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GiantsTools/Sdk/External/DirectXTK/Src/ModelLoadCMO.cpp

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//--------------------------------------------------------------------------------------
// File: ModelLoadCMO.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "Model.h"
#include "DDSTextureLoader.h"
#include "DirectXHelpers.h"
#include "Effects.h"
#include "VertexTypes.h"
#include "BinaryReader.h"
#include "PlatformHelpers.h"
using namespace DirectX;
using Microsoft::WRL::ComPtr;
//--------------------------------------------------------------------------------------
// .CMO files are built by Visual Studio 2012 and an example renderer is provided
// in the VS Direct3D Starter Kit
// http://code.msdn.microsoft.com/Visual-Studio-3D-Starter-455a15f1
//--------------------------------------------------------------------------------------
namespace VSD3DStarter
{
// .CMO files
// UINT - Mesh count
// { [Mesh count]
// UINT - Length of name
// wchar_t[] - Name of mesh (if length > 0)
// UINT - Material count
// { [Material count]
// UINT - Length of material name
// wchar_t[] - Name of material (if length > 0)
// Material structure
// UINT - Length of pixel shader name
// wchar_t[] - Name of pixel shader (if length > 0)
// { [8]
// UINT - Length of texture name
// wchar_t[] - Name of texture (if length > 0)
// }
// }
// BYTE - 1 if there is skeletal animation data present
// UINT - SubMesh count
// { [SubMesh count]
// SubMesh structure
// }
// UINT - IB Count
// { [IB Count]
// UINT - Number of USHORTs in IB
// USHORT[] - Array of indices
// }
// UINT - VB Count
// { [VB Count]
// UINT - Number of verts in VB
// Vertex[] - Array of vertices
// }
// UINT - Skinning VB Count
// { [Skinning VB Count]
// UINT - Number of verts in Skinning VB
// SkinningVertex[] - Array of skinning verts
// }
// MeshExtents structure
// [If skeleton animation data is not present, file ends here]
// UINT - Bone count
// { [Bone count]
// UINT - Length of bone name
// wchar_t[] - Bone name (if length > 0)
// Bone structure
// }
// UINT - Animation clip count
// { [Animation clip count]
// UINT - Length of clip name
// wchar_t[] - Clip name (if length > 0)
// float - Start time
// float - End time
// UINT - Keyframe count
// { [Keyframe count]
// Keyframe structure
// }
// }
// }
#pragma pack(push,1)
struct Material
{
DirectX::XMFLOAT4 Ambient;
DirectX::XMFLOAT4 Diffuse;
DirectX::XMFLOAT4 Specular;
float SpecularPower;
DirectX::XMFLOAT4 Emissive;
DirectX::XMFLOAT4X4 UVTransform;
};
const uint32_t MAX_TEXTURE = 8;
struct SubMesh
{
UINT MaterialIndex;
UINT IndexBufferIndex;
UINT VertexBufferIndex;
UINT StartIndex;
UINT PrimCount;
};
const uint32_t NUM_BONE_INFLUENCES = 4;
static_assert(sizeof(VertexPositionNormalTangentColorTexture) == 52, "mismatch with CMO vertex type");
struct SkinningVertex
{
UINT boneIndex[NUM_BONE_INFLUENCES];
float boneWeight[NUM_BONE_INFLUENCES];
};
struct MeshExtents
{
float CenterX, CenterY, CenterZ;
float Radius;
float MinX, MinY, MinZ;
float MaxX, MaxY, MaxZ;
};
struct Bone
{
INT ParentIndex;
DirectX::XMFLOAT4X4 InvBindPos;
DirectX::XMFLOAT4X4 BindPos;
DirectX::XMFLOAT4X4 LocalTransform;
};
struct Clip
{
float StartTime;
float EndTime;
UINT keys;
};
struct Keyframe
{
UINT BoneIndex;
float Time;
DirectX::XMFLOAT4X4 Transform;
};
#pragma pack(pop)
const Material s_defMaterial =
{
{ 0.2f, 0.2f, 0.2f, 1.f },
{ 0.8f, 0.8f, 0.8f, 1.f },
{ 0.0f, 0.0f, 0.0f, 1.f },
1.f,
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 1.f, 0.f, 0.f, 0.f,
0.f, 1.f, 0.f, 0.f,
0.f, 0.f, 1.f, 0.f,
0.f, 0.f, 0.f, 1.f },
};
} // namespace
static_assert(sizeof(VSD3DStarter::Material) == 132, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::SubMesh) == 20, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::SkinningVertex) == 32, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::MeshExtents) == 40, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Bone) == 196, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Clip) == 12, "CMO Mesh structure size incorrect");
static_assert(sizeof(VSD3DStarter::Keyframe) == 72, "CMO Mesh structure size incorrect");
namespace
{
//----------------------------------------------------------------------------------
struct MaterialRecordCMO
{
const VSD3DStarter::Material* pMaterial;
std::wstring name;
std::wstring pixelShader;
std::wstring texture[VSD3DStarter::MAX_TEXTURE];
std::shared_ptr<IEffect> effect;
ComPtr<ID3D11InputLayout> il;
MaterialRecordCMO() noexcept :
pMaterial(nullptr),
texture{} {}
};
// Helper for creating a D3D input layout.
