Merge pull request #3053 from malortie/fix-simpledirectx11-sample
Fixed SimpleTexturedDirectX11 sample.pull/3056/head
commit
1e2c3c9c01
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@ -594,6 +594,8 @@ IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
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ENDIF ()
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IF ( ASSIMP_BUILD_SAMPLES)
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SET( SAMPLES_DIR ${CMAKE_CURRENT_SOURCE_DIR}/samples )
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SET( SAMPLES_SHARED_CODE_DIR ${SAMPLES_DIR}/SharedCode )
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IF ( WIN32 )
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ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
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ADD_SUBDIRECTORY( samples/SimpleTexturedDirectx11 )
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@ -0,0 +1,52 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UTFConverter.h"
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namespace AssimpSamples {
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namespace SharedCode {
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typename UTFConverter::UTFConverterImpl UTFConverter::impl_;
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}
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}
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@ -0,0 +1,92 @@
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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||||
|
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* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#ifndef ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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#define ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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#include <string>
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#include <locale>
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#include <codecvt>
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namespace AssimpSamples {
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namespace SharedCode {
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// Used to convert between multibyte and unicode strings.
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class UTFConverter {
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using UTFConverterImpl = std::wstring_convert<std::codecvt_utf8<wchar_t>, wchar_t>;
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public:
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UTFConverter(const char* s) :
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s_(s),
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ws_(impl_.from_bytes(s)) {
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}
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UTFConverter(const wchar_t* s) :
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s_(impl_.to_bytes(s)),
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ws_(s) {
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}
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UTFConverter(const std::string& s) :
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s_(s),
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ws_(impl_.from_bytes(s)) {
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}
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UTFConverter(const std::wstring& s) :
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s_(impl_.to_bytes(s)),
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ws_(s) {
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}
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inline const char* c_str() const {
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return s_.c_str();
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}
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inline const std::string& str() const {
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return s_;
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}
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inline const wchar_t* c_wstr() const {
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return ws_.c_str();
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}
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private:
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static UTFConverterImpl impl_;
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std::string s_;
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std::wstring ws_;
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};
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}
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}
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#endif // ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
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@ -10,12 +10,12 @@ if ( MSVC )
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REMOVE_DEFINITIONS( -DUNICODE -D_UNICODE )
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endif ()
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ADD_COMPILE_DEFINITIONS(SHADER_PATH="${CMAKE_CURRENT_SOURCE_DIR}/SimpleTexturedDirectx11/")
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INCLUDE_DIRECTORIES(
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${Assimp_SOURCE_DIR}/include
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${Assimp_SOURCE_DIR}/code
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${OPENGL_INCLUDE_DIR}
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${GLUT_INCLUDE_DIR}
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${Assimp_SOURCE_DIR}/samples/freeglut/include
