NAME);
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wchar_t diffuseName[DXUT::MAX_TEXTURE_NAME];
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MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.DiffuseTexture, -1, diffuseName, DXUT::MAX_TEXTURE_NAME);
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wchar_t specularName[DXUT::MAX_TEXTURE_NAME];
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MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.SpecularTexture, -1, specularName, DXUT::MAX_TEXTURE_NAME);
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wchar_t normalName[DXUT::MAX_TEXTURE_NAME];
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MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.NormalTexture, -1, normalName, DXUT::MAX_TEXTURE_NAME);
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if (flags & DUAL_TEXTURE && !mh.SpecularTexture[0])
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{
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DebugTrace("WARNING: Material '%s' has multiple texture coords but not multiple textures\n", mh.Name);
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flags &= ~DUAL_TEXTURE;
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}
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if (flags & NORMAL_MAPS)
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{
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if (!mh.NormalTexture[0])
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{
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flags &= ~NORMAL_MAPS;
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*normalName = 0;
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}
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}
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else if (mh.NormalTexture[0])
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{
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DebugTrace("WARNING: Material '%s' has a normal map, but vertex buffer is missing tangents\n", mh.Name);
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*normalName = 0;
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}
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EffectFactory::EffectInfo info;
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info.name = matName;
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info.perVertexColor = (flags & PER_VERTEX_COLOR) != 0;
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info.enableSkinning = (flags & SKINNING) != 0;
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info.enableDualTexture = (flags & DUAL_TEXTURE) != 0;
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info.enableNormalMaps = (flags & NORMAL_MAPS) != 0;
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info.biasedVertexNormals = (flags & BIASED_VERTEX_NORMALS) != 0;
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if (mh.Ambient.x == 0 && mh.Ambient.y == 0 && mh.Ambient.z == 0 && mh.Ambient.w == 0
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&& mh.Diffuse.x == 0 && mh.Diffuse.y == 0 && mh.Diffuse.z == 0 && mh.Diffuse.w == 0)
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{
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// SDKMESH material color block is uninitalized; assume defaults
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info.diffuseColor = XMFLOAT3(1.f, 1.f, 1.f);
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info.alpha = 1.f;
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}
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else
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{
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info.ambientColor = XMFLOAT3(mh.Ambient.x, mh.Ambient.y, mh.Ambient.z);
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info.diffuseColor = XMFLOAT3(mh.Diffuse.x, mh.Diffuse.y, mh.Diffuse.z);
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info.emissiveColor = XMFLOAT3(mh.Emissive.x, mh.Emissive.y, mh.Emissive.z);
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if (mh.Diffuse.w != 1.f && mh.Diffuse.w != 0.f)
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{
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info.alpha = mh.Diffuse.w;
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}
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else
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info.alpha = 1.f;
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if (mh.Power > 0)
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{
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info.specularPower = mh.Power;
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info.specularColor = XMFLOAT3(mh.Specular.x, mh.Specular.y, mh.Specular.z);
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}
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}
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info.diffuseTexture = diffuseName;
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info.specularTexture = specularName;
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info.normalTexture = normalName;
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m.effect = fxFactory.CreateEffect(info, nullptr);
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m.alpha = (info.alpha < 1.f);
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}
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//--------------------------------------------------------------------------------------
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// Direct3D 9 Vertex Declaration to Direct3D 11 Input Layout mapping
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static_assert(D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT >= 32, "SDKMESH supports decls up to 32 entries");
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unsigned int GetInputLayoutDesc(
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_In_reads_(32) const DXUT::D3DVERTEXELEMENT9 decl[],
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std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc)
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{
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static const D3D11_INPUT_ELEMENT_DESC s_elements[] =
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{
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{ "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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using namespace DXUT;
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uint32_t offset = 0;
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uint32_t texcoords = 0;
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unsigned int flags = 0;
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bool posfound = false;
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for (uint32_t index = 0; index < DXUT::MAX_VERTEX_ELEMENTS; ++index)
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{
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if (decl[index].Usage == 0xFF)
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break;
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if (decl[index].Type == D3DDECLTYPE_UNUSED)
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break;
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if (decl[index].Offset != offset)
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break;
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if (decl[index].Usage == D3DDECLUSAGE_POSITION)
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{
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if (decl[index].Type == D3DDECLTYPE_FLOAT3)
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{
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inputDesc.push_back(s_elements[0]);
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offset += 12;
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posfound = true;
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}
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else
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break;
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}
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else if (decl[index].Usage == D3DDECLUSAGE_NORMAL
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|| decl[index].Usage == D3DDECLUSAGE_TANGENT
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|| decl[index].Usage == D3DDECLUSAGE_BINORMAL)
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{
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size_t base = 1;
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if (decl[index].Usage == D3DDECLUSAGE_TANGENT)
