assimp/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp

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#include "ModelLoader.h"
ModelLoader::ModelLoader() :
dev_(nullptr),
devcon_(nullptr),
meshes_(),
directory_(),
textures_loaded_(),
hwnd_(nullptr) {
// empty
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}
ModelLoader::~ModelLoader() {
// empty
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}
bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename) {
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Assimp::Importer importer;
const aiScene* pScene = importer.ReadFile(filename,
aiProcess_Triangulate |
aiProcess_ConvertToLeftHanded);
if (pScene == nullptr)
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return false;
this->directory_ = filename.substr(0, filename.find_last_of("/\\"));
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this->dev_ = dev;
this->devcon_ = devcon;
this->hwnd_ = hwnd;
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processNode(pScene->mRootNode, pScene);
return true;
}
void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
for (size_t i = 0; i < meshes_.size(); ++i ) {
meshes_[i].Draw(devcon);
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}
}
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
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// Data to fill
std::vector<VERTEX> vertices;
std::vector<UINT> indices;
std::vector<Texture> textures;
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// Walk through each of the mesh's vertices
for (UINT i = 0; i < mesh->mNumVertices; i++) {
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VERTEX vertex;
vertex.X = mesh->mVertices[i].x;
vertex.Y = mesh->mVertices[i].y;
vertex.Z = mesh->mVertices[i].z;
if (mesh->mTextureCoords[0]) {
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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++) {
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aiFace face = mesh->mFaces[i];
for (UINT j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
if (mesh->mMaterialIndex >= 0) {
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
}
return Mesh(dev_, vertices, indices, textures);
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}
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++) {
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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]);
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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
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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);
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if (FAILED(hr))
MessageBox(hwnd_, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK);
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}
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.
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}
}
return textures;
}
void ModelLoader::Close() {
for (auto& t : textures_loaded_)
t.Release();
for (size_t i = 0; i < meshes_.size(); i++) {
meshes_[i].Close();
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}
}
void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
for (UINT i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes_.push_back(this->processMesh(mesh, scene));
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}
for (UINT i = 0; i < node->mNumChildren; i++) {
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this->processNode(node->mChildren[i], scene);
}
}
ID3D11ShaderResourceView * ModelLoader::loadEmbeddedTexture(const aiTexture* embeddedTexture) {
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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;
}
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// mHeight is 0, so try to load a compressed texture of mWidth bytes
const size_t size = embeddedTexture->mWidth;
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hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<const unsigned char*>(embeddedTexture->pcData), size, nullptr, &texture);
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if (FAILED(hr))
MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
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return texture;
}