From ee8d1b041709b59ef79ed1b237acca0836fcfa35 Mon Sep 17 00:00:00 2001 From: Eric Wasylishen Date: Sat, 24 Apr 2021 14:13:51 -0600 Subject: [PATCH] SimpleTexturedDirectx11: embedded texture loading fixes - remove assumption that embedded texture names start with "*0", etc. - rename ModelLoader::getTextureFromModel() to loadEmbeddedTexture() - support loading uncompressed embedded textures Fixes display of bullsquid.mdl from Half-Life (which has an embdedded texture named "bottommap.bmp") --- .../SimpleTexturedDirectx11/ModelLoader.cpp | 83 +++++++++---------- .../SimpleTexturedDirectx11/ModelLoader.h | 4 +- 2 files changed, 42 insertions(+), 45 deletions(-) diff --git a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp index 733d3d620..92760d691 100644 --- a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp +++ b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp @@ -42,22 +42,12 @@ void ModelLoader::Draw(ID3D11DeviceContext * devcon) { } } -std::string textype; - Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) { // Data to fill std::vector vertices; std::vector indices; std::vector textures; - if (mesh->mMaterialIndex >= 0) { - aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex]; - - if (textype.empty()) { - textype = determineTextureType(scene, mat); - } - } - // Walk through each of the mesh's vertices for (UINT i = 0; i < mesh->mNumVertices; i++) { VERTEX vertex; @@ -108,9 +98,10 @@ std::vector ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextu if (!skip) { // If texture hasn't been loaded already, load it HRESULT hr; Texture texture; - if (textype == "embedded compressed texture") { - int textureindex = getTextureIndex(&str); - texture.texture = getTextureFromModel(scene, textureindex); + + const aiTexture* embeddedTexture = scene->GetEmbeddedTexture(str.C_Str()); + if (embeddedTexture != nullptr) { + texture.texture = loadEmbeddedTexture(embeddedTexture); } else { std::string filename = std::string(str.C_Str()); filename = directory_ + '/' + filename; @@ -148,38 +139,46 @@ void ModelLoader::processNode(aiNode * node, const aiScene * scene) { } } -std::string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) { - aiString textypeStr; - mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr); - std::string textypeteststr = textypeStr.C_Str(); - if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") { - if (scene->mTextures[0]->mHeight == 0) { - return "embedded compressed texture"; - } else { - return "embedded non-compressed texture"; - } - } - if (textypeteststr.find('.') != std::string::npos) { - return "textures are on disk"; - } - - return "."; -} - -int ModelLoader::getTextureIndex(aiString * str) { - std::string tistr; - tistr = str->C_Str(); - tistr = tistr.substr(1); - return stoi(tistr); -} - -ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) { +ID3D11ShaderResourceView * ModelLoader::loadEmbeddedTexture(const aiTexture* embeddedTexture) { HRESULT hr; - ID3D11ShaderResourceView *texture; + ID3D11ShaderResourceView *texture = nullptr; - int* size = reinterpret_cast(&scene->mTextures[textureindex]->mWidth); + if (embeddedTexture->mHeight != 0) { + // Load an uncompressed ARGB8888 embedded texture + D3D11_TEXTURE2D_DESC desc; + desc.Width = embeddedTexture->mWidth; + desc.Height = embeddedTexture->mHeight; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + desc.MiscFlags = 0; - hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture); + D3D11_SUBRESOURCE_DATA subresourceData; + subresourceData.pSysMem = embeddedTexture->pcData; + subresourceData.SysMemPitch = embeddedTexture->mWidth * 4; + subresourceData.SysMemSlicePitch = embeddedTexture->mWidth * embeddedTexture->mHeight * 4; + + ID3D11Texture2D *texture2D = nullptr; + hr = dev_->CreateTexture2D(&desc, &subresourceData, &texture2D); + if (FAILED(hr)) + MessageBox(hwnd_, "CreateTexture2D failed!", "Error!", MB_ICONERROR | MB_OK); + + hr = dev_->CreateShaderResourceView(texture2D, nullptr, &texture); + if (FAILED(hr)) + MessageBox(hwnd_, "CreateShaderResourceView failed!", "Error!", MB_ICONERROR | MB_OK); + + return texture; + } + + // mHeight is 0, so try to load a compressed texture of mWidth bytes + const size_t size = embeddedTexture->mWidth; + + hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast(embeddedTexture->pcData), size, nullptr, &texture); if (FAILED(hr)) MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK); diff --git a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.h b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.h index 9d3ed50b3..a04484f08 100644 --- a/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.h +++ b/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.h @@ -35,9 +35,7 @@ private: void processNode(aiNode* node, const aiScene* scene); Mesh processMesh(aiMesh* mesh, const aiScene* scene); std::vector loadMaterialTextures(aiMaterial* mat, aiTextureType type, std::string typeName, const aiScene* scene); - std::string determineTextureType(const aiScene* scene, aiMaterial* mat); - int getTextureIndex(aiString* str); - ID3D11ShaderResourceView* getTextureFromModel(const aiScene* scene, int textureindex); + ID3D11ShaderResourceView* loadEmbeddedTexture(const aiTexture* embeddedTexture); }; #endif // !MODEL_LOADER_H