850 lines
31 KiB
C++
850 lines
31 KiB
C++
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//--------------------------------------------------------------------------------------
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// File: ModelLoadCMO.cpp
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//
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// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "Model.h"
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#include "DDSTextureLoader.h"
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#include "Effects.h"
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#include "VertexTypes.h"
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#include "DirectXHelpers.h"
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#include "PlatformHelpers.h"
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#include "BinaryReader.h"
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using namespace DirectX;
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using Microsoft::WRL::ComPtr;
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//--------------------------------------------------------------------------------------
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// .CMO files are built by Visual Studio 2012 and an example renderer is provided
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// in the VS Direct3D Starter Kit
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// http://code.msdn.microsoft.com/Visual-Studio-3D-Starter-455a15f1
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//--------------------------------------------------------------------------------------
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namespace VSD3DStarter
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{
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// .CMO files
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// UINT - Mesh count
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// { [Mesh count]
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// UINT - Length of name
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// wchar_t[] - Name of mesh (if length > 0)
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// UINT - Material count
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// { [Material count]
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// UINT - Length of material name
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// wchar_t[] - Name of material (if length > 0)
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// Material structure
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// UINT - Length of pixel shader name
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// wchar_t[] - Name of pixel shader (if length > 0)
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// { [8]
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// UINT - Length of texture name
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// wchar_t[] - Name of texture (if length > 0)
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// }
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// }
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// BYTE - 1 if there is skeletal animation data present
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// UINT - SubMesh count
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// { [SubMesh count]
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// SubMesh structure
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// }
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// UINT - IB Count
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// { [IB Count]
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// UINT - Number of USHORTs in IB
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// USHORT[] - Array of indices
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// }
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// UINT - VB Count
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// { [VB Count]
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// UINT - Number of verts in VB
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// Vertex[] - Array of vertices
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// }
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// UINT - Skinning VB Count
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// { [Skinning VB Count]
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// UINT - Number of verts in Skinning VB
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// SkinningVertex[] - Array of skinning verts
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// }
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// MeshExtents structure
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// [If skeleton animation data is not present, file ends here]
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// UINT - Bone count
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// { [Bone count]
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// UINT - Length of bone name
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// wchar_t[] - Bone name (if length > 0)
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// Bone structure
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// }
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// UINT - Animation clip count
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// { [Animation clip count]
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// UINT - Length of clip name
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// wchar_t[] - Clip name (if length > 0)
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// float - Start time
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// float - End time
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// UINT - Keyframe count
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// { [Keyframe count]
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// Keyframe structure
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// }
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// }
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// }
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#pragma pack(push,1)
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struct Material
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{
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DirectX::XMFLOAT4 Ambient;
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DirectX::XMFLOAT4 Diffuse;
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DirectX::XMFLOAT4 Specular;
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float SpecularPower;
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DirectX::XMFLOAT4 Emissive;
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DirectX::XMFLOAT4X4 UVTransform;
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};
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const uint32_t MAX_TEXTURE = 8;
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struct SubMesh
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{
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UINT MaterialIndex;
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UINT IndexBufferIndex;
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UINT VertexBufferIndex;
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UINT StartIndex;
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UINT PrimCount;
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};
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const uint32_t NUM_BONE_INFLUENCES = 4;
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static_assert( sizeof(VertexPositionNormalTangentColorTexture) == 52, "mismatch with CMO vertex type" );
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struct SkinningVertex
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{
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UINT boneIndex[NUM_BONE_INFLUENCES];
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float boneWeight[NUM_BONE_INFLUENCES];
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};
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struct MeshExtents
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{
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float CenterX, CenterY, CenterZ;
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float Radius;
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float MinX, MinY, MinZ;
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float MaxX, MaxY, MaxZ;
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};
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struct Bone
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{
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INT ParentIndex;
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DirectX::XMFLOAT4X4 InvBindPos;
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DirectX::XMFLOAT4X4 BindPos;
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DirectX::XMFLOAT4X4 LocalTransform;
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};
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struct Clip
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{
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float StartTime;
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float EndTime;
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UINT keys;
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};
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struct Keyframe
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{
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UINT BoneIndex;
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float Time;
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DirectX::XMFLOAT4X4 Transform;
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};
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#pragma pack(pop)
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}; // namespace
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static_assert( sizeof(VSD3DStarter::Material) == 132, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::SubMesh) == 20, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::SkinningVertex)== 32, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::MeshExtents)== 40, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::Bone) == 196, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::Clip) == 12, "CMO Mesh structure size incorrect" );
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static_assert( sizeof(VSD3DStarter::Keyframe)== 72, "CMO Mesh structure size incorrect" );
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//--------------------------------------------------------------------------------------
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struct MaterialRecordCMO
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{
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const VSD3DStarter::Material* pMaterial;
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std::wstring name;
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std::wstring pixelShader;
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std::wstring texture[VSD3DStarter::MAX_TEXTURE];
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std::shared_ptr<IEffect> effect;
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ComPtr<ID3D11InputLayout> il;
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};
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// Helper for creating a D3D input layout.