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${SAMPLES_SHARED_CODE_DIR}
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)
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LINK_DIRECTORIES(
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@ -32,6 +32,9 @@ ADD_EXECUTABLE( assimp_simpletextureddirectx11 WIN32
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SimpleTexturedDirectx11/TextureLoader.h
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#SimpleTexturedDirectx11/VertexShader.hlsl
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SimpleTexturedDirectx11/main.cpp
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SimpleTexturedDirectx11/SafeRelease.hpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
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${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
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)
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SET_PROPERTY(TARGET assimp_simpletextureddirectx11 PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
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@ -6,13 +6,14 @@
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#include <sstream>
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#include <iostream>
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#include <vector>
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using namespace std;
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#include <vector>
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#include <stdexcept>
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#include <d3d11_1.h>
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#include <DirectXMath.h>
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using namespace DirectX;
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#include "SafeRelease.hpp"
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struct VERTEX {
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FLOAT X, Y, Z;
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XMFLOAT2 texcoord;
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@ -22,81 +23,85 @@ struct Texture {
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string type;
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string path;
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ID3D11ShaderResourceView *texture;
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void Release() {
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SafeRelease(texture);
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}
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};
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class Mesh {
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public:
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vector<VERTEX> vertices;
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vector<UINT> indices;
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vector<Texture> textures;
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ID3D11Device *dev;
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std::vector<VERTEX> vertices;
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std::vector<UINT> indices;
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std::vector<Texture> textures;
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ID3D11Device *dev;
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Mesh(ID3D11Device *dev, vector<VERTEX> vertices, vector<UINT> indices, vector<Texture> textures)
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{
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this->vertices = vertices;
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this->indices = indices;
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this->textures = textures;
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Mesh(ID3D11Device *dev, const vector<VERTEX>& vertices, const vector<UINT>& indices, const vector<Texture>& textures) :
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vertices(vertices),
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indices(indices),
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textures(textures),
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dev(dev),
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VertexBuffer(nullptr),
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IndexBuffer(nullptr) {
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this->setupMesh(this->dev);
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}
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this->dev = dev;
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void Draw(ID3D11DeviceContext *devcon) {
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UINT stride = sizeof(VERTEX);
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UINT offset = 0;
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this->setupMesh(dev);
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}
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devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
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devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
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void Draw(ID3D11DeviceContext *devcon)
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{
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UINT stride = sizeof(VERTEX);
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UINT offset = 0;
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devcon->PSSetShaderResources(0, 1, &textures[0].texture);
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devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
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devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
