assimp/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/ModelLoader.cpp

188 lines
5.5 KiB
C++

#include "ModelLoader.h"
ModelLoader::ModelLoader() :
dev_(nullptr),
devcon_(nullptr),
meshes_(),
directory_(),
textures_loaded_(),
hwnd_(nullptr) {
// empty
}
ModelLoader::~ModelLoader() {
// empty
}
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 == nullptr)
return false;
this->directory_ = filename.substr(0, filename.find_last_of("/\\"));
this->dev_ = dev;
this->devcon_ = devcon;
this->hwnd_ = hwnd;
processNode(pScene->mRootNode, pScene);
return true;
}
void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
for (size_t i = 0; i < meshes_.size(); ++i ) {
meshes_[i].Draw(devcon);
}
}
std::string textype;
Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
// Data to fill
std::vector<VERTEX> vertices;
std::vector<UINT> indices;
std::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];
std::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);
}
std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, std::string typeName, const aiScene * scene) {
std::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 {
std::string filename = std::string(str.C_Str());
filename = directory_ + '/' + filename;
std::wstring filenamews = std::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 (auto& t : textures_loaded_)
t.Release();
for (size_t 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++) {
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);
}
}
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) {
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;
}