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GiantsTools/Sdk/External/DirectXTK/Inc/Model.h

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2021-01-24 00:40:09 +01:00
//--------------------------------------------------------------------------------------
// File: Model.h
//
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#include <dxgiformat.h>
#endif
#include <DirectXMath.h>
#include <DirectXCollision.h>
#include <cstdint>
#include <memory>
#include <functional>
#include <set>
#include <string>
#include <vector>
#include <wrl\client.h>
namespace DirectX
{
class IEffect;
class IEffectFactory;
class CommonStates;
class ModelMesh;
//----------------------------------------------------------------------------------
// Model loading options
enum ModelLoaderFlags : uint32_t
{
ModelLoader_Clockwise = 0x0,
ModelLoader_CounterClockwise = 0x1,
ModelLoader_PremultipledAlpha = 0x2,
ModelLoader_MaterialColorsSRGB = 0x4,
ModelLoader_AllowLargeModels = 0x8,
};
//----------------------------------------------------------------------------------
// Each mesh part is a submesh with a single effect
class ModelMeshPart
{
public:
ModelMeshPart() noexcept;
ModelMeshPart(ModelMeshPart&&) = default;
ModelMeshPart& operator= (ModelMeshPart&&) = default;
ModelMeshPart(ModelMeshPart const&) = default;
ModelMeshPart& operator= (ModelMeshPart const&) = default;
virtual ~ModelMeshPart();
uint32_t indexCount;
uint32_t startIndex;
int32_t vertexOffset;
uint32_t vertexStride;
D3D_PRIMITIVE_TOPOLOGY primitiveType;
DXGI_FORMAT indexFormat;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> indexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
std::shared_ptr<IEffect> effect;
std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> vbDecl;
bool isAlpha;
using Collection = std::vector<std::unique_ptr<ModelMeshPart>>;
// Draw mesh part with custom effect
void __cdecl Draw(
_In_ ID3D11DeviceContext* deviceContext,
_In_ IEffect* ieffect,
_In_ ID3D11InputLayout* iinputLayout,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr) const;
void __cdecl DrawInstanced(
_In_ ID3D11DeviceContext* deviceContext,
_In_ IEffect* ieffect,
_In_ ID3D11InputLayout* iinputLayout,
uint32_t instanceCount,
uint32_t startInstanceLocation = 0,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* ieffect, _Outptr_ ID3D11InputLayout** iinputLayout) const;
// Change effect used by part and regenerate input layout (be sure to call Model::Modified as well)
void __cdecl ModifyEffect(_In_ ID3D11Device* device, _In_ std::shared_ptr<IEffect>& ieffect, bool isalpha = false);
};
//----------------------------------------------------------------------------------
// A mesh consists of one or more model mesh parts
class ModelMesh
{
public:
ModelMesh() noexcept;
ModelMesh(ModelMesh&&) = default;
ModelMesh& operator= (ModelMesh&&) = default;
ModelMesh(ModelMesh const&) = default;
ModelMesh& operator= (ModelMesh const&) = default;
virtual ~ModelMesh();
BoundingSphere boundingSphere;
BoundingBox boundingBox;
ModelMeshPart::Collection meshParts;
std::wstring name;
bool ccw;
bool pmalpha;
using Collection = std::vector<std::shared_ptr<ModelMesh>>;
// Setup states for drawing mesh
void __cdecl PrepareForRendering(_In_ ID3D11DeviceContext* deviceContext, const CommonStates& states, bool alpha = false, bool wireframe = false) const;
// Draw the mesh
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool alpha = false,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr) const;
};
//----------------------------------------------------------------------------------
// A model consists of one or more meshes
class Model
{
public:
Model() = default;
Model(Model&&) = default;
Model& operator= (Model&&) = default;
Model(Model const&) = default;
Model& operator= (Model const&) = default;
virtual ~Model();
ModelMesh::Collection meshes;
std::wstring name;
// Draw all the meshes in the model
void XM_CALLCONV Draw(
_In_ ID3D11DeviceContext* deviceContext,
const CommonStates& states,
FXMMATRIX world, CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false,
_In_opt_ std::function<void __cdecl()> setCustomState = nullptr) const;
// Notify model that effects, parts list, or mesh list has changed
void __cdecl Modified() noexcept { mEffectCache.clear(); }
// Update all effects used by the model
void __cdecl UpdateEffects(_In_ std::function<void __cdecl(IEffect*)> setEffect);
// Loads a model from a Visual Studio Starter Kit .CMO file
static std::unique_ptr<Model> __cdecl CreateFromCMO(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, size_t dataSize,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_CounterClockwise);
static std::unique_ptr<Model> __cdecl CreateFromCMO(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_CounterClockwise);
// Loads a model from a DirectX SDK .SDKMESH file
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_Clockwise);
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory,
ModelLoaderFlags flags = ModelLoader_Clockwise);
// Loads a model from a .VBO file
static std::unique_ptr<Model> __cdecl CreateFromVBO(
_In_ ID3D11Device* device,
_In_reads_bytes_(dataSize) const uint8_t* meshData, _In_ size_t dataSize,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr,
ModelLoaderFlags flags = ModelLoader_Clockwise);
static std::unique_ptr<Model> __cdecl CreateFromVBO(
_In_ ID3D11Device* device,
_In_z_ const wchar_t* szFileName,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr,
ModelLoaderFlags flags = ModelLoader_Clockwise);
private:
std::set<IEffect*> mEffectCache;
};
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
#endif
DEFINE_ENUM_FLAG_OPERATORS(ModelLoaderFlags);
#ifdef __clang__
#pragma clang diagnostic pop
#endif
}