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devcon->DrawIndexed(static_cast<UINT>(indices.size()), 0, 0);
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}
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devcon->PSSetShaderResources(0, 1, &textures[0].texture);
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devcon->DrawIndexed(indices.size(), 0, 0);
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}
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void Close()
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{
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VertexBuffer->Release();
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IndexBuffer->Release();
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}
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void Close() {
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SafeRelease(VertexBuffer);
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SafeRelease(IndexBuffer);
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}
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private:
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/* Render data */
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ID3D11Buffer *VertexBuffer, *IndexBuffer;
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// Render data
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ID3D11Buffer *VertexBuffer, *IndexBuffer;
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/* Functions */
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// Initializes all the buffer objects/arrays
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bool setupMesh(ID3D11Device *dev)
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{
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HRESULT hr;
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// Functions
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// Initializes all the buffer objects/arrays
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void setupMesh(ID3D11Device *dev) {
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HRESULT hr;
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D3D11_BUFFER_DESC vbd;
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vbd.Usage = D3D11_USAGE_IMMUTABLE;
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vbd.ByteWidth = sizeof(VERTEX) * vertices.size();
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vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbd.CPUAccessFlags = 0;
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vbd.MiscFlags = 0;
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D3D11_BUFFER_DESC vbd;
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vbd.Usage = D3D11_USAGE_IMMUTABLE;
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vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices.size());
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vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vbd.CPUAccessFlags = 0;
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vbd.MiscFlags = 0;
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D3D11_SUBRESOURCE_DATA initData;
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initData.pSysMem = &vertices[0];
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D3D11_SUBRESOURCE_DATA initData;
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initData.pSysMem = &vertices[0];
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hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
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if (FAILED(hr))
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return false;
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hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
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if (FAILED(hr)) {
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Close();
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throw std::runtime_error("Failed to create vertex buffer.");
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}
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D3D11_BUFFER_DESC ibd;
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ibd.Usage = D3D11_USAGE_IMMUTABLE;
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ibd.ByteWidth = sizeof(UINT) * indices.size();
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ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
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ibd.CPUAccessFlags = 0;
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ibd.MiscFlags = 0;
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D3D11_BUFFER_DESC ibd;
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ibd.Usage = D3D11_USAGE_IMMUTABLE;
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ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices.size());
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ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
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ibd.CPUAccessFlags = 0;
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ibd.MiscFlags = 0;
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initData.pSysMem = &indices[0];
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initData.pSysMem = &indices[0];
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hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
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if (FAILED(hr))
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return false;
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}
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hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
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if (FAILED(hr)) {
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Close();