void CreateCMOInputLayout(_In_ ID3D11Device* device, _In_ IEffect* effect, _Outptr_ ID3D11InputLayout** pInputLayout, bool skinning)
{
if (skinning)
{
ThrowIfFailed(
CreateInputLayoutFromEffect<VertexPositionNormalTangentColorTextureSkinning>(device, effect, pInputLayout)
);
}
else
{
ThrowIfFailed(
CreateInputLayoutFromEffect<VertexPositionNormalTangentColorTexture>(device, effect, pInputLayout)
);
}
assert(pInputLayout != nullptr && *pInputLayout != nullptr);
_Analysis_assume_(pInputLayout != nullptr && *pInputLayout != nullptr);
SetDebugObjectName(*pInputLayout, "ModelCMO");
}
// Shared VB input element description
INIT_ONCE g_InitOnce = INIT_ONCE_STATIC_INIT;
std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> g_vbdecl;
std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> g_vbdeclSkinning;
BOOL CALLBACK InitializeDecl(PINIT_ONCE initOnce, PVOID Parameter, PVOID *lpContext)
{
UNREFERENCED_PARAMETER(initOnce);
UNREFERENCED_PARAMETER(Parameter);
UNREFERENCED_PARAMETER(lpContext);
g_vbdecl = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>(
VertexPositionNormalTangentColorTexture::InputElements,
VertexPositionNormalTangentColorTexture::InputElements + VertexPositionNormalTangentColorTexture::InputElementCount);
g_vbdeclSkinning = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>(
VertexPositionNormalTangentColorTextureSkinning::InputElements,
VertexPositionNormalTangentColorTextureSkinning::InputElements + VertexPositionNormalTangentColorTextureSkinning::InputElementCount);
return TRUE;
}
inline XMFLOAT3 GetMaterialColor(float r, float g, float b, bool srgb)
{
if (srgb)
{
XMVECTOR v = XMVectorSet(r, g, b, 1.f);
v = XMColorSRGBToRGB(v);
XMFLOAT3 result;
XMStoreFloat3(&result, v);
return result;
}
else
{
return XMFLOAT3(r, g, b);
}
}
}
//======================================================================================
// Model Loader
//======================================================================================
_Use_decl_annotations_
std::unique_ptr<Model> DirectX::Model::CreateFromCMO(
ID3D11Device* device,
const uint8_t* meshData, size_t dataSize,
IEffectFactory& fxFactory,
ModelLoaderFlags flags)
{
if (!InitOnceExecuteOnce(&g_InitOnce, InitializeDecl, nullptr, nullptr))
throw std::exception("One-time initialization failed");
if (!device || !meshData)
throw std::exception("Device and meshData cannot be null");
auto fxFactoryDGSL = dynamic_cast<DGSLEffectFactory*>(&fxFactory);
// Meshes
auto nMesh = reinterpret_cast<const UINT*>(meshData);
size_t usedSize = sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nMesh)
throw std::exception("No meshes found");
auto model = std::make_unique<Model>();
for (UINT meshIndex = 0; meshIndex < *nMesh; ++meshIndex)
{
// Mesh name
auto nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto meshName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
auto mesh = std::make_shared<ModelMesh>();
mesh->name.assign(meshName, *nName);
mesh->ccw = (flags & ModelLoader_CounterClockwise) != 0;
mesh->pmalpha = (flags & ModelLoader_PremultipledAlpha) != 0;
// Materials
auto nMats = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
std::vector<MaterialRecordCMO> materials;
materials.reserve(*nMats);
for (UINT j = 0; j < *nMats; ++j)
{
MaterialRecordCMO m;
// Material name
nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto matName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
m.name.assign(matName, *nName);
// Material settings
auto matSetting = reinterpret_cast<const VSD3DStarter::Material*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::Material);
if (dataSize < usedSize)
throw std::exception("End of file");
m.pMaterial = matSetting;
// Pixel shader name
nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto psName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
m.pixelShader.assign(psName, *nName);
for (UINT t = 0; t < VSD3DStarter::MAX_TEXTURE; ++t)
{
nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto txtName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
m.texture[t].assign(txtName, *nName);
}
materials.emplace_back(m);
}
assert(materials.size() == *nMats);
if (materials.empty())
{
// Add default material if none defined
MaterialRecordCMO m;
m.pMaterial = &VSD3DStarter::s_defMaterial;
m.name = L"Default";
materials.emplace_back(m);
}
// Skeletal data?
