Merge branch 'master' into raise-cmake-minimum-version-to-3.0
commit
a3ff03f193
|
@ -594,6 +594,8 @@ IF ( ASSIMP_BUILD_ASSIMP_TOOLS )
|
||||||
ENDIF ()
|
ENDIF ()
|
||||||
|
|
||||||
IF ( ASSIMP_BUILD_SAMPLES)
|
IF ( ASSIMP_BUILD_SAMPLES)
|
||||||
|
SET( SAMPLES_DIR ${CMAKE_CURRENT_SOURCE_DIR}/samples )
|
||||||
|
SET( SAMPLES_SHARED_CODE_DIR ${SAMPLES_DIR}/SharedCode )
|
||||||
IF ( WIN32 )
|
IF ( WIN32 )
|
||||||
ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
|
ADD_SUBDIRECTORY( samples/SimpleTexturedOpenGL/ )
|
||||||
ADD_SUBDIRECTORY( samples/SimpleTexturedDirectx11 )
|
ADD_SUBDIRECTORY( samples/SimpleTexturedDirectx11 )
|
||||||
|
|
|
@ -0,0 +1,52 @@
|
||||||
|
/*
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
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.
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "UTFConverter.h"
|
||||||
|
|
||||||
|
namespace AssimpSamples {
|
||||||
|
namespace SharedCode {
|
||||||
|
|
||||||
|
typename UTFConverter::UTFConverterImpl UTFConverter::impl_;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,92 @@
|
||||||
|
/*
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
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.
|
||||||
|
---------------------------------------------------------------------------
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
|
||||||
|
#define ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <locale>
|
||||||
|
#include <codecvt>
|
||||||
|
|
||||||
|
namespace AssimpSamples {
|
||||||
|
namespace SharedCode {
|
||||||
|
|
||||||
|
// 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 wchar_t* s) :
|
||||||
|
s_(impl_.to_bytes(s)),
|
||||||
|
ws_(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 char* c_str() const {
|
||||||
|
return s_.c_str();
|
||||||
|
}
|
||||||
|
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_;
|
||||||
|
};
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // ASSIMP_SAMPLES_SHARED_CODE_UTFCONVERTER_H
|
|
@ -10,12 +10,12 @@ if ( MSVC )
|
||||||
REMOVE_DEFINITIONS( -DUNICODE -D_UNICODE )
|
REMOVE_DEFINITIONS( -DUNICODE -D_UNICODE )
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
|
ADD_COMPILE_DEFINITIONS(SHADER_PATH="${CMAKE_CURRENT_SOURCE_DIR}/SimpleTexturedDirectx11/")
|
||||||
|
|
||||||
INCLUDE_DIRECTORIES(
|
INCLUDE_DIRECTORIES(
|
||||||
${Assimp_SOURCE_DIR}/include
|
${Assimp_SOURCE_DIR}/include
|
||||||
${Assimp_SOURCE_DIR}/code
|
${Assimp_SOURCE_DIR}/code
|
||||||
${OPENGL_INCLUDE_DIR}
|
${SAMPLES_SHARED_CODE_DIR}
|
||||||
${GLUT_INCLUDE_DIR}
|
|
||||||
${Assimp_SOURCE_DIR}/samples/freeglut/include
|
|
||||||
)
|
)
|
||||||
|
|
||||||
LINK_DIRECTORIES(
|
LINK_DIRECTORIES(
|
||||||
|
@ -32,6 +32,9 @@ ADD_EXECUTABLE( assimp_simpletextureddirectx11 WIN32
|
||||||
SimpleTexturedDirectx11/TextureLoader.h
|
SimpleTexturedDirectx11/TextureLoader.h
|
||||||
#SimpleTexturedDirectx11/VertexShader.hlsl
|
#SimpleTexturedDirectx11/VertexShader.hlsl
|
||||||
SimpleTexturedDirectx11/main.cpp
|
SimpleTexturedDirectx11/main.cpp
|
||||||
|
SimpleTexturedDirectx11/SafeRelease.hpp
|
||||||
|
${SAMPLES_SHARED_CODE_DIR}/UTFConverter.cpp
|
||||||
|
${SAMPLES_SHARED_CODE_DIR}/UTFConverter.h
|
||||||
)
|
)
|
||||||
|
|
||||||
SET_PROPERTY(TARGET assimp_simpletextureddirectx11 PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
|
SET_PROPERTY(TARGET assimp_simpletextureddirectx11 PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
|
||||||
|
|
|
@ -6,13 +6,14 @@
|
||||||
#include <sstream>
|