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throw std::runtime_error("Failed to create index buffer.");
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}
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}
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};
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#endif
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@ -1,16 +1,21 @@
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#include "ModelLoader.h"
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ModelLoader::ModelLoader()
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{
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ModelLoader::ModelLoader() :
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dev(nullptr),
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devcon(nullptr),
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meshes(),
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directory(),
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textures_loaded(),
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hwnd(nullptr) {
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// empty
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}
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ModelLoader::~ModelLoader()
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{
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ModelLoader::~ModelLoader() {
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// empty
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}
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bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename)
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{
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bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename) {
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Assimp::Importer importer;
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const aiScene* pScene = importer.ReadFile(filename,
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@ -20,9 +25,10 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
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if (pScene == NULL)
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return false;
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this->directory = filename.substr(0, filename.find_last_of('/'));
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this->directory = filename.substr(0, filename.find_last_of("/\\"));
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this->dev = dev;
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this->devcon = devcon;
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this->hwnd = hwnd;
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processNode(pScene->mRootNode, pScene);
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@ -30,41 +36,37 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
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return true;
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}
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void ModelLoader::Draw(ID3D11DeviceContext * devcon)
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{
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for (int i = 0; i < meshes.size(); i++)
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{
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void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
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for (int i = 0; i < meshes.size(); ++i ) {
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meshes[i].Draw(devcon);
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}
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}
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string textype;
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Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
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{
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Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
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// Data to fill
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vector<VERTEX> vertices;
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vector<UINT> indices;
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vector<Texture> textures;
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if (mesh->mMaterialIndex >= 0)
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{
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if (mesh->mMaterialIndex >= 0) {
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aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
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if (textype.empty()) textype = determineTextureType(scene, mat);
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if (textype.empty()) {
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textype = determineTextureType(scene, mat);
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}
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}
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// Walk through each of the mesh's vertices
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||||
for (UINT i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
for (UINT i = 0; i < mesh->mNumVertices; i++) {
|
||||
VERTEX vertex;
|
||||
|
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vertex.X = mesh->mVertices[i].x;
|
||||
vertex.Y = mesh->mVertices[i].y;
|
||||
vertex.Z = mesh->mVertices[i].z;
|
||||
|
||||
if (mesh->mTextureCoords[0])
|
||||
{
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
vertex.texcoord.x = (float)mesh->mTextureCoords[0][i].x;
|
||||
vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
|
||||
}
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||||