const BYTE* bSkeleton = meshData + usedSize;
usedSize += sizeof(BYTE);
if (dataSize < usedSize)
throw std::exception("End of file");
// Submeshes
auto nSubmesh = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nSubmesh)
throw std::exception("No submeshes found\n");
auto subMesh = reinterpret_cast<const VSD3DStarter::SubMesh*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::SubMesh) * (*nSubmesh);
if (dataSize < usedSize)
throw std::exception("End of file");
// Index buffers
auto nIBs = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nIBs)
throw std::exception("No index buffers found\n");
struct IBData
{
size_t nIndices;
const USHORT* ptr;
};
std::vector<IBData> ibData;
ibData.reserve(*nIBs);
std::vector<ComPtr<ID3D11Buffer>> ibs;
ibs.resize(*nIBs);
for (UINT j = 0; j < *nIBs; ++j)
{
auto nIndexes = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nIndexes)
throw std::exception("Empty index buffer found\n");
uint64_t sizeInBytes = uint64_t(*(nIndexes)) * sizeof(USHORT);
if (sizeInBytes > UINT32_MAX)
throw std::exception("IB too large");
if (!(flags & ModelLoader_AllowLargeModels))
{
if (sizeInBytes > (D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
throw std::exception("IB too large for DirectX 11");
}
auto ibBytes = static_cast<size_t>(sizeInBytes);
auto indexes = reinterpret_cast<const USHORT*>(meshData + usedSize);
usedSize += ibBytes;
if (dataSize < usedSize)
throw std::exception("End of file");
IBData ib;
ib.nIndices = *nIndexes;
ib.ptr = indexes;
ibData.emplace_back(ib);
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = static_cast<UINT>(ibBytes);
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA initData = { indexes, 0, 0 };
ThrowIfFailed(
device->CreateBuffer(&desc, &initData, &ibs[j])
);
SetDebugObjectName(ibs[j].Get(), "ModelCMO");
}
assert(ibData.size() == *nIBs);
assert(ibs.size() == *nIBs);
// Vertex buffers
auto nVBs = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nVBs)
throw std::exception("No vertex buffers found\n");
struct VBData
{
size_t nVerts;
const VertexPositionNormalTangentColorTexture* ptr;
const VSD3DStarter::SkinningVertex* skinPtr;
};
std::vector<VBData> vbData;
vbData.reserve(*nVBs);
for (UINT j = 0; j < *nVBs; ++j)
{
auto nVerts = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nVerts)
throw std::exception("Empty vertex buffer found\n");
size_t vbBytes = sizeof(VertexPositionNormalTangentColorTexture) * (*(nVerts));
auto verts = reinterpret_cast<const VertexPositionNormalTangentColorTexture*>(meshData + usedSize);
usedSize += vbBytes;
if (dataSize < usedSize)
throw std::exception("End of file");
VBData vb;
vb.nVerts = *nVerts;
vb.ptr = verts;
vb.skinPtr = nullptr;
vbData.emplace_back(vb);
}
assert(vbData.size() == *nVBs);
// Skinning vertex buffers
auto nSkinVBs = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (*nSkinVBs)
{
if (*nSkinVBs != *nVBs)
throw std::exception("Number of VBs not equal to number of skin VBs");
for (UINT j = 0; j < *nSkinVBs; ++j)
{
auto nVerts = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nVerts)
throw std::exception("Empty skinning vertex buffer found\n");
if (vbData[j].nVerts != *nVerts)
throw std::exception("Mismatched number of verts for skin VBs");
size_t vbBytes = sizeof(VSD3DStarter::SkinningVertex) * (*(nVerts));
auto verts = reinterpret_cast<const VSD3DStarter::SkinningVertex*>(meshData + usedSize);