#include <sstream>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
using namespace std;
|
#include <stdexcept>
|
||||||
|
|
||||||
#include <vector>
|
|
||||||
#include <d3d11_1.h>
|
#include <d3d11_1.h>
|
||||||
#include <DirectXMath.h>
|
#include <DirectXMath.h>
|
||||||
|
|
||||||
using namespace DirectX;
|
using namespace DirectX;
|
||||||
|
|
||||||
|
#include "SafeRelease.hpp"
|
||||||
|
|
||||||
struct VERTEX {
|
struct VERTEX {
|
||||||
FLOAT X, Y, Z;
|
FLOAT X, Y, Z;
|
||||||
XMFLOAT2 texcoord;
|
XMFLOAT2 texcoord;
|
||||||
|
@ -22,81 +23,85 @@ struct Texture {
|
||||||
string type;
|
string type;
|
||||||
string path;
|
string path;
|
||||||
ID3D11ShaderResourceView *texture;
|
ID3D11ShaderResourceView *texture;
|
||||||
|
|
||||||
|
void Release() {
|
||||||
|
SafeRelease(texture);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
class Mesh {
|
class Mesh {
|
||||||
public:
|
public:
|
||||||
vector<VERTEX> vertices;
|
std::vector<VERTEX> vertices;
|
||||||
vector<UINT> indices;
|
std::vector<UINT> indices;
|
||||||
vector<Texture> textures;
|
std::vector<Texture> textures;
|
||||||
ID3D11Device *dev;
|
ID3D11Device *dev;
|
||||||
|
|
||||||
Mesh(ID3D11Device *dev, vector<VERTEX> vertices, vector<UINT> indices, vector<Texture> textures)
|
Mesh(ID3D11Device *dev, const vector<VERTEX>& vertices, const vector<UINT>& indices, const vector<Texture>& textures) :
|
||||||
{
|
vertices(vertices),
|
||||||
this->vertices = vertices;
|
indices(indices),
|
||||||
this->indices = indices;
|
textures(textures),
|
||||||
this->textures = textures;
|
dev(dev),
|
||||||
|
VertexBuffer(nullptr),
|
||||||
|
IndexBuffer(nullptr) {
|
||||||
|
this->setupMesh(this->dev);
|
||||||
|
}
|
||||||
|
|
||||||
this->dev = dev;
|
void Draw(ID3D11DeviceContext *devcon) {
|
||||||
|
UINT stride = sizeof(VERTEX);
|
||||||
|
UINT offset = 0;
|
||||||
|
|
||||||
this->setupMesh(dev);
|
devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
|
||||||
}
|
devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
||||||
|
|
||||||
void Draw(ID3D11DeviceContext *devcon)
|
devcon->PSSetShaderResources(0, 1, &textures[0].texture);
|
||||||
{
|
|
||||||
UINT stride = sizeof(VERTEX);
|
|
||||||
UINT offset = 0;
|
|
||||||
|
|
||||||
devcon->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
|
devcon->DrawIndexed(static_cast<UINT>(indices.size()), 0, 0);
|
||||||
devcon->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
|
}
|
||||||
|
|
||||||
devcon->PSSetShaderResources(0, 1, &textures[0].texture);
|
void Close() {
|
||||||
|
SafeRelease(VertexBuffer);
|
||||||
devcon->DrawIndexed(indices.size(), 0, 0);
|
SafeRelease(IndexBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Close()
|
|
||||||
{
|
|
||||||
VertexBuffer->Release();
|
|
||||||
IndexBuffer->Release();
|
|
||||||
}
|
|
||||||
private:
|
private:
|
||||||
/* Render data */
|
// Render data
|
||||||
ID3D11Buffer *VertexBuffer, *IndexBuffer;
|
ID3D11Buffer *VertexBuffer, *IndexBuffer;
|
||||||
|
|
||||||
/* Functions */
|
// Functions
|
||||||
// Initializes all the buffer objects/arrays
|
// Initializes all the buffer objects/arrays
|
||||||
bool setupMesh(ID3D11Device *dev)
|
void setupMesh(ID3D11Device *dev) {
|
||||||
{
|
HRESULT hr;
|
||||||
HRESULT hr;
|
|
||||||
|
|
||||||
D3D11_BUFFER_DESC vbd;
|
D3D11_BUFFER_DESC vbd;
|
||||||
vbd.Usage = D3D11_USAGE_IMMUTABLE;
|
vbd.Usage = D3D11_USAGE_IMMUTABLE;
|
||||||
vbd.ByteWidth = sizeof(VERTEX) * vertices.size();
|
vbd.ByteWidth = static_cast<UINT>(sizeof(VERTEX) * vertices.size());
