206 lines
5.2 KiB
C++
206 lines
5.2 KiB
C++
#include "ModelLoader.h"
|
|
|
|
ModelLoader::ModelLoader()
|
|
{
|
|
}
|
|
|
|
|
|
ModelLoader::~ModelLoader()
|
|
{
|
|
}
|
|
|
|
bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename)
|
|
{
|
|
Assimp::Importer importer;
|
|
|
|
const aiScene* pScene = importer.ReadFile(filename,
|
|
aiProcess_Triangulate |
|
|
aiProcess_ConvertToLeftHanded);
|
|
|
|
if (pScene == NULL)
|
|
return false;
|
|
|
|
this->directory = filename.substr(0, filename.find_last_of('/'));
|
|
|
|
this->dev = dev;
|
|
this->hwnd = hwnd;
|
|
|
|
processNode(pScene->mRootNode, pScene);
|
|
|
|
return true;
|
|
}
|
|
|
|
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)
|
|
{
|
|
// Data to fill
|
|
vector<VERTEX> vertices;
|
|
vector<UINT> indices;
|
|
vector<Texture> 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;
|
|
|
|
vertex.X = mesh->mVertices[i].x;
|
|
vertex.Y = mesh->mVertices[i].y;
|
|
vertex.Z = mesh->mVertices[i].z;
|
|
|
|
if (mesh->mTextureCoords[0])
|
|
{
|
|
vertex.texcoord.x = (float)mesh->mTextureCoords[0][i].x;
|
|
vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
|
|
}
|
|
|
|
vertices.push_back(vertex);
|
|
}
|
|
|
|
for (UINT i = 0; i < mesh->mNumFaces; i++)
|
|
{
|
|
aiFace face = mesh->mFaces[i];
|
|
|
|
for (UINT j = 0; j < face.mNumIndices; j++)
|
|
indices.push_back(face.mIndices[j]);
|
|
}
|
|
|
|
if (mesh->mMaterialIndex >= 0)
|
|
{
|
|
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
|
|
|
vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
|
|
textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
|
|
}
|
|
|
|
return Mesh(dev, vertices, indices, textures);
|
|
}
|
|
|
|
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++)
|
|
{
|
|
aiString str;
|
|
mat->GetTexture(type, i, &str);
|
|
// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
|
|
bool skip = false;
|
|
for (UINT j = 0; j < textures_loaded.size(); j++)
|
|
{
|
|
if (std::strcmp(textures_loaded[j].path.c_str(), str.C_Str()) == 0)
|
|
{
|
|
textures.push_back(textures_loaded[j]);
|
|
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
|
|
HRESULT hr;
|
|
Texture texture;
|
|
if (textype == "embedded compressed texture")
|
|
{
|
|
int textureindex = getTextureIndex(&str);
|
|
texture.texture = getTextureFromModel(scene, textureindex);
|
|
}
|
|
else
|
|
{
|
|
string filename = string(str.C_Str());
|
|
filename = directory + '/' + filename;
|
|
wstring filenamews = wstring(filename.begin(), filename.end());
|
|
hr = CreateWICTextureFromFile(dev, devcon, filenamews.c_str(), nullptr, &texture.texture);
|
|
if (FAILED(hr))
|
|
MessageBox(hwnd, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK);
|
|
}
|
|
texture.type = typeName;
|
|
texture.path = str.C_Str();
|
|
textures.push_back(texture);
|
|
this->textures_loaded.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
|
|
}
|
|
}
|
|
return textures;
|
|
}
|
|
|
|
void ModelLoader::Close()
|
|
{
|
|
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++)
|
|
{
|
|
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
|
meshes.push_back(this->processMesh(mesh, scene));
|
|
}
|
|
|
|
for (UINT i = 0; i < node->mNumChildren; i++)
|
|
{
|
|
this->processNode(node->mChildren[i], scene);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
return "embedded compressed texture";
|
|
}
|
|
else
|
|
{
|
|
return "embedded non-compressed texture";
|
|
}
|
|
}
|
|
if (textypeteststr.find('.') != string::npos)
|
|
{
|
|
return "textures are on disk";
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
HRESULT hr;
|
|
ID3D11ShaderResourceView *texture;
|
|
|
|
int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth);
|
|
|
|
hr = CreateWICTextureFromMemory(dev, devcon, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture);
|
|
if (FAILED(hr))
|
|
MessageBox(hwnd, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
|
|
|
|
return texture;
|
|
}
|