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static void CreateInputLayout(_In_ ID3D11Device* device, IEffect* effect, _Out_ ID3D11InputLayout** pInputLayout, bool skinning )
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{
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void const* shaderByteCode;
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size_t byteCodeLength;
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effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
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if ( skinning )
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{
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ThrowIfFailed(
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device->CreateInputLayout( VertexPositionNormalTangentColorTextureSkinning::InputElements,
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VertexPositionNormalTangentColorTextureSkinning::InputElementCount,
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shaderByteCode, byteCodeLength,
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pInputLayout)
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);
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}
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else
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{
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ThrowIfFailed(
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device->CreateInputLayout( VertexPositionNormalTangentColorTexture::InputElements,
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VertexPositionNormalTangentColorTexture::InputElementCount,
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shaderByteCode, byteCodeLength,
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pInputLayout)
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);
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}
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SetDebugObjectName(*pInputLayout, "ModelCMO");
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}
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// Shared VB input element description
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static INIT_ONCE g_InitOnce = INIT_ONCE_STATIC_INIT;
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static std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> g_vbdecl;
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static std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> g_vbdeclSkinning;
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static BOOL CALLBACK InitializeDecl( PINIT_ONCE initOnce, PVOID Parameter, PVOID *lpContext )
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{
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UNREFERENCED_PARAMETER( initOnce );
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UNREFERENCED_PARAMETER( Parameter );
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UNREFERENCED_PARAMETER( lpContext );
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g_vbdecl = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>( VertexPositionNormalTangentColorTexture::InputElements,
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VertexPositionNormalTangentColorTexture::InputElements + VertexPositionNormalTangentColorTexture::InputElementCount );
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g_vbdeclSkinning = std::make_shared<std::vector<D3D11_INPUT_ELEMENT_DESC>>( VertexPositionNormalTangentColorTextureSkinning::InputElements,
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VertexPositionNormalTangentColorTextureSkinning::InputElements + VertexPositionNormalTangentColorTextureSkinning::InputElementCount );
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return TRUE;
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}
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//======================================================================================
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// Model Loader
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//======================================================================================
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_Use_decl_annotations_
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std::unique_ptr<Model> DirectX::Model::CreateFromCMO( ID3D11Device* d3dDevice, const uint8_t* meshData, size_t dataSize, IEffectFactory& fxFactory, bool ccw, bool pmalpha )
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{
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if ( !InitOnceExecuteOnce( &g_InitOnce, InitializeDecl, nullptr, nullptr ) )
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throw std::exception("One-time initialization failed");
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if ( !d3dDevice || !meshData )
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throw std::exception("Device and meshData cannot be null");
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auto fxFactoryDGSL = dynamic_cast<DGSLEffectFactory*>( &fxFactory );
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// Meshes
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auto nMesh = reinterpret_cast<const UINT*>( meshData );
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size_t usedSize = sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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if ( !*nMesh )
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throw std::exception("No meshes found");
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std::unique_ptr<Model> model(new Model());
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for( UINT meshIndex = 0; meshIndex < *nMesh; ++meshIndex )
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{
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// Mesh name
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auto nName = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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auto meshName = reinterpret_cast<const wchar_t*>( meshData + usedSize );
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usedSize += sizeof(wchar_t)*(*nName);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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auto mesh = std::make_shared<ModelMesh>();
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mesh->name.assign( meshName, *nName );
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mesh->ccw = ccw;
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mesh->pmalpha = pmalpha;
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// Materials
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auto nMats = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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std::vector<MaterialRecordCMO> materials;
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materials.reserve( *nMats );
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for( UINT j = 0; j < *nMats; ++j )
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{
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MaterialRecordCMO m;
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// Material name
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nName = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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auto matName = reinterpret_cast<const wchar_t*>( meshData + usedSize );
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usedSize += sizeof(wchar_t)*(*nName);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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m.name.assign( matName, *nName );
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// Material settings
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auto matSetting = reinterpret_cast<const VSD3DStarter::Material*>( meshData + usedSize );
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usedSize += sizeof(VSD3DStarter::Material);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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m.pMaterial = matSetting;
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// Pixel shader name
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nName = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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auto psName = reinterpret_cast<const wchar_t*>( meshData + usedSize );
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usedSize += sizeof(wchar_t)*(*nName);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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m.pixelShader.assign( psName, *nName );
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for( UINT t = 0; t < VSD3DStarter::MAX_TEXTURE; ++t )
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{
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nName = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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auto txtName = reinterpret_cast<const wchar_t*>( meshData + usedSize );
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usedSize += sizeof(wchar_t)*(*nName);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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m.texture[t].assign( txtName, *nName );
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}
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materials.emplace_back( m );
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}
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assert( materials.size() == *nMats );
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// Skeletal data?