|
||||||
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
vbd.CPUAccessFlags = 0;
|
vbd.CPUAccessFlags = 0;
|
||||||
vbd.MiscFlags = 0;
|
vbd.MiscFlags = 0;
|
||||||
|
|
||||||
D3D11_SUBRESOURCE_DATA initData;
|
D3D11_SUBRESOURCE_DATA initData;
|
||||||
initData.pSysMem = &vertices[0];
|
initData.pSysMem = &vertices[0];
|
||||||
|
|
||||||
hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
|
hr = dev->CreateBuffer(&vbd, &initData, &VertexBuffer);
|
||||||
if (FAILED(hr))
|
if (FAILED(hr)) {
|
||||||
return false;
|
Close();
|
||||||
|
throw std::runtime_error("Failed to create vertex buffer.");
|
||||||
|
}
|
||||||
|
|
||||||
D3D11_BUFFER_DESC ibd;
|
D3D11_BUFFER_DESC ibd;
|
||||||
ibd.Usage = D3D11_USAGE_IMMUTABLE;
|
ibd.Usage = D3D11_USAGE_IMMUTABLE;
|
||||||
ibd.ByteWidth = sizeof(UINT) * indices.size();
|
ibd.ByteWidth = static_cast<UINT>(sizeof(UINT) * indices.size());
|
||||||
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
ibd.CPUAccessFlags = 0;
|
ibd.CPUAccessFlags = 0;
|
||||||
ibd.MiscFlags = 0;
|
ibd.MiscFlags = 0;
|
||||||
|
|
||||||
initData.pSysMem = &indices[0];
|
initData.pSysMem = &indices[0];
|
||||||
|
|
||||||
hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
|
hr = dev->CreateBuffer(&ibd, &initData, &IndexBuffer);
|
||||||
if (FAILED(hr))
|
if (FAILED(hr)) {
|
||||||
return false;
|
Close();
|
||||||
}
|
throw std::runtime_error("Failed to create index buffer.");
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
|
@ -1,16 +1,21 @@
|
||||||
#include "ModelLoader.h"
|
#include "ModelLoader.h"
|
||||||
|
|
||||||
ModelLoader::ModelLoader()
|
ModelLoader::ModelLoader() :
|
||||||
{
|
dev(nullptr),
|
||||||
|
devcon(nullptr),
|
||||||
|
meshes(),
|
||||||
|
directory(),
|
||||||
|
textures_loaded(),
|
||||||
|
hwnd(nullptr) {
|
||||||
|
// empty
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ModelLoader::~ModelLoader()
|
ModelLoader::~ModelLoader() {
|
||||||
{
|
// empty
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename)
|
bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename) {
|
||||||
{
|
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
|
|
||||||
const aiScene* pScene = importer.ReadFile(filename,
|
const aiScene* pScene = importer.ReadFile(filename,
|
||||||
|
@ -20,9 +25,10 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
|
||||||
if (pScene == NULL)
|
if (pScene == NULL)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
this->directory = filename.substr(0, filename.find_last_of('/'));
|
this->directory = filename.substr(0, filename.find_last_of("/\\"));
|
||||||
|
|
||||||
this->dev = dev;
|
this->dev = dev;
|
||||||
|
this->devcon = devcon;
|
||||||
this->hwnd = hwnd;
|
this->hwnd = hwnd;
|
||||||
|
|
||||||
processNode(pScene->mRootNode, pScene);
|
processNode(pScene->mRootNode, pScene);
|
||||||
|
@ -30,41 +36,37 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelLoader::Draw(ID3D11DeviceContext * devcon)
|
void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
|
||||||
{
|
for (int i = 0; i < meshes.size(); ++i ) {
|
||||||
for (int i = 0; i < meshes.size(); i++)
|
|
||||||
{
|
|
||||||
meshes[i].Draw(devcon);
|
meshes[i].Draw(devcon);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
string textype;
|
string textype;
|
||||||
|
|
||||||
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
|
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
|
||||||
{
|
|
||||||
// Data to fill
|
// Data to fill
|
||||||
vector<VERTEX> vertices;
|