usedSize += vbBytes;
if (dataSize < usedSize)
throw std::exception("End of file");
vbData[j].skinPtr = verts;
}
}
// Extents
auto extents = reinterpret_cast<const VSD3DStarter::MeshExtents*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::MeshExtents);
if (dataSize < usedSize)
throw std::exception("End of file");
mesh->boundingSphere.Center.x = extents->CenterX;
mesh->boundingSphere.Center.y = extents->CenterY;
mesh->boundingSphere.Center.z = extents->CenterZ;
mesh->boundingSphere.Radius = extents->Radius;
XMVECTOR min = XMVectorSet(extents->MinX, extents->MinY, extents->MinZ, 0.f);
XMVECTOR max = XMVectorSet(extents->MaxX, extents->MaxY, extents->MaxZ, 0.f);
BoundingBox::CreateFromPoints(mesh->boundingBox, min, max);
#if 0
// Animation data
if (*bSkeleton)
{
// Bones
auto nBones = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!*nBones)
throw std::exception("Animation bone data is missing\n");
for (UINT j = 0; j < *nBones; ++j)
{
// Bone name
nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto boneName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
// TODO - What to do with bone name?
boneName;
// Bone settings
auto bones = reinterpret_cast<const VSD3DStarter::Bone*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::Bone);
if (dataSize < usedSize)
throw std::exception("End of file");
// TODO - What to do with bone data?
bones;
}
// Animation Clips
auto nClips = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
for (UINT j = 0; j < *nClips; ++j)
{
// Clip name
nName = reinterpret_cast<const UINT*>(meshData + usedSize);
usedSize += sizeof(UINT);
if (dataSize < usedSize)
throw std::exception("End of file");
auto clipName = reinterpret_cast<const wchar_t*>(meshData + usedSize);
usedSize += sizeof(wchar_t)*(*nName);
if (dataSize < usedSize)
throw std::exception("End of file");
// TODO - What to do with clip name?
clipName;
auto clip = reinterpret_cast<const VSD3DStarter::Clip*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::Clip);
if (dataSize < usedSize)
throw std::exception("End of file");
if (!clip->keys)
throw std::exception("Keyframes missing in clip");
auto keys = reinterpret_cast<const VSD3DStarter::Keyframe*>(meshData + usedSize);
usedSize += sizeof(VSD3DStarter::Keyframe) * clip->keys;
if (dataSize < usedSize)
throw std::exception("End of file");
// TODO - What to do with keys and clip->StartTime, clip->EndTime?
keys;
}
}
#else
UNREFERENCED_PARAMETER(bSkeleton);
#endif
bool enableSkinning = (*nSkinVBs) != 0;
// Build vertex buffers
std::vector<ComPtr<ID3D11Buffer>> vbs;
vbs.resize(*nVBs);
const size_t stride = enableSkinning ? sizeof(VertexPositionNormalTangentColorTextureSkinning)
: sizeof(VertexPositionNormalTangentColorTexture);
for (UINT j = 0; j < *nVBs; ++j)
{
size_t nVerts = vbData[j].nVerts;
uint64_t sizeInBytes = uint64_t(stride) * uint64_t(nVerts);
if (sizeInBytes > UINT32_MAX)
throw std::exception("VB too large");
if (!(flags & ModelLoader_AllowLargeModels))
{
if (sizeInBytes > uint64_t(D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
throw std::exception("VB too large for DirectX 11");
}
size_t bytes = static_cast<size_t>(sizeInBytes);
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = static_cast<UINT>(bytes);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if (fxFactoryDGSL && !enableSkinning)
{
