188 lines
5.5 KiB
C++
188 lines
5.5 KiB
C++
#include "ModelLoader.h"
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ModelLoader::ModelLoader() :
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dev_(nullptr),
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devcon_(nullptr),
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meshes_(),
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directory_(),
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textures_loaded_(),
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hwnd_(nullptr) {
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// empty
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}
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ModelLoader::~ModelLoader() {
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// empty
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}
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bool ModelLoader::Load(HWND hwnd, ID3D11Device * dev, ID3D11DeviceContext * devcon, std::string filename) {
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Assimp::Importer importer;
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const aiScene* pScene = importer.ReadFile(filename,
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aiProcess_Triangulate |
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aiProcess_ConvertToLeftHanded);
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if (pScene == nullptr)
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return false;
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this->directory_ = filename.substr(0, filename.find_last_of("/\\"));
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this->dev_ = dev;
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this->devcon_ = devcon;
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this->hwnd_ = hwnd;
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processNode(pScene->mRootNode, pScene);
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return true;
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}
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void ModelLoader::Draw(ID3D11DeviceContext * devcon) {
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for (size_t i = 0; i < meshes_.size(); ++i ) {
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meshes_[i].Draw(devcon);
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}
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}
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std::string textype;
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Mesh ModelLoader::processMesh(aiMesh * mesh, const aiScene * scene) {
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// Data to fill
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std::vector<VERTEX> vertices;
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std::vector<UINT> indices;
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std::vector<Texture> textures;
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if (mesh->mMaterialIndex >= 0) {
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aiMaterial* mat = scene->mMaterials[mesh->mMaterialIndex];
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if (textype.empty()) {
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textype = determineTextureType(scene, mat);
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}
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}
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// Walk through each of the mesh's vertices
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for (UINT i = 0; i < mesh->mNumVertices; i++) {
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VERTEX vertex;
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vertex.X = mesh->mVertices[i].x;
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vertex.Y = mesh->mVertices[i].y;
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vertex.Z = mesh->mVertices[i].z;
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if (mesh->mTextureCoords[0]) {
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vertex.texcoord.x = (float)mesh->mTextureCoords[0][i].x;
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vertex.texcoord.y = (float)mesh->mTextureCoords[0][i].y;
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}
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vertices.push_back(vertex);
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}
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for (UINT i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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for (UINT j = 0; j < face.mNumIndices; j++)
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indices.push_back(face.mIndices[j]);
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}
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if (mesh->mMaterialIndex >= 0) {
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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std::vector<Texture> diffuseMaps = this->loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse", scene);
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textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
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}
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return Mesh(dev_, vertices, indices, textures);
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}
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std::vector<Texture> ModelLoader::loadMaterialTextures(aiMaterial * mat, aiTextureType type, std::string typeName, const aiScene * scene) {
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std::vector<Texture> textures;
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for (UINT i = 0; i < mat->GetTextureCount(type); i++) {
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aiString str;
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mat->GetTexture(type, i, &str);
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// Check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
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bool skip = false;
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for (UINT j = 0; j < textures_loaded_.size(); j++) {
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if (std::strcmp(textures_loaded_[j].path.c_str(), str.C_Str()) == 0) {
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textures.push_back(textures_loaded_[j]);
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skip = true; // A texture with the same filepath has already been loaded, continue to next one. (optimization)
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break;
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}
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}
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if (!skip) { // If texture hasn't been loaded already, load it
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HRESULT hr;
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Texture texture;
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if (textype == "embedded compressed texture") {
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int textureindex = getTextureIndex(&str);
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texture.texture = getTextureFromModel(scene, textureindex);
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} else {
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std::string filename = std::string(str.C_Str());
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filename = directory_ + '/' + filename;
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std::wstring filenamews = std::wstring(filename.begin(), filename.end());
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hr = CreateWICTextureFromFile(dev_, devcon_, filenamews.c_str(), nullptr, &texture.texture);
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if (FAILED(hr))
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MessageBox(hwnd_, "Texture couldn't be loaded", "Error!", MB_ICONERROR | MB_OK);
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}
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texture.type = typeName;
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texture.path = str.C_Str();
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textures.push_back(texture);
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this->textures_loaded_.push_back(texture); // Store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
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}
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}
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return textures;
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}
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void ModelLoader::Close() {
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for (auto& t : textures_loaded_)
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t.Release();
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for (size_t i = 0; i < meshes_.size(); i++) {
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meshes_[i].Close();
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}
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}
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void ModelLoader::processNode(aiNode * node, const aiScene * scene) {
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for (UINT i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes_.push_back(this->processMesh(mesh, scene));
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}
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for (UINT i = 0; i < node->mNumChildren; i++) {
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this->processNode(node->mChildren[i], scene);
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}
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}
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std::string ModelLoader::determineTextureType(const aiScene * scene, aiMaterial * mat) {
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aiString textypeStr;
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mat->GetTexture(aiTextureType_DIFFUSE, 0, &textypeStr);
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std::string textypeteststr = textypeStr.C_Str();
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if (textypeteststr == "*0" || textypeteststr == "*1" || textypeteststr == "*2" || textypeteststr == "*3" || textypeteststr == "*4" || textypeteststr == "*5") {
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if (scene->mTextures[0]->mHeight == 0) {
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return "embedded compressed texture";
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} else {
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return "embedded non-compressed texture";
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}
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}
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if (textypeteststr.find('.') != std::string::npos) {
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return "textures are on disk";
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}
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return ".";
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}
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int ModelLoader::getTextureIndex(aiString * str) {
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std::string tistr;
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tistr = str->C_Str();
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tistr = tistr.substr(1);
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return stoi(tistr);
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}
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ID3D11ShaderResourceView * ModelLoader::getTextureFromModel(const aiScene * scene, int textureindex) {
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HRESULT hr;
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ID3D11ShaderResourceView *texture;
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int* size = reinterpret_cast<int*>(&scene->mTextures[textureindex]->mWidth);
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hr = CreateWICTextureFromMemory(dev_, devcon_, reinterpret_cast<unsigned char*>(scene->mTextures[textureindex]->pcData), *size, nullptr, &texture);
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if (FAILED(hr))
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MessageBox(hwnd_, "Texture couldn't be created from memory!", "Error!", MB_ICONERROR | MB_OK);
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return texture;
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}
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