vector<VERTEX> vertices;
|
||||||
vector<UINT> indices;
|
vector<UINT> indices;
|
||||||
vector<Texture> textures;
|
vector<Texture> textures;
|
||||||
|
|
||||||
if (mesh->mMaterialIndex >= 0)
|
if (mesh->mMaterialIndex >= 0) {
|
||||||
{
|
|
||||||
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
|
||||||
|
|
||||||
if (textype.empty()) textype = determineTextureType(scene, mat);
|
if (textype.empty()) {
|
||||||
|
textype = determineTextureType(scene, mat);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Walk through each of the mesh's vertices
|
// Walk through each of the mesh's vertices
|
||||||
for (UINT i = 0; i < mesh->mNumVertices; i++)
|
for (UINT i = 0; i < mesh->mNumVertices; i++) {
|
||||||
{
|
|
||||||
VERTEX vertex;
|
VERTEX vertex;
|
||||||
|
|
||||||
vertex.X = mesh->mVertices[i].x;
|
vertex.X = mesh->mVertices[i].x;
|
||||||
vertex.Y = mesh->mVertices[i].y;
|
vertex.Y = mesh->mVertices[i].y;
|
||||||
vertex.Z = mesh->mVertices[i].z;
|
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.x = (float)mesh->mTextureCoords[0][i].x;
|
||||||
vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
|
vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
|
||||||
}
|
}
|
||||||
|
@ -72,16 +74,14 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
|
||||||
vertices.push_back(vertex);
|
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];
|
aiFace face = mesh->mFaces[i];
|
||||||
|
|
||||||
for (UINT j = 0; j < face.mNumIndices; j++)
|
for (UINT j = 0; j < face.mNumIndices; j++)
|
||||||
indices.push_back(face.mIndices[j]);
|
indices.push_back(face.mIndices[j]);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (mesh->mMaterialIndex >= 0)
|
if (mesh->mMaterialIndex >= 0) {
|
||||||
{
|
|
||||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||||
|
|
||||||
vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
|
vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
|
||||||
|
@ -91,35 +91,27 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
|
||||||
return Mesh(dev, vertices, indices, textures);
|
return Mesh(dev, vertices, indices, textures);
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
vector<Texture> textures;
|
||||||
for (UINT i = 0; i < mat->GetTextureCount(type); i++)
|
for (UINT i = 0; i < mat->GetTextureCount(type); i++) {
|
||||||
{
|
|
||||||
aiString str;
|
aiString str;
|
||||||
mat->GetTexture(type, i, &str);
|
mat->GetTexture(type, i, &str);
|
||||||
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
||||||
bool skip = false;
|
bool skip = false;
|
||||||
for (UINT j = 0; j < textures_loaded.size(); j++)
|
for (UINT j = 0; j < textures_loaded.size(); j++) {
|
||||||
{
|
if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0) {
|
||||||
if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0)
|
|
||||||
{
|
|
||||||
textures.push_back(textures_loaded[j]);
|
textures.push_back(textures_loaded[j]);
|
||||||
skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
|
skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (!skip)
|
if (!skip) { // If texture hasn't been loaded already, load it
|
||||||
{ // If texture hasn't been loaded already, load it
|
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
Texture texture;
|
Texture texture;
|
||||||
if (textype == "embedded compressed texture")
|
if (textype == "embedded compressed texture") {
|
||||||
{
|
|
||||||
int textureindex = getTextureIndex(&str);
|
int textureindex = getTextureIndex(&str);
|
||||||
texture.texture = getTextureFromModel(scene, textureindex);
