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

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2021-01-24 00:40:09 +01:00
//--------------------------------------------------------------------------------------
// File: Model.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 "CommonStates.h"
#include "DirectXHelpers.h"
#include "Effects.h"
#include "PlatformHelpers.h"
using namespace DirectX;
#ifndef _CPPRTTI
#error Model requires RTTI
#endif
//--------------------------------------------------------------------------------------
// ModelMeshPart
//--------------------------------------------------------------------------------------
ModelMeshPart::ModelMeshPart() noexcept :
indexCount(0),
startIndex(0),
vertexOffset(0),
vertexStride(0),
primitiveType(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST),
indexFormat(DXGI_FORMAT_R16_UINT),
isAlpha(false)
{
}
ModelMeshPart::~ModelMeshPart()
{
}
_Use_decl_annotations_
void ModelMeshPart::Draw(
ID3D11DeviceContext* deviceContext,
IEffect* ieffect,
ID3D11InputLayout* iinputLayout,
std::function<void()> setCustomState) const
{
deviceContext->IASetInputLayout(iinputLayout);
auto vb = vertexBuffer.Get();
UINT vbStride = vertexStride;
UINT vbOffset = 0;
deviceContext->IASetVertexBuffers(0, 1, &vb, &vbStride, &vbOffset);
// Note that if indexFormat is DXGI_FORMAT_R32_UINT, this model mesh part requires a Feature Level 9.2 or greater device
deviceContext->IASetIndexBuffer(indexBuffer.Get(), indexFormat, 0);
assert(ieffect != nullptr);
ieffect->Apply(deviceContext);
// Hook lets the caller replace our shaders or state settings with whatever else they see fit.
if (setCustomState)
{
setCustomState();
}
// Draw the primitive.
deviceContext->IASetPrimitiveTopology(primitiveType);
deviceContext->DrawIndexed(indexCount, startIndex, vertexOffset);
}
_Use_decl_annotations_
void ModelMeshPart::DrawInstanced(
ID3D11DeviceContext* deviceContext,
IEffect* ieffect,
ID3D11InputLayout* iinputLayout,
uint32_t instanceCount, uint32_t startInstanceLocation,
std::function<void()> setCustomState) const
{
deviceContext->IASetInputLayout(iinputLayout);
auto vb = vertexBuffer.Get();
UINT vbStride = vertexStride;
UINT vbOffset = 0;
deviceContext->IASetVertexBuffers(0, 1, &vb, &vbStride, &vbOffset);
// Note that if indexFormat is DXGI_FORMAT_R32_UINT, this model mesh part requires a Feature Level 9.2 or greater device
deviceContext->IASetIndexBuffer(indexBuffer.Get(), indexFormat, 0);
assert(ieffect != nullptr);
ieffect->Apply(deviceContext);
// Hook lets the caller replace our shaders or state settings with whatever else they see fit.
if (setCustomState)
{
setCustomState();
}
// Draw the primitive.
deviceContext->IASetPrimitiveTopology(primitiveType);
deviceContext->DrawIndexedInstanced(
indexCount, instanceCount, startIndex,
vertexOffset,
startInstanceLocation);
}
_Use_decl_annotations_
void ModelMeshPart::CreateInputLayout(ID3D11Device* d3dDevice, IEffect* ieffect, ID3D11InputLayout** iinputLayout) const
{
if (iinputLayout)
{
*iinputLayout = nullptr;
}
if (!vbDecl || vbDecl->empty())
throw std::exception("Model mesh part missing vertex buffer input elements data");
if (vbDecl->size() > D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT)
throw std::exception("Model mesh part input layout size is too large for DirectX 11");
ThrowIfFailed(
CreateInputLayoutFromEffect(d3dDevice, ieffect, vbDecl->data(), vbDecl->size(), iinputLayout)
);
assert(iinputLayout != nullptr && *iinputLayout != nullptr);
_Analysis_assume_(iinputLayout != nullptr && *iinputLayout != nullptr);
}
_Use_decl_annotations_
void ModelMeshPart::ModifyEffect(ID3D11Device* d3dDevice, std::shared_ptr<IEffect>& ieffect, bool isalpha)
{
if (!vbDecl || vbDecl->empty())
throw std::exception("Model mesh part missing vertex buffer input elements data");
if (vbDecl->size() > D3D11_IA_VERTEX_INPUT_STRUCTURE_ELEMENT_COUNT)
throw std::exception("Model mesh part input layout size is too large for DirectX 11");
assert(ieffect != nullptr);
this->effect = ieffect;
this->isAlpha = isalpha;
assert(d3dDevice != nullptr);
ThrowIfFailed(
CreateInputLayoutFromEffect(d3dDevice, effect.get(), vbDecl->data(), vbDecl->size(), inputLayout.ReleaseAndGetAddressOf())
);
}
//--------------------------------------------------------------------------------------
// ModelMesh
//--------------------------------------------------------------------------------------
ModelMesh::ModelMesh() noexcept :
ccw(true),
pmalpha(true)
{
}
ModelMesh::~ModelMesh()
{
}
_Use_decl_annotations_
void ModelMesh::PrepareForRendering(
ID3D11DeviceContext* deviceContext,
const CommonStates& states,
bool alpha,
bool wireframe) const
{
assert(deviceContext != nullptr);
// Set the blend and depth stencil state.