// Can use CMO vertex data directly
D3D11_SUBRESOURCE_DATA initData = { vbData[j].ptr, 0, 0 };
ThrowIfFailed(
device->CreateBuffer(&desc, &initData, &vbs[j])
);
}
else
{
auto temp = std::make_unique<uint8_t[]>(bytes + (sizeof(UINT) * nVerts));
auto visited = reinterpret_cast<UINT*>(temp.get() + bytes);
memset(visited, 0xff, sizeof(UINT) * nVerts);
assert(vbData[j].ptr != nullptr);
if (enableSkinning)
{
// Combine CMO multi-stream data into a single stream
auto skinptr = vbData[j].skinPtr;
assert(skinptr != nullptr);
uint8_t* ptr = temp.get();
auto sptr = vbData[j].ptr;
for (size_t v = 0; v < nVerts; ++v)
{
*reinterpret_cast<VertexPositionNormalTangentColorTexture*>(ptr) = sptr[v];
auto skinv = reinterpret_cast<VertexPositionNormalTangentColorTextureSkinning*>(ptr);
skinv->SetBlendIndices(*reinterpret_cast<const XMUINT4*>(skinptr[v].boneIndex));
skinv->SetBlendWeights(*reinterpret_cast<const XMFLOAT4*>(skinptr[v].boneWeight));
ptr += stride;
}
}
else
{
memcpy(temp.get(), vbData[j].ptr, bytes);
}
if (!fxFactoryDGSL)
{
// Need to fix up VB tex coords for UV transform which is not supported by basic effects
for (UINT k = 0; k < *nSubmesh; ++k)
{
auto& sm = subMesh[k];
if (sm.VertexBufferIndex != j)
continue;
if ((sm.IndexBufferIndex >= *nIBs)
|| (sm.MaterialIndex >= materials.size()))
throw std::exception("Invalid submesh found\n");
XMMATRIX uvTransform = XMLoadFloat4x4(&materials[sm.MaterialIndex].pMaterial->UVTransform);
auto ib = ibData[sm.IndexBufferIndex].ptr;
size_t count = ibData[sm.IndexBufferIndex].nIndices;
for (size_t q = 0; q < count; ++q)
{
size_t v = ib[q];
if (v >= nVerts)
throw std::exception("Invalid index found\n");
auto verts = reinterpret_cast<VertexPositionNormalTangentColorTexture*>(temp.get() + (v * stride));
if (visited[v] == UINT(-1))
{
visited[v] = sm.MaterialIndex;
XMVECTOR t = XMLoadFloat2(&verts->textureCoordinate);
t = XMVectorSelect(g_XMIdentityR3, t, g_XMSelect1110);
t = XMVector4Transform(t, uvTransform);
XMStoreFloat2(&verts->textureCoordinate, t);
}
else if (visited[v] != sm.MaterialIndex)
{
#ifdef _DEBUG
XMMATRIX uv2 = XMLoadFloat4x4(&materials[visited[v]].pMaterial->UVTransform);
if (XMVector4NotEqual(uvTransform.r[0], uv2.r[0])
|| XMVector4NotEqual(uvTransform.r[1], uv2.r[1])
|| XMVector4NotEqual(uvTransform.r[2], uv2.r[2])
|| XMVector4NotEqual(uvTransform.r[3], uv2.r[3]))
{
DebugTrace("WARNING: %ls - mismatched UV transforms for the same vertex; texture coordinates may not be correct\n", mesh->name.c_str());
}
#endif
}
}
}
}
// Create vertex buffer from temporary buffer
D3D11_SUBRESOURCE_DATA initData = { temp.get(), 0, 0 };
ThrowIfFailed(
device->CreateBuffer(&desc, &initData, &vbs[j])
);
}
SetDebugObjectName(vbs[j].Get(), "ModelCMO");
}
assert(vbs.size() == *nVBs);
// Create Effects
bool srgb = (flags & ModelLoader_MaterialColorsSRGB) != 0;
for (size_t j = 0; j < materials.size(); ++j)
{
auto& m = materials[j];
if (fxFactoryDGSL)
{
DGSLEffectFactory::DGSLEffectInfo info;
info.name = m.name.c_str();
info.specularPower = m.pMaterial->SpecularPower;
info.perVertexColor = true;
info.enableSkinning = enableSkinning;
info.alpha = m.pMaterial->Diffuse.w;
info.ambientColor = GetMaterialColor(m.pMaterial->Ambient.x, m.pMaterial->Ambient.y, m.pMaterial->Ambient.z, srgb);
info.diffuseColor = GetMaterialColor(m.pMaterial->Diffuse.x, m.pMaterial->Diffuse.y, m.pMaterial->Diffuse.z, srgb);