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base = 3;
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else if (decl[index].Usage == D3DDECLUSAGE_BINORMAL)
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base = 4;
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D3D11_INPUT_ELEMENT_DESC desc = s_elements[base];
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bool unk = false;
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switch (decl[index].Type)
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{
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case D3DDECLTYPE_FLOAT3: assert(desc.Format == DXGI_FORMAT_R32G32B32_FLOAT); offset += 12; break;
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case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
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case D3DDECLTYPE_SHORT4N: desc.Format = DXGI_FORMAT_R16G16B16A16_SNORM; offset += 8; break;
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case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
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case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
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case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; flags |= BIASED_VERTEX_NORMALS; offset += 4; break;
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case D3DDECLTYPE_DXGI_R8G8B8A8_SNORM: desc.Format = DXGI_FORMAT_R8G8B8A8_SNORM; offset += 4; break;
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#if defined(_XBOX_ONE) && defined(_TITLE)
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case (32 + DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM): desc.Format = DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM; offset += 4; break;
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#endif
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default:
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unk = true;
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break;
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}
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if (unk)
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break;
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if (decl[index].Usage == D3DDECLUSAGE_TANGENT)
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{
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flags |= NORMAL_MAPS;
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}
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inputDesc.push_back(desc);
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}
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else if (decl[index].Usage == D3DDECLUSAGE_COLOR)
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{
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D3D11_INPUT_ELEMENT_DESC desc = s_elements[2];
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bool unk = false;
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switch (decl[index].Type)
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{
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case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break;
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case D3DDECLTYPE_D3DCOLOR: assert(desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM); offset += 4; break;
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case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; offset += 4; break;
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case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
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case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; offset += 4; break;
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case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; offset += 4; break;
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default:
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unk = true;
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break;
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}
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if (unk)
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break;
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flags |= PER_VERTEX_COLOR;
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inputDesc.push_back(desc);
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}
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else if (decl[index].Usage == D3DDECLUSAGE_TEXCOORD)
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{
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D3D11_INPUT_ELEMENT_DESC desc = s_elements[5];
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desc.SemanticIndex = decl[index].UsageIndex;
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bool unk = false;
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switch (decl[index].Type)
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{
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case D3DDECLTYPE_FLOAT1: desc.Format = DXGI_FORMAT_R32_FLOAT; offset += 4; break;
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case D3DDECLTYPE_FLOAT2: assert(desc.Format == DXGI_FORMAT_R32G32_FLOAT); offset += 8; break;
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case D3DDECLTYPE_FLOAT3: desc.Format = DXGI_FORMAT_R32G32B32_FLOAT; offset += 12; break;
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case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break;
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case D3DDECLTYPE_FLOAT16_2: desc.Format = DXGI_FORMAT_R16G16_FLOAT; offset += 4; break;
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case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break;
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default:
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unk = true;
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break;
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}
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if (unk)
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break;
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++texcoords;
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inputDesc.push_back(desc);
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}
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else if (decl[index].Usage == D3DDECLUSAGE_BLENDINDICES)
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{
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if (decl[index].Type == D3DDECLTYPE_UBYTE4)
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{
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flags |= SKINNING;
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inputDesc.push_back(s_elements[6]);
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offset += 4;
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}
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else
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break;
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}
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else if (decl[index].Usage == D3DDECLUSAGE_BLENDWEIGHT)
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{
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if (decl[index].Type == D3DDECLTYPE_UBYTE4N)
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{
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flags |= SKINNING;
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inputDesc.push_back(s_elements[7]);
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offset += 4;
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}
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else
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break;
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}
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else
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break;
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}
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if (!posfound)
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throw std::exception("SV_Position is required");
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if (texcoords == 2)
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{
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flags |= DUAL_TEXTURE;
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}
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return flags;
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}
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// Helper for creating a D3D input layout.