ID3D11BlendState* blendState;
ID3D11DepthStencilState* depthStencilState;
if (alpha)
{
if (pmalpha)
{
blendState = states.AlphaBlend();
depthStencilState = states.DepthRead();
}
else
{
blendState = states.NonPremultiplied();
depthStencilState = states.DepthRead();
}
}
else
{
blendState = states.Opaque();
depthStencilState = states.DepthDefault();
}
deviceContext->OMSetBlendState(blendState, nullptr, 0xFFFFFFFF);
deviceContext->OMSetDepthStencilState(depthStencilState, 0);
// Set the rasterizer state.
if (wireframe)
deviceContext->RSSetState(states.Wireframe());
else
deviceContext->RSSetState(ccw ? states.CullCounterClockwise() : states.CullClockwise());
// Set sampler state.
ID3D11SamplerState* samplers[] =
{
states.LinearWrap(),
states.LinearWrap(),
};
deviceContext->PSSetSamplers(0, 2, samplers);
}
_Use_decl_annotations_
void XM_CALLCONV ModelMesh::Draw(
ID3D11DeviceContext* deviceContext,
FXMMATRIX world,
CXMMATRIX view,
CXMMATRIX projection,
bool alpha,
std::function<void()> setCustomState) const
{
assert(deviceContext != nullptr);
for (auto it = meshParts.cbegin(); it != meshParts.cend(); ++it)
{
auto part = (*it).get();
assert(part != nullptr);
if (part->isAlpha != alpha)
{
// Skip alpha parts when drawing opaque or skip opaque parts if drawing alpha
continue;
}
auto imatrices = dynamic_cast<IEffectMatrices*>(part->effect.get());
if (imatrices)
{
imatrices->SetMatrices(world, view, projection);
}
part->Draw(deviceContext, part->effect.get(), part->inputLayout.Get(), setCustomState);
}
}
//--------------------------------------------------------------------------------------
// Model
//--------------------------------------------------------------------------------------
Model::~Model()
{
}
_Use_decl_annotations_
void XM_CALLCONV Model::Draw(
ID3D11DeviceContext* deviceContext,
const CommonStates& states,
FXMMATRIX world,
CXMMATRIX view,
CXMMATRIX projection,
bool wireframe, std::function<void()> setCustomState) const
{
assert(deviceContext != nullptr);
// Draw opaque parts
for (auto it = meshes.cbegin(); it != meshes.cend(); ++it)
{
auto mesh = it->get();
assert(mesh != nullptr);
mesh->PrepareForRendering(deviceContext, states, false, wireframe);
mesh->Draw(deviceContext, world, view, projection, false, setCustomState);
}
// Draw alpha parts
for (auto it = meshes.cbegin(); it != meshes.cend(); ++it)
{
auto mesh = it->get();
assert(mesh != nullptr);
mesh->PrepareForRendering(deviceContext, states, true, wireframe);
mesh->Draw(deviceContext, world, view, projection, true, setCustomState);
}
}
void Model::UpdateEffects(_In_ std::function<void(IEffect*)> setEffect)
{
if (mEffectCache.empty())
{
// This cache ensures we only set each effect once (could be shared)
for (auto mit = meshes.cbegin(); mit != meshes.cend(); ++mit)
{
auto mesh = mit->get();
assert(mesh != nullptr);
for (auto it = mesh->meshParts.cbegin(); it != mesh->meshParts.cend(); ++it)
{
if ((*it)->effect)
mEffectCache.insert((*it)->effect.get());
}
}
}
assert(setEffect != nullptr);
for (auto it = mEffectCache.begin(); it != mEffectCache.end(); ++it)
{
setEffect(*it);
}
}