info.specularColor = GetMaterialColor(m.pMaterial->Specular.x, m.pMaterial->Specular.y, m.pMaterial->Specular.z, srgb);
info.emissiveColor = GetMaterialColor(m.pMaterial->Emissive.x, m.pMaterial->Emissive.y, m.pMaterial->Emissive.z, srgb);
info.diffuseTexture = m.texture[0].empty() ? nullptr : m.texture[0].c_str();
info.specularTexture = m.texture[1].empty() ? nullptr : m.texture[1].c_str();
info.normalTexture = m.texture[2].empty() ? nullptr : m.texture[2].c_str();
info.emissiveTexture = m.texture[3].empty() ? nullptr : m.texture[3].c_str();
info.pixelShader = m.pixelShader.c_str();
constexpr int offset = DGSLEffectFactory::DGSLEffectInfo::BaseTextureOffset;
for (int i = 0; i < (DGSLEffect::MaxTextures - offset); ++i)
{
info.textures[i] = m.texture[i + offset].empty() ? nullptr : m.texture[i + offset].c_str();
}
m.effect = fxFactoryDGSL->CreateDGSLEffect(info, nullptr);
auto dgslEffect = static_cast<DGSLEffect*>(m.effect.get());
dgslEffect->SetUVTransform(XMLoadFloat4x4(&m.pMaterial->UVTransform));
}
else
{
EffectFactory::EffectInfo info;
info.name = m.name.c_str();
info.specularPower = m.pMaterial->SpecularPower;
info.perVertexColor = true;
info.enableSkinning = enableSkinning;
info.alpha = m.pMaterial->Diffuse.w;
info.ambientColor = GetMaterialColor(m.pMaterial->Ambient.x, m.pMaterial->Ambient.y, m.pMaterial->Ambient.z, srgb);
info.diffuseColor = GetMaterialColor(m.pMaterial->Diffuse.x, m.pMaterial->Diffuse.y, m.pMaterial->Diffuse.z, srgb);
info.specularColor = GetMaterialColor(m.pMaterial->Specular.x, m.pMaterial->Specular.y, m.pMaterial->Specular.z, srgb);
info.emissiveColor = GetMaterialColor(m.pMaterial->Emissive.x, m.pMaterial->Emissive.y, m.pMaterial->Emissive.z, srgb);
info.diffuseTexture = m.texture[0].c_str();
m.effect = fxFactory.CreateEffect(info, nullptr);
}
CreateCMOInputLayout(device, m.effect.get(), &m.il, enableSkinning);
}
// Build mesh parts
for (UINT j = 0; j < *nSubmesh; ++j)
{
auto& sm = subMesh[j];
if ((sm.IndexBufferIndex >= *nIBs)
|| (sm.VertexBufferIndex >= *nVBs)
|| (sm.MaterialIndex >= materials.size()))
throw std::exception("Invalid submesh found\n");
auto& mat = materials[sm.MaterialIndex];
auto part = new ModelMeshPart();
if (mat.pMaterial->Diffuse.w < 1)
part->isAlpha = true;
part->indexCount = sm.PrimCount * 3;
part->startIndex = sm.StartIndex;
part->vertexStride = static_cast<UINT>(stride);
part->inputLayout = mat.il;
part->indexBuffer = ibs[sm.IndexBufferIndex];
part->vertexBuffer = vbs[sm.VertexBufferIndex];
part->effect = mat.effect;
part->vbDecl = enableSkinning ? g_vbdeclSkinning : g_vbdecl;
mesh->meshParts.emplace_back(part);
}
model->meshes.emplace_back(mesh);
}
return model;
}
//--------------------------------------------------------------------------------------
_Use_decl_annotations_
std::unique_ptr<Model> DirectX::Model::CreateFromCMO(
ID3D11Device* device,
const wchar_t* szFileName,
IEffectFactory& fxFactory,
ModelLoaderFlags flags)
{
size_t dataSize = 0;
std::unique_ptr<uint8_t[]> data;
HRESULT hr = BinaryReader::ReadEntireFile(szFileName, data, &dataSize);
if (FAILED(hr))
{
DebugTrace("ERROR: CreateFromCMO failed (%08X) loading '%ls'\n",
static_cast<unsigned int>(hr), szFileName);
throw std::exception("CreateFromCMO");
}
auto model = CreateFromCMO(device, data.get(), dataSize, fxFactory, flags);
model->name = szFileName;
return model;
}