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void CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* effect, std::vector<D3D11_INPUT_ELEMENT_DESC>& inputDesc, _Out_ ID3D11InputLayout** pInputLayout)
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{
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void const* shaderByteCode;
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size_t byteCodeLength;
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effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
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ThrowIfFailed(
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device->CreateInputLayout(inputDesc.data(),
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static_cast<UINT>(inputDesc.size()),
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shaderByteCode, byteCodeLength,
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pInputLayout)
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);
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_Analysis_assume_(*pInputLayout != 0);
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SetDebugObjectName(*pInputLayout, "ModelSDKMESH");
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}
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}
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//======================================================================================
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// Model Loader
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//======================================================================================
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_Use_decl_annotations_
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std::unique_ptr<Model> DirectX::Model::CreateFromSDKMESH(ID3D11Device* d3dDevice, const uint8_t* meshData, size_t dataSize, IEffectFactory& fxFactory, bool ccw, bool pmalpha)
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{
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if (!d3dDevice || !meshData)
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throw std::exception("Device and meshData cannot be null");
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// File Headers
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if (dataSize < sizeof(DXUT::SDKMESH_HEADER))
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throw std::exception("End of file");
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auto header = reinterpret_cast<const DXUT::SDKMESH_HEADER*>(meshData);
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size_t headerSize = sizeof(DXUT::SDKMESH_HEADER)
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+ header->NumVertexBuffers * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER)
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+ header->NumIndexBuffers * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER);
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if (header->HeaderSize != headerSize)
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throw std::exception("Not a valid SDKMESH file");
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if (dataSize < header->HeaderSize)
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throw std::exception("End of file");
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if (header->Version != DXUT::SDKMESH_FILE_VERSION)
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throw std::exception("Not a supported SDKMESH version");
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if (header->IsBigEndian)
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throw std::exception("Loading BigEndian SDKMESH files not supported");
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if (!header->NumMeshes)
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throw std::exception("No meshes found");
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if (!header->NumVertexBuffers)
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throw std::exception("No vertex buffers found");
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if (!header->NumIndexBuffers)
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throw std::exception("No index buffers found");
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if (!header->NumTotalSubsets)
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throw std::exception("No subsets found");
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if (!header->NumMaterials)
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throw std::exception("No materials found");
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// Sub-headers
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if (dataSize < header->VertexStreamHeadersOffset
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|| (dataSize < (header->VertexStreamHeadersOffset + uint64_t(header->NumVertexBuffers) * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER))))
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throw std::exception("End of file");
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auto vbArray = reinterpret_cast<const DXUT::SDKMESH_VERTEX_BUFFER_HEADER*>(meshData + header->VertexStreamHeadersOffset);
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if (dataSize < header->IndexStreamHeadersOffset
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|| (dataSize < (header->IndexStreamHeadersOffset + uint64_t(header->NumIndexBuffers) * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER))))
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throw std::exception("End of file");
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auto ibArray = reinterpret_cast<const DXUT::SDKMESH_INDEX_BUFFER_HEADER*>(meshData + header->IndexStreamHeadersOffset);
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if (dataSize < header->MeshDataOffset
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|| (dataSize < (header->MeshDataOffset + uint64_t(header->NumMeshes) * sizeof(DXUT::SDKMESH_MESH))))
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throw std::exception("End of file");
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auto meshArray = reinterpret_cast<const DXUT::SDKMESH_MESH*>(meshData + header->MeshDataOffset);
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if (dataSize < header->SubsetDataOffset
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|| (dataSize < (header->SubsetDataOffset + uint64_t(header->NumTotalSubsets) * sizeof(DXUT::SDKMESH_SUBSET))))
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throw std::exception("End of file");
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auto subsetArray = reinterpret_cast<const DXUT::SDKMESH_SUBSET*>(meshData + header->SubsetDataOffset);
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if (dataSize < header->FrameDataOffset
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|| (dataSize < (header->FrameDataOffset + uint64_t(header->NumFrames) * sizeof(DXUT::SDKMESH_FRAME))))
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throw std::exception("End of file");
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// TODO - auto frameArray = reinterpret_cast<const DXUT::SDKMESH_FRAME*>( meshData + header->FrameDataOffset );
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if (dataSize < header->MaterialDataOffset
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|| (dataSize < (header->MaterialDataOffset + uint64_t(header->NumMaterials) * sizeof(DXUT::SDKMESH_MATERIAL))))
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throw std::exception("End of file");
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auto materialArray = reinterpret_cast<const DXUT::SDKMESH_MATERIAL*>(meshData + header->MaterialDataOffset);
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// Buffer data
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uint64_t bufferDataOffset = header->HeaderSize + header->NonBufferDataSize;
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if ((dataSize < bufferDataOffset)
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|| (dataSize < bufferDataOffset + header->BufferDataSize))
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throw std::exception("End of file");
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const uint8_t* bufferData = meshData + bufferDataOffset;
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// Create vertex buffers
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std::vector<ComPtr<ID3D11Buffer>> vbs;
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vbs.resize(header->NumVertexBuffers);
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std::vector<std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>>> vbDecls;
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vbDecls.resize(header->NumVertexBuffers);
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std::vector<unsigned int> materialFlags;
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materialFlags.resize(header->NumVertexBuffers);
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for (UINT j = 0; j < header->NumVertexBuffers; ++j)
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{
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auto& vh = vbArray[j];
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if (vh.SizeBytes > (D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
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throw std::exception("VB too large for DirectX 11");
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if (dataSize < vh.DataOffset
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|| (dataSize < vh.DataOffset + vh.SizeBytes))
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throw std::exception("End of file");
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vbDecls[j] = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>();
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unsigned int flags = GetInputLayoutDesc(vh.Decl, *vbDecls[j].get());
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if (flags & SKINNING)
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{
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flags &= ~(DUAL_TEXTURE | NORMAL_MAPS);
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}
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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;
|
|
}
|