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auto bSkeleton = reinterpret_cast<const BYTE*>( meshData + usedSize );
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usedSize += sizeof(BYTE);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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// Submeshes
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auto nSubmesh = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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if ( !*nSubmesh )
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throw std::exception("No submeshes found\n");
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auto subMesh = reinterpret_cast<const VSD3DStarter::SubMesh*>( meshData + usedSize );
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usedSize += sizeof(VSD3DStarter::SubMesh) * (*nSubmesh);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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// Index buffers
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auto nIBs = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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if ( !*nIBs )
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throw std::exception("No index buffers found\n");
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struct IBData
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{
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size_t nIndices;
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const USHORT* ptr;
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};
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std::vector<IBData> ibData;
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ibData.reserve( *nIBs );
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std::vector<ComPtr<ID3D11Buffer>> ibs;
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ibs.resize( *nIBs );
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for( UINT j = 0; j < *nIBs; ++j )
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{
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auto nIndexes = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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if ( !*nIndexes )
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throw std::exception("Empty index buffer found\n");
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size_t ibBytes = sizeof(USHORT) * (*(nIndexes));
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auto indexes = reinterpret_cast<const USHORT*>( meshData + usedSize );
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usedSize += ibBytes;
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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IBData ib;
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ib.nIndices = *nIndexes;
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ib.ptr = indexes;
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ibData.emplace_back( ib );
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D3D11_BUFFER_DESC desc = {0};
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.ByteWidth = static_cast<UINT>( ibBytes );
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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D3D11_SUBRESOURCE_DATA initData = {0};
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initData.pSysMem = indexes;
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ThrowIfFailed(
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d3dDevice->CreateBuffer( &desc, &initData, &ibs[j] )
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);
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SetDebugObjectName( ibs[j].Get(), "ModelCMO" );
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}
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assert( ibData.size() == *nIBs );
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assert( ibs.size() == *nIBs );
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// Vertex buffers
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auto nVBs = reinterpret_cast<const UINT*>( meshData + usedSize );
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usedSize += sizeof(UINT);
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if ( dataSize < usedSize )
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throw std::exception("End of file");
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if ( !*nVBs )
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throw std::exception("No vertex buffers found\n");
