mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 14:15:37 +01:00
328 lines
8.8 KiB
C++
328 lines
8.8 KiB
C++
//--------------------------------------------------------------------------------------
|
|
// 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);
|
|
}
|
|
}
|