|
@ -72,16 +74,14 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
|
|||
vertices.push_back(vertex);
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < mesh->mNumFaces; i++)
|
||||
{
|
||||
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)
|
||||
{
|
||||
if (mesh->mMaterialIndex >= 0) {
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||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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||||
|
||||
vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
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|
@ -91,35 +91,27 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
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return Mesh(dev, vertices, indices, textures);
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||||
}
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||||
|
||||
vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, string typeName, const aiScene * scene)
|
||||
{
|
||||
vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, string typeName, const aiScene * scene) {
|
||||
vector<Texture> textures;
|
||||
for (UINT i = 0; i < mat->GetTextureCount(type); i++)
|
||||
{
|
||||
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)
|
||||
{
|
||||
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
|
||||
if (!skip) { // If texture hasn't been loaded already, load it
|
||||
HRESULT hr;
|
||||
Texture texture;
|
||||
if (textype == "embedded compressed texture")
|
||||
{
|
||||
if (textype == "embedded compressed texture") {
|
||||
int textureindex = getTextureIndex(&str);
|
||||
texture.texture = getTextureFromModel(scene, textureindex);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
string filename = string(str.C_Str());
|
||||
filename = directory + '/' + filename;
|
||||
wstring filenamews = wstring(filename.begin(), filename.end());
|
||||
|
@ -136,64 +128,52 @@ vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureTyp
|
|||
return textures;
|
||||
}
|
||||
|
||||
void ModelLoader::Close()
|
||||
{
|
||||
for (int i = 0; i < meshes.size(); i++)
|
||||
{
|
||||
void ModelLoader::Close() {
|
||||
for (auto& t : textures_loaded)
|
||||
t.Release();
|
||||
|
||||
for (int i = 0; i < meshes.size(); i++) {
|
||||
meshes[i].Close();
|
||||
}
|
||||
|
||||
dev->Release();
|
||||
}
|
||||
|
||||
void ModelLoader::processNode(aiNode * node, const aiScene * scene)
|
||||
{
|
||||
for (UINT i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
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++)
|
||||
{
|
||||
for (UINT i = 0; i < node->mNumChildren; i++) {
|
||||
this->processNode(node->mChildren[i], scene);
|
||||
}
|
||||
}
|
||||
|
||||
string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat)
|
||||
{
|
||||
string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) {
|
||||
aiString textypeStr;
|
||||
mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
|
||||
string textypeteststr = textypeStr.C_Str();
|
||||
if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5")
|
||||
{
|
||||
if (scene->mTextures[0]->mHeight == 0)
|
||||
{
|
||||
if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") {
|
||||
if (scene->mTextures[0]->mHeight == 0) {
|
||||
return "embedded compressed texture";
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
return "embedded non-compressed texture";
|
||||
}
|
||||
}
|
||||
if (textypeteststr.find('.') != string::npos)
|
||||
{
|
||||
if (textypeteststr.find('.') != string::npos) {
|
||||
return "textures are on disk";
|
||||
}
|
||||
|
||||
return ".";
|
||||
}
|
||||
|
||||
int ModelLoader::getTextureIndex(aiString * str)
|
||||
{
|
||||
int ModelLoader::getTextureIndex(aiString * str) {
|
||||
string tistr;
|
||||
tistr = str->C_Str();
|
||||
tistr = tistr.substr(1);
|
||||
return stoi(tistr);
|
||||
}
|
||||
|
||||
ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex)
|
||||
{
|
||||
ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) {
|
||||
HRESULT hr;
|
||||
ID3D11ShaderResourceView *texture;
|
||||
|
||||
|
|
|
@ -0,0 +1,57 @@
|
|||
/*
|
||||
---------------------------------------------------------------------------
|
||||
Open Asset Import Library (assimp)
|
||||
---------------------------------------------------------------------------
|
||||
|
||||
Copyright (c) 2006-2020, assimp team
|
||||
|
||||
|
||||
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use of this software in source and binary forms,
|
||||
with or without modification, are permitted provided that the following
|
||||
conditions are met:
|
||||
|
||||
* Redistributions of source code must retain the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer.
|
||||
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the
|
||||
following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
* Neither the name of the assimp team, nor the names of its
|
||||
contributors may be used to endorse or promote products
|
||||
derived from this software without specific prior
|
||||
written permission of the assimp team.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
---------------------------------------------------------------------------
|
||||
*/
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
/* Used to reduce to reduce the number of lines when calling Release()
|
||||
on a D3D interface. Implemented as a template instead of a 'SAFE_RELEASE'
|
||||
MACRO to ease debugging. */
|
||||
template<typename T>
|
||||
inline void SafeRelease(T*& x) {
|
||||
if (x) {
|
||||
x->Release();
|
||||
x = nullptr;
|
||||
}
|
||||
}
|
|
@ -14,12 +14,16 @@
|
|||
// ---------------------------------------------------------------------------
|
||||
|
||||
#include <Windows.h>
|
||||
#include <shellapi.h>
|
||||
#include <stdexcept>
|
||||
#include <windowsx.h>
|
||||
#include <d3d11_1.h>
|
||||
#include <dxgi1_2.h>
|
||||