|
texture.texture = getTextureFromModel(scene, textureindex);
|
||||||
}
|
} else {
|
||||||
else
|
|
||||||
{
|
|
||||||
string filename = string(str.C_Str());
|
string filename = string(str.C_Str());
|
||||||
filename = directory + '/' + filename;
|
filename = directory + '/' + filename;
|
||||||
wstring filenamews = wstring(filename.begin(), filename.end());
|
wstring filenamews = wstring(filename.begin(), filename.end());
|
||||||
|
@ -136,64 +128,52 @@ vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureTyp
|
||||||
return textures;
|
return textures;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelLoader::Close()
|
void ModelLoader::Close() {
|
||||||
{
|
for (auto& t : textures_loaded)
|
||||||
for (int i = 0; i < meshes.size(); i++)
|
t.Release();
|
||||||
{
|
|
||||||
|
for (int i = 0; i < meshes.size(); i++) {
|
||||||
meshes[i].Close();
|
meshes[i].Close();
|
||||||
}
|
}
|
||||||
|
|
||||||
dev->Release();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void ModelLoader::processNode(aiNode * node, const aiScene * scene)
|
void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
|
||||||
{
|
for (UINT i = 0; i < node->mNumMeshes; i++) {
|
||||||
for (UINT i = 0; i < node->mNumMeshes; i++)
|
|
||||||
{
|
|
||||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||||
meshes.push_back(this->processMesh(mesh, scene));
|
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);
|
this->processNode(node->mChildren[i], scene);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat)
|
string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) {
|
||||||
{
|
|
||||||
aiString textypeStr;
|
aiString textypeStr;
|
||||||
mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
|
mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
|
||||||
string textypeteststr = textypeStr.C_Str();
|
string textypeteststr = textypeStr.C_Str();
|
||||||
if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5")
|
if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") {
|
||||||
{
|
if (scene->mTextures[0]->mHeight == 0) {
|
||||||
if (scene->mTextures[0]->mHeight == 0)
|
|
||||||
{
|
|
||||||
return "embedded compressed texture";
|
return "embedded compressed texture";
|
||||||
}
|
} else {
|
||||||
else
|
|
||||||
{
|
|
||||||
return "embedded non-compressed texture";
|
return "embedded non-compressed texture";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (textypeteststr.find('.') != string::npos)
|
if (textypeteststr.find('.') != string::npos) {
|
||||||
{
|
|
||||||
return "textures are on disk";
|
return "textures are on disk";
|
||||||
}
|
}
|
||||||
|
|
||||||
return ".";
|
return ".";
|
||||||
}
|
}
|
||||||
|
|
||||||
int ModelLoader::getTextureIndex(aiString * str)
|
int ModelLoader::getTextureIndex(aiString * str) {
|
||||||
{
|
|
||||||
string tistr;
|
string tistr;
|
||||||
tistr = str->C_Str();
|
tistr = str->C_Str();
|
||||||
tistr = tistr.substr(1);
|
tistr = tistr.substr(1);
|
||||||
return stoi(tistr);
|
return stoi(tistr);
|
||||||
}
|
}
|
||||||
|
|
||||||
ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex)
|
ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) {
|
||||||
{
|
|
||||||
HRESULT hr;
|
HRESULT hr;
|
||||||
ID3D11ShaderResourceView *texture;
|
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 <Windows.h>
|
||||||
|
#include <shellapi.h>
|
||||||
|
#include <stdexcept>
|
||||||
#include <windowsx.h>
|
#include <windowsx.h>
|
||||||
#include <d3d11_1.h>
|
#include <d3d11_1.h>
|
||||||
#include <dxgi1_2.h>
|
#include <dxgi1_2.h>
|
||||||
#include <DirectXMath.h>
|
#include <DirectXMath.h>
|
||||||
#include <d3dcompiler.h>
|
#include <d3dcompiler.h>
|
||||||
#include "ModelLoader.h"
|
#include "ModelLoader.h"
|
||||||
|
#include "UTFConverter.h"
|
||||||
|
#include "SafeRelease.hpp"
|
||||||
|
|
||||||
#pragma comment (lib, "d3d11.lib")
|
#pragma comment (lib, "d3d11.lib")
|
||||||
#pragma comment (lib, "Dxgi.lib")
|
#pragma comment (lib, "Dxgi.lib")
|
||||||
|
@ -27,6 +31,10 @@
|
||||||
#pragma comment (lib, "dxguid.lib")
|
#pragma comment (lib, "dxguid.lib")
|
||||||
|
|
||||||
using namespace DirectX;
|
using namespace DirectX;
|
||||||
|
using namespace AssimpSamples::SharedCode;
|
||||||
|
|
||||||
|
#define VERTEX_SHADER_FILE L"VertexShader.hlsl"
|
||||||
|
#define PIXEL_SHADER_FILE L"PixelShader.hlsl"
|
||||||
|
|
||||||
// ------------------------------------------------------------
|
// ------------------------------------------------------------
|
||||||
// Structs
|
// Structs
|
||||||
|
@ -45,29 +53,32 @@ struct ConstantBuffer {
|
||||||
|
|
||||||
const char g_szClassName[] = "directxWindowClass";
|
const char g_szClassName[] = "directxWindowClass";
|
||||||
|
|
||||||
|
static std::string g_ModelPath;
|
||||||
|
|
||||||
UINT width, height;
|
UINT width, height;
|
||||||
HWND hwnd;
|
HWND hwnd = nullptr;
|
||||||
|
|
||||||
// ------------------------------------------------------------
|
// ------------------------------------------------------------
|
||||||
// DirectX Variables
|
// DirectX Variables
|
||||||
// ------------------------------------------------------------
|
// ------------------------------------------------------------
|
||||||
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
|
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
|
||||||
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
|
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||||
ID3D11Device *dev;
|
ID3D11Device *dev = nullptr;
|
||||||
ID3D11Device1 *dev1;
|
ID3D11Device1 *dev1 = nullptr;
|
||||||
ID3D11DeviceContext *devcon;
|
ID3D11DeviceContext *devcon = nullptr;
|
||||||
ID3D11DeviceContext1 *devcon1;
|
ID3D11DeviceContext1 *devcon1 = nullptr;
|
||||||
IDXGISwapChain *swapchain;
|
IDXGISwapChain *swapchain = nullptr;
|
||||||
IDXGISwapChain1 *swapchain1;
|
IDXGISwapChain1 *swapchain1 = nullptr;
|
||||||
ID3D11RenderTargetView *backbuffer;
|
ID3D11RenderTargetView *backbuffer = nullptr;
|
||||||
ID3D11VertexShader *pVS;
|
ID3D11VertexShader *pVS = nullptr;
|
||||||
ID3D11PixelShader *pPS;
|
ID3D11PixelShader *pPS = nullptr;
|
||||||
ID3D11InputLayout *pLayout;
|
ID3D11InputLayout *pLayout = nullptr;
|
||||||
ID3D11Buffer *pConstantBuffer;
|
ID3D11Buffer *pConstantBuffer = nullptr;
|
||||||
ID3D11Texture2D *g_pDepthStencil;
|
ID3D11Texture2D *g_pDepthStencil = nullptr;
|
||||||
ID3D11DepthStencilView *g_pDepthStencilView;
|
ID3D11DepthStencilView *g_pDepthStencilView = nullptr;
|
||||||
ID3D11SamplerState *TexSamplerState;
|
ID3D11SamplerState *TexSamplerState = nullptr;
|
||||||
|
ID3D11RasterizerState *rasterstate = nullptr;
|
||||||
|
ID3D11Debug* d3d11debug = nullptr;
|
||||||
|
|
||||||
XMMATRIX m_World;
|
XMMATRIX m_World;
|
||||||
XMMATRIX m_View;
|
XMMATRIX m_View;
|
||||||
|
@ -91,7 +102,7 @@ void Throwanerror(LPCSTR errormessage);
|
||||||
// Our Model
|
// Our Model
|
||||||
// ------------------------------------------------------------
|
// ------------------------------------------------------------
|
||||||
|
|
||||||
ModelLoader *ourModel;
|
ModelLoader *ourModel = nullptr;
|
||||||
|
|
||||||
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
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;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||||
LPSTR lpCmdLine, int nCmdShow)
|
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;
|
WNDCLASSEX wc;
|
||||||
MSG msg;
|
MSG msg;
|
||||||
|
|
||||||
|
@ -160,26 +204,35 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
|
||||||
width = wr.right - wr.left;
|
width = wr.right - wr.left;
|
||||||
height = wr.bottom - wr.top;
|
height = wr.bottom - wr.top;
|
||||||
|
|
||||||
InitD3D(hInstance, hwnd);
|
try {
|
||||||
|
InitD3D(hInstance, hwnd);
|
||||||
|
|
||||||
while (true)
|
while (true)
|
||||||
{
|
|
||||||
|
|
||||||
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
|
||||||
{
|
{
|
||||||
TranslateMessage(&msg);
|
|
||||||
DispatchMessage(&msg);
|
|
||||||
|
|
||||||
if (msg.message == WM_QUIT)
|
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
|
||||||
break;
|
{
|
||||||
|
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)
|
void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||||
|
@ -227,6 +280,12 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||||
if (FAILED(hr))
|
if (FAILED(hr))
|
||||||
Throwanerror("Directx Device Creation Failed!");
|
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;
|
UINT m4xMsaaQuality;
|
||||||
dev->CheckMultisampleQualityLevels(
|
dev->CheckMultisampleQualityLevels(
|
||||||
DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality);
|
DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality);
|
||||||
|
@ -348,7 +407,6 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||||
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
|
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
|
||||||
|
|
||||||
D3D11_RASTERIZER_DESC rasterDesc;
|
D3D11_RASTERIZER_DESC rasterDesc;
|
||||||
ID3D11RasterizerState *rasterState;
|
|
||||||
rasterDesc.AntialiasedLineEnable = false;
|
rasterDesc.AntialiasedLineEnable = false;
|
||||||
rasterDesc.CullMode = D3D11_CULL_BACK;
|
rasterDesc.CullMode = D3D11_CULL_BACK;
|
||||||
rasterDesc.DepthBias = 0;
|
rasterDesc.DepthBias = 0;
|
||||||
|
@ -360,8 +418,8 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||||
rasterDesc.ScissorEnable = false;
|
rasterDesc.ScissorEnable = false;
|
||||||
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
rasterDesc.SlopeScaledDepthBias = 0.0f;
|
||||||
|
|
||||||
dev->CreateRasterizerState(&rasterDesc, &rasterState);
|
dev->CreateRasterizerState(&rasterDesc, &rasterstate);
|
||||||
devcon->RSSetState(rasterState);
|
devcon->RSSetState(rasterstate);
|
||||||
|
|
||||||
D3D11_VIEWPORT viewport;
|
D3D11_VIEWPORT viewport;
|
||||||
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
|
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
|
||||||
|
@ -381,19 +439,38 @@ void InitD3D(HINSTANCE hinstance, HWND hWnd)
|
||||||
|
|
||||||
void CleanD3D(void)
|
void CleanD3D(void)
|
||||||
{
|
{
|
||||||
swapchain->SetFullscreenState(FALSE, NULL);
|
if (swapchain)
|
||||||
|
swapchain->SetFullscreenState(FALSE, NULL);
|
||||||
|
|
||||||
ourModel->Close();
|
if (ourModel) {
|
||||||
g_pDepthStencil->Release();
|
ourModel->Close();
|
||||||
g_pDepthStencilView->Release();
|
delete ourModel;
|
||||||
pLayout->Release();
|
ourModel = nullptr;
|
||||||
pVS->Release();
|
}
|
||||||
pPS->Release();
|
SafeRelease(TexSamplerState);
|
||||||
pConstantBuffer->Release();
|
SafeRelease(pConstantBuffer);
|
||||||
swapchain->Release();
|
SafeRelease(pLayout);
|
||||||
backbuffer->Release();
|
SafeRelease(pVS);
|
||||||
dev->Release();
|
SafeRelease(pPS);
|
||||||
devcon->Release();
|
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)
|
void RenderFrame(void)
|
||||||
|
@ -431,8 +508,10 @@ void RenderFrame(void)
|
||||||
void InitPipeline()
|
void InitPipeline()
|
||||||
{
|
{
|
||||||
ID3DBlob *VS, *PS;
|
ID3DBlob *VS, *PS;
|
||||||
CompileShaderFromFile(L"VertexShader.hlsl", 0, "main", "vs_4_0", &VS);
|
if(FAILED(CompileShaderFromFile(SHADER_PATH VERTEX_SHADER_FILE, 0, "main", "vs_4_0", &VS)))
|
||||||
CompileShaderFromFile(L"PixelShader.hlsl", 0, "main", "ps_4_0", &PS);
|
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->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
|
||||||
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
|
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
|
||||||
|
@ -485,7 +564,7 @@ void InitGraphics()
|
||||||
m_View = XMMatrixLookAtLH(Eye, At, Up);
|
m_View = XMMatrixLookAtLH(Eye, At, Up);
|
||||||
|
|
||||||
ourModel = new ModelLoader;
|
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");
|
Throwanerror("Model couldn't be loaded");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -514,5 +593,5 @@ HRESULT CompileShaderFromFile(LPCWSTR pFileName, const D3D_SHADER_MACRO* pDefine
|
||||||
|
|
||||||
void Throwanerror(LPCSTR errormessage)
|
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
|
${Assimp_SOURCE_DIR}/code
|
||||||
${OPENGL_INCLUDE_DIR}
|
${OPENGL_INCLUDE_DIR}
|
||||||
${GLUT_INCLUDE_DIR}
|
${GLUT_INCLUDE_DIR}
|
||||||
|
${SAMPLES_SHARED_CODE_DIR}
|
||||||
)
|
)
|
||||||
|
|
||||||
LINK_DIRECTORIES(
|
LINK_DIRECTORIES(
|
||||||
|
@ -31,6 +32,8 @@ LINK_DIRECTORIES(
|
||||||
ADD_EXECUTABLE( assimp_simpletexturedogl WIN32
|
ADD_EXECUTABLE( assimp_simpletexturedogl WIN32
|
||||||
SimpleTexturedOpenGL/include/boost_includes.h
|
SimpleTexturedOpenGL/include/boost_includes.h
|
||||||
SimpleTexturedOpenGL/src/model_loading.cpp
|
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})
|
SET_PROPERTY(TARGET assimp_simpletexturedogl PROPERTY DEBUG_POSTFIX ${CMAKE_DEBUG_POSTFIX})
|
||||||
|
|
|
@ -21,8 +21,6 @@
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#include "contrib/stb_image/stb_image.h"
|
#include "contrib/stb_image/stb_image.h"
|
||||||
|
|
||||||
#include <locale>
|
|
||||||
#include <codecvt>
|
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
|
||||||
//to map image filenames to textureIds
|
//to map image filenames to textureIds
|
||||||
|
@ -35,7 +33,7 @@
|
||||||
#include <assimp/scene.h>
|
#include <assimp/scene.h>
|
||||||
#include <assimp/DefaultLogger.hpp>
|
#include <assimp/DefaultLogger.hpp>
|
||||||
#include <assimp/LogStream.hpp>
|
#include <assimp/LogStream.hpp>
|
||||||
|
#include "UTFConverter.h"
|
||||||
|
|
||||||
// The default hard-coded path. Can be overridden by supplying a path through the command line.
|
// 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";
|
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
|
// Create an instance of the Importer class
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
|
|
||||||
// Used to convert between multibyte and unicode strings.
|
using namespace AssimpSamples::SharedCode;
|
||||||
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_;
|
|
||||||
|
|
||||||
void createAILogger()
|
void createAILogger()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in New Issue