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struct VBData
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{
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size_t nVerts;
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const VertexPositionNormalTangentColorTexture* ptr;
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const VSD3DStarter::SkinningVertex* skinPtr;
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};
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std::vector<VBData> vbData;
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|
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;
|
||
|
|
||
|
size_t bytes = stride * nVerts;
|
||
|
|
||
|
D3D11_BUFFER_DESC desc = {0};
|
||
|
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 = {0};
|
||
|
initData.pSysMem = vbData[j].ptr;
|
||
|
|
||
|
ThrowIfFailed(
|
||
|
d3dDevice->CreateBuffer( &desc, &initData, &vbs[j] )
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
std::unique_ptr<uint8_t> temp( new uint8_t[ bytes + ( sizeof(UINT) * nVerts ) ] );
|
||
|
|
||
|
auto visited = reinterpret_cast<UINT*>( temp.get() + bytes );
|
||
|
memset( visited, 0xff, sizeof(UINT) * nVerts );
|
||
|
|
||
|
assert( vbData[j].ptr != 0 );
|
||
|
|
||
|
if ( enableSkinning )
|
||
|
{
|
||
|
// Combine CMO multi-stream data into a single stream
|
||
|
auto skinptr = vbData[j].skinPtr;
|
||
|
assert( skinptr != 0 );
|
||
|
|
||
|
uint8_t* ptr = temp.get();
|
||
|
|
||
|
auto sptr = vbData[j].ptr;
|
||
|
|
||
|
for( size_t v = 0; v < nVerts; ++v )
|
||
|
{
|
||
|
*reinterpret_cast<VertexPositionNormalTangentColorTexture*>( ptr ) = *sptr;
|
||
|
++sptr;
|
||
|
|
||
|
auto skinv = reinterpret_cast<VertexPositionNormalTangentColorTextureSkinning*>( ptr );
|
||
|
skinv->SetBlendIndices( *reinterpret_cast<const XMUINT4*>( skinptr->boneIndex ) );
|
||
|
skinv->SetBlendWeights( *reinterpret_cast<const XMFLOAT4*>( skinptr->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 >= *nMats) )
|
||
|
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 = {0};
|
||
|
initData.pSysMem = temp.get();
|
||
|
|
||
|
ThrowIfFailed(
|
||
|
d3dDevice->CreateBuffer( &desc, &initData, &vbs[j] )
|
||
|
);
|
||
|
}
|
||
|
|
||
|
SetDebugObjectName( vbs[j].Get(), "ModelCMO" );
|
||
|
}
|
||
|
|
||
|
assert( vbs.size() == *nVBs );
|
||
|
|
||
|
// Create Effects
|
||
|
for( UINT j = 0; j < *nMats; ++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 = XMFLOAT3( m.pMaterial->Ambient.x, m.pMaterial->Ambient.y, m.pMaterial->Ambient.z );
|
||
|
info.diffuseColor = XMFLOAT3( m.pMaterial->Diffuse.x, m.pMaterial->Diffuse.y, m.pMaterial->Diffuse.z );
|
||
|
info.specularColor = XMFLOAT3( m.pMaterial->Specular.x, m.pMaterial->Specular.y, m.pMaterial->Specular.z );
|
||
|
info.emissiveColor = XMFLOAT3( m.pMaterial->Emissive.x, m.pMaterial->Emissive.y, m.pMaterial->Emissive.z );
|
||
|
info.texture = m.texture[0].empty() ? nullptr : m.texture[0].c_str();
|
||
|
info.texture2 = m.texture[1].empty() ? nullptr : m.texture[1].c_str();
|
||
|
info.pixelShader = m.pixelShader.c_str();
|
||
|
|
||
|
for( int i = 0; i < 6; ++i )
|
||
|
{
|
||
|
info.textures[i] = m.texture[ i+2 ].empty() ? nullptr : m.texture[ i+2 ].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 = XMFLOAT3( m.pMaterial->Ambient.x, m.pMaterial->Ambient.y, m.pMaterial->Ambient.z );
|
||
|
info.diffuseColor = XMFLOAT3( m.pMaterial->Diffuse.x, m.pMaterial->Diffuse.y, m.pMaterial->Diffuse.z );
|
||
|
info.specularColor = XMFLOAT3( m.pMaterial->Specular.x, m.pMaterial->Specular.y, m.pMaterial->Specular.z );
|
||
|
info.emissiveColor = XMFLOAT3( m.pMaterial->Emissive.x, m.pMaterial->Emissive.y, m.pMaterial->Emissive.z );
|
||
|
info.texture = m.texture[0].c_str();
|
||
|
|
||
|
m.effect = fxFactory.CreateEffect( info, nullptr );
|
||
|
}
|
||
|
|
||
|
CreateInputLayout( d3dDevice, 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 >= *nMats) )
|
||
|
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* d3dDevice, const wchar_t* szFileName, IEffectFactory& fxFactory, bool ccw, bool pmalpha )
|
||
|
{
|
||
|
size_t dataSize = 0;
|
||
|
std::unique_ptr<uint8_t[]> data;
|
||
|
HRESULT hr = BinaryReader::ReadEntireFile( szFileName, data, &dataSize );
|
||
|
if ( FAILED(hr) )
|
||
|
{
|
||
|
DebugTrace( "CreateFromCMO failed (%08X) loading '%ls'\n", hr, szFileName );
|
||
|
throw std::exception( "CreateFromCMO" );
|
||
|
}
|
||
|
|
||
|
auto model = CreateFromCMO( d3dDevice, data.get(), dataSize, fxFactory, ccw, pmalpha );
|
||
|
|
||
|
model->name = szFileName;
|
||
|
|
||
|
return model;
|
||
|
}
|