#include <DirectXMath.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include "ModelLoader.h"
|
||||
#include "UTFConverter.h"
|
||||
#include "SafeRelease.hpp"
|
||||
|
||||
#pragma comment (lib, "d3d11.lib")
|
||||
#pragma comment (lib, "Dxgi.lib")
|
||||
|
@ -27,6 +31,10 @@
|
|||
#pragma comment (lib, "dxguid.lib")
|
||||
|
||||
using namespace DirectX;
|
||||
using namespace AssimpSamples::SharedCode;
|
||||
|
||||
#define VERTEX_SHADER_FILE L"VertexShader.hlsl"
|
||||
#define PIXEL_SHADER_FILE L"PixelShader.hlsl"
|
||||
|
||||
// ------------------------------------------------------------
|
||||
// Structs
|
||||
|
@ -45,29 +53,32 @@ struct ConstantBuffer {
|
|||
|
||||
const char g_szClassName[] = "directxWindowClass";
|
||||
|
||||
static std::string g_ModelPath;
|
||||
|
||||
UINT width, height;
|
||||
HWND hwnd;
|
||||
HWND hwnd = nullptr;
|
||||
|
||||
// ------------------------------------------------------------
|
||||
// DirectX Variables
|
||||
// ------------------------------------------------------------
|
||||
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
|
||||
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
ID3D11Device *dev;
|
||||
ID3D11Device1 *dev1;
|
||||
ID3D11DeviceContext *devcon;
|
||||
ID3D11DeviceContext1 *devcon1;
|
||||
IDXGISwapChain *swapchain;
|
||||
IDXGISwapChain1 *swapchain1;
|
||||
ID3D11RenderTargetView *backbuffer;
|
||||
ID3D11VertexShader *pVS;
|
||||
ID3D11PixelShader *pPS;
|
||||
ID3D11InputLayout *pLayout;
|
||||
ID3D11Buffer *pConstantBuffer;
|
||||
ID3D11Texture2D *g_pDepthStencil;
|
||||
ID3D11DepthStencilView *g_pDepthStencilView;
|
||||
ID3D11SamplerState *TexSamplerState;
|
||||
ID3D11Device *dev = nullptr;
|
||||
ID3D11Device1 *dev1 = nullptr;
|
||||
ID3D11DeviceContext *devcon = nullptr;
|
||||
ID3D11DeviceContext1 *devcon1 = nullptr;
|
||||
IDXGISwapChain *swapchain = nullptr;
|
||||
IDXGISwapChain1 *swapchain1 = nullptr;
|
||||
ID3D11RenderTargetView *backbuffer = nullptr;
|
||||
ID3D11VertexShader *pVS = nullptr;
|
||||
ID3D11PixelShader *pPS = nullptr;
|
||||
ID3D11InputLayout *pLayout = nullptr;
|
||||
ID3D11Buffer *pConstantBuffer = nullptr;
|
||||
ID3D11Texture2D *g_pDepthStencil = nullptr;
|
||||
ID3D11DepthStencilView *g_pDepthStencilView = nullptr;
|
||||
ID3D11SamplerState *TexSamplerState = nullptr;
|
||||
ID3D11RasterizerState *rasterstate = nullptr;
|
||||
ID3D11Debug* d3d11debug = nullptr;
|
||||
|
||||
XMMATRIX m_World;
|
||||
XMMATRIX m_View;
|
||||
|
@ -91,7 +102,7 @@ void Throwanerror(LPCSTR errormessage);
|
|||
// Our Model
|
||||
// ------------------------------------------------------------
|
||||
|
||||
ModelLoader *ourModel;
|
||||
ModelLoader *ourModel = nullptr;
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
|
@ -109,9 +120,42 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||
LPSTR lpCmdLine, int nCmdShow)
|
||||
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||
LPWSTR lpCmdLine, int nCmdShow)
|
||||
{
|
||||
int argc;
|
||||
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
|
||||
if (!argv) {
|
||||
MessageBox(NULL,
|
||||
TEXT("An error occured while reading command line arguments."),
|
||||
TEXT("Error!"),
|
||||
MB_ICONERROR | MB_OK);
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// Free memory allocated from CommandLineToArgvW.
|
||||
auto free_command_line_allocated_memory = [&argv]() {
|
||||
if (argv) {
|
||||
LocalFree(argv);
|
||||
argv = nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
// Ensure that a model file has been specified.
|
||||
if (argc < 2) {
|
||||
MessageBox(NULL,
|
||||
TEXT("No model file specified. The program will now close."),
|
||||
TEXT("Error!"),
|
||||
MB_ICONERROR | MB_OK);
|
||||
free_command_line_allocated_memory();
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// Retrieve the model file path.
|
||||
g_ModelPath = UTFConverter(argv[1]).str();
|
||||
|
||||
free_command_line_allocated_memory();
|
||||
|
||||
WNDCLASSEX wc;
|
||||
MSG msg;
|
||||
|
||||
|
@ -160,26 +204,35 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
|||
width = wr.right - wr.left;
|
||||
height = wr.bottom - wr.top;
|
||||
|
||||
InitD3D(hInstance, hwnd);
|
||||
try {
|
||||
InitD3D(hInstance, hwnd);
|
||||
|
||||
while (true)
|
||||
{
|
||||
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
while (true)
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
if (msg.message == WM_QUIT)
|
||||
break;
|
||||
}
|
||||
|
||||
RenderFrame();
|
||||
}
|
||||
|
||||
RenderFrame();
|
||||
CleanD3D();
|
||||
return static_cast<int>(msg.wParam);
|
||||
} catch (const std::exception& e) {
|
||||
MessageBox(hwnd, e.what(), TEXT("Error!"), MB_ICONERROR | MB_OK);
|
||||
CleanD3D();
|
||||
return EXIT_FAILURE;
|
||||
} catch (...) {
|
||||
MessageBox(hwnd, TEXT("Caught an unknown exception."), TEXT("Error!"), MB_ICONERROR | MB_OK);
|
||||
CleanD3D();
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
CleanD3D();
|
||||
|
||||
return msg.wParam;
|
||||
}
|
||||
|
||||
void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||
|
@ -227,6 +280,12 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
|||
if (FAILED(hr))
|
||||
Throwanerror("Directx Device Creation Failed!");
|
||||
|
||||
#if _DEBUG
|
||||
hr = dev->QueryInterface(IID_PPV_ARGS(&d3d11debug));
|
||||
if (FAILED(hr))
|
||||
OutputDebugString(TEXT("Failed to retrieve DirectX 11 debug interface.\n"));
|
||||
#endif
|
||||
|
||||
UINT m4xMsaaQuality;
|
||||
dev->CheckMultisampleQualityLevels(
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality);
|
||||
|
@ -348,7 +407,6 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
|||
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
ID3D11RasterizerState *rasterState;
|
||||
rasterDesc.AntialiasedLineEnable = false;
|
||||
rasterDesc.CullMode = D3D11_CULL_BACK;
|
||||
rasterDesc.DepthBias = 0;
|
||||
|
