Update ModelLoader.cpp

Apply asimp-code-style.
pull/3053/head
Kim Kulling 2020-03-07 12:22:57 +01:00 committed by GitHub
parent 31c6f0db92
commit b5d65bf94e
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 40 additions and 68 deletions

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@ -1,22 +1,21 @@
#include "ModelLoader.h"
ModelLoader::ModelLoader() :
dev(nullptr),
devcon(nullptr),
meshes(),
directory(),
textures_loaded(),
hwnd(nullptr)
{
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;
const aiScene* pScene = importer.ReadFile(filename,
@ -37,41 +36,37 @@ bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devc
return true;
}
void ModelLoader::Draw(ID3D11DeviceContext * devcon)
{
for (int i = 0; i < meshes.size(); i++)
{
void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
for (int i = 0; i < meshes.size(); ++i ) {
meshes[i].Draw(devcon);
}
}
string textype;
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
{
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
// Data to fill
vector<VERTEX> vertices;
vector<UINT> indices;
vector<Texture> textures;
if (mesh->mMaterialIndex >= 0)
{
if (mesh->mMaterialIndex >= 0) {
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
for (UINT i = 0; i < mesh->mNumVertices; i++)
{
for (UINT i = 0; i < mesh->mNumVertices; i++) {
VERTEX vertex;
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;
}
@ -79,16 +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) {
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
@ -98,35 +91,27 @@ Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene)
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;
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());
@ -143,65 +128,52 @@ vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureTyp
return textures;
}
void ModelLoader::Close()
{
void ModelLoader::Close() {
for (auto& t : textures_loaded)
t.Release();
for (int i = 0; i < meshes.size(); i++)
{
for (int i = 0; i < meshes.size(); i++) {
meshes[i].Close();
}
}
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;