@ -360,8 +418,8 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
|||
rasterDesc.ScissorEnable = false;
|
||||
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
||||
|
||||
dev->CreateRasterizerState(&rasterDesc, &rasterState);
|
||||
devcon->RSSetState(rasterState);
|
||||
dev->CreateRasterizerState(&rasterDesc, &rasterstate);
|
||||
devcon->RSSetState(rasterstate);
|
||||
|
||||
D3D11_VIEWPORT viewport;
|
||||
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
|
||||
|
@ -381,19 +439,38 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
|||
|
||||
void CleanD3D(void)
|
||||
{
|
||||
swapchain->SetFullscreenState(FALSE, NULL);
|
||||
if (swapchain)
|
||||
swapchain->SetFullscreenState(FALSE, NULL);
|
||||
|
||||
ourModel->Close();
|
||||
g_pDepthStencil->Release();
|
||||
g_pDepthStencilView->Release();
|
||||
pLayout->Release();
|
||||
pVS->Release();
|
||||
pPS->Release();
|
||||
pConstantBuffer->Release();
|
||||
swapchain->Release();
|
||||
backbuffer->Release();
|
||||
dev->Release();
|
||||
devcon->Release();
|
||||
if (ourModel) {
|
||||
ourModel->Close();
|
||||
delete ourModel;
|
||||
ourModel = nullptr;
|
||||
}
|
||||
SafeRelease(TexSamplerState);
|
||||
SafeRelease(pConstantBuffer);
|
||||
SafeRelease(pLayout);
|
||||
SafeRelease(pVS);
|
||||
SafeRelease(pPS);
|
||||
SafeRelease(rasterstate);
|
||||
SafeRelease(g_pDepthStencilView);
|
||||
SafeRelease(g_pDepthStencil);
|
||||
SafeRelease(backbuffer);
|
||||
SafeRelease(swapchain);
|
||||
SafeRelease(swapchain1);
|
||||
SafeRelease(devcon1);
|
||||
SafeRelease(dev1);
|
||||
SafeRelease(devcon);
|
||||
#if _DEBUG
|
||||
if (d3d11debug) {
|
||||
OutputDebugString(TEXT("Dumping DirectX 11 live objects.\n"));
|
||||
d3d11debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
|
||||
SafeRelease(d3d11debug);
|
||||
} else {
|
||||
OutputDebugString(TEXT("Unable to dump live objects: no DirectX 11 debug interface available.\n"));
|
||||
}
|
||||
#endif
|
||||
SafeRelease(dev);
|
||||
}
|
||||
|
||||
void RenderFrame(void)
|
||||
|
@ -431,8 +508,10 @@ void RenderFrame(void)
|
|||
void InitPipeline()
|
||||
{
|
||||
ID3DBlob *VS, *PS;
|
||||
CompileShaderFromFile(L"VertexShader.hlsl", 0, "main", "vs_4_0", &VS);
|
||||
CompileShaderFromFile(L"PixelShader.hlsl", 0, "main", "ps_4_0", &PS);
|
||||
if(FAILED(CompileShaderFromFile(SHADER_PATH VERTEX_SHADER_FILE, 0, "main", "vs_4_0", &VS)))
|
||||
Throwanerror(UTFConverter(L"Failed to compile shader from file " VERTEX_SHADER_FILE).c_str());
|
||||
if(FAILED(CompileShaderFromFile(SHADER_PATH PIXEL_SHADER_FILE, 0, "main", "ps_4_0", &PS)))
|
||||
Throwanerror(UTFConverter(L"Failed to compile shader from file " PIXEL_SHADER_FILE).c_str());
|
||||
|
||||
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
|
||||
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
|
||||
|
@ -485,7 +564,7 @@ void InitGraphics()
|
|||
m_View = XMMatrixLookAtLH(Eye, At, Up);
|
||||
|
||||
ourModel = new ModelLoader;
|
||||
if (!ourModel->Load(hwnd, dev, devcon, "Models/myModel.fbx"))
|
||||
if (!ourModel->Load(hwnd, dev, devcon, g_ModelPath))
|
||||
Throwanerror("Model couldn't be loaded");
|
||||
}
|
||||
|
||||
|
@ -514,5 +593,5 @@ HRESULT CompileShaderFromFile(LPCWSTR pFileName, const D3D_SHADER_MACRO* pDefine
|
|||
|
||||
void Throwanerror(LPCSTR errormessage)
|
||||
{
|
||||
MessageBox(hwnd, errormessage, "Error!", MB_ICONERROR | MB_OK);
|
||||
}
|
||||
throw std::runtime_error(errormessage);
|
||||
}
|
||||
|
|
|
@ -21,6 +21,7 @@ INCLUDE_DIRECTORIES(
|
|||
${Assimp_SOURCE_DIR}/code
|
||||
${OPENGL_INCLUDE_DIR}
|
||||
${GLUT_INCLUDE_DIR}
|
||||
${SAMPLES_SHARED_CODE_DIR}
|
||||
)
|
||||
|
||||
LINK_DIRECTORIES(
|
||||
|
@ -31,6 +32,8 @@ LINK_DIRECTORIES(
|
|||
ADD_EXECUTABLE( assimp_simpletexturedogl WIN32
|
||||
SimpleTexturedOpenGL/include/boost_includes.h
|
||||
SimpleTexturedOpenGL/src/model_loading.cpp
|
||||
${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
|
||||
${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
|
||||
)
|
||||
|
||||
SET_PROPERTY(TARGET assimp_simpletexturedogl PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
|
||||
|
|
|
@ -21,8 +21,6 @@
|
|||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "contrib/stb_image/stb_image.h"
|
||||
|
||||
#include <locale>
|
||||
#include <codecvt>
|
||||
#include <fstream>
|
||||
|
||||
//to map image filenames to textureIds
|
||||
|
@ -35,7 +33,7 @@
|
|||
#include <assimp/scene.h>
|
||||
#include <assimp/DefaultLogger.hpp>
|
||||
#include <assimp/LogStream.hpp>
|
||||
|
||||
#include "UTFConverter.h"
|
||||
|
||||
// The default hard-coded path. Can be overridden by supplying a path through the command line.
|
||||
static std::string modelpath = "../../test/models/OBJ/spider.obj";
|
||||
|
@ -77,35 +75,7 @@ GLuint* textureIds; // pointer to texture Array
|
|||
// Create an instance of the Importer class
|
||||
Assimp::Importer importer;
|
||||
|
||||
// Used to convert between multibyte and unicode strings.
|
||||
class UTFConverter {
|
||||
using UTFConverterImpl = std::wstring_convert<std::codecvt_utf8<wchar_t>, wchar_t>;
|
||||
public:
|
||||
UTFConverter(const char* s) :
|
||||
s_(s),
|
||||
ws_(impl_.from_bytes(s)) {
|
||||
}
|
||||
UTFConverter(const std::string& s) :
|
||||
s_(s),
|
||||
ws_(impl_.from_bytes(s)) {
|
||||
}
|
||||
UTFConverter(const std::wstring& s) :
|
||||
s_(impl_.to_bytes(s)),
|
||||
ws_(s) {
|
||||
}
|
||||
inline const std::string& str() const {
|
||||
return s_;
|
||||
}
|
||||
inline const wchar_t* c_wstr() const {
|
||||
return ws_.c_str();
|
||||
}
|
||||
private:
|
||||
static UTFConverterImpl impl_;
|
||||
std::string s_;
|
||||
std::wstring ws_;
|
||||
};
|
||||
|
||||
typename UTFConverter::UTFConverterImpl UTFConverter::impl_;
|
||||
using namespace AssimpSamples::SharedCode;
|
||||
|
||||
void createAILogger()
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue