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Mesh.cpp
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#include "Mesh.h"
#include <DirectXMath.h>
#include <vector>
#include <fstream>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
using namespace DirectX;
Mesh::Mesh(Vertex* vertArray, int numVerts, unsigned int* indexArray, int numIndices, Microsoft::WRL::ComPtr<ID3D11Device> device)
{
CreateBuffers(vertArray, numVerts, indexArray, numIndices, device, true);
}
Mesh::Mesh(const char* objFile, Microsoft::WRL::ComPtr<ID3D11Device> device, bool useAssImp)
{
if (useAssImp)
{
LoadAssImp(objFile, device);
}
else
{
LoadManually(objFile, device);
}
}
Mesh::~Mesh(void)
{
}
void Mesh::LoadManually(const char* objFile, Microsoft::WRL::ComPtr<ID3D11Device> device)
{
// File input object
std::ifstream obj(objFile);
// Check for successful open
if (!obj.is_open())
return;
// Variables used while reading the file
std::vector<XMFLOAT3> positions; // Positions from the file
std::vector<XMFLOAT3> normals; // Normals from the file
std::vector<XMFLOAT2> uvs; // UVs from the file
std::vector<Vertex> verts; // Verts we're assembling
std::vector<UINT> indices; // Indices of these verts
unsigned int vertCounter = 0; // Count of vertices/indices
char chars[100]; // String for line reading
// Still have data left?
while (obj.good())
{
// Get the line (100 characters should be more than enough)
obj.getline(chars, 100);
// Check the type of line
if (chars[0] == 'v' && chars[1] == 'n')
{
// Read the 3 numbers directly into an XMFLOAT3
XMFLOAT3 norm;
sscanf_s(
chars,
"vn %f %f %f",
&norm.x, &norm.y, &norm.z);
// Add to the list of normals
normals.push_back(norm);
}
else if (chars[0] == 'v' && chars[1] == 't')
{
// Read the 2 numbers directly into an XMFLOAT2
XMFLOAT2 uv;
sscanf_s(
chars,
"vt %f %f",
&uv.x, &uv.y);
// Add to the list of uv's
uvs.push_back(uv);
}
else if (chars[0] == 'v')
{
// Read the 3 numbers directly into an XMFLOAT3
XMFLOAT3 pos;
sscanf_s(
chars,
"v %f %f %f",
&pos.x, &pos.y, &pos.z);
// Add to the positions
positions.push_back(pos);
}
else if (chars[0] == 'f')
{
// Read the face indices into an array
// NOTE: This assumes the given obj file contains
// vertex positions, uv coordinates AND normals.
// If the model is missing any of these, this
// code will not handle the file correctly!
unsigned int i[12];
int facesRead = sscanf_s(
chars,
"f %d/%d/%d %d/%d/%d %d/%d/%d %d/%d/%d",
&i[0], &i[1], &i[2],
&i[3], &i[4], &i[5],
&i[6], &i[7], &i[8],
&i[9], &i[10], &i[11]);
// - Create the verts by looking up
// corresponding data from vectors
// - OBJ File indices are 1-based, so
// they need to be adusted
Vertex v1;
v1.Position = positions[i[0] - 1];
v1.UV = uvs[i[1] - 1];
v1.Normal = normals[i[2] - 1];
Vertex v2;
v2.Position = positions[i[3] - 1];
v2.UV = uvs[i[4] - 1];
v2.Normal = normals[i[5] - 1];
Vertex v3;
v3.Position = positions[i[6] - 1];
v3.UV = uvs[i[7] - 1];
v3.Normal = normals[i[8] - 1];
// The model is most likely in a right-handed space,
// especially if it came from Maya. We want to convert
// to a left-handed space for DirectX. This means we
// need to:
// - Invert the Z position
// - Invert the normal's Z
// - Flip the winding order
// We also need to flip the UV coordinate since DirectX
// defines (0,0) as the top left of the texture, and many
// 3D modeling packages use the bottom left as (0,0)
// Flip the UV's since they're probably "upside down"
v1.UV.y = 1.0f - v1.UV.y;
v2.UV.y = 1.0f - v2.UV.y;
v3.UV.y = 1.0f - v3.UV.y;
// Flip Z (LH vs. RH)
v1.Position.z *= -1.0f;
v2.Position.z *= -1.0f;
v3.Position.z *= -1.0f;
// Flip normal Z
v1.Normal.z *= -1.0f;
v2.Normal.z *= -1.0f;
v3.Normal.z *= -1.0f;
// Add the verts to the vector (flipping the winding order)
verts.push_back(v1);
verts.push_back(v3);
verts.push_back(v2);
// Add three more indices
indices.push_back(vertCounter); vertCounter += 1;
indices.push_back(vertCounter); vertCounter += 1;
indices.push_back(vertCounter); vertCounter += 1;
// Was there a 4th face?
if (facesRead == 12)
{
// Make the last vertex
Vertex v4;
v4.Position = positions[i[9] - 1];
v4.UV = uvs[i[10] - 1];
v4.Normal = normals[i[11] - 1];
// Flip the UV, Z pos and normal
v4.UV.y = 1.0f - v4.UV.y;
v4.Position.z *= -1.0f;
v4.Normal.z *= -1.0f;
// Add a whole triangle (flipping the winding order)
verts.push_back(v1);
verts.push_back(v4);
verts.push_back(v3);
// Add three more indices
indices.push_back(vertCounter); vertCounter += 1;
indices.push_back(vertCounter); vertCounter += 1;
indices.push_back(vertCounter); vertCounter += 1;
}
}
}
// Close the file and create the actual buffers
obj.close();
// - At this point, "verts" is a vector of Vertex structs, and can be used
// directly to create a vertex buffer: &verts[0] is the address of the first vert
//
// - The vector "indices" is similar. It's a vector of unsigned ints and
// can be used directly for the index buffer: &indices[0] is the address of the first int
//
// - "vertCounter" is BOTH the number of vertices and the number of indices
// - Yes, the indices are a bit redundant here (one per vertex). Could you skip using
// an index buffer in this case? Sure! Though, if your mesh class assumes you have
// one, you'll need to write some extra code to handle cases when you don't.
CreateBuffers(&verts[0], vertCounter, &indices[0], vertCounter, device, true);
}
void Mesh::LoadAssImp(const char* objFile, Microsoft::WRL::ComPtr<ID3D11Device> device)
{
// Create the importer
Assimp::Importer importer;
// Create the file and process it as necessary
const aiScene* scene = importer.ReadFile(objFile,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType |
aiProcess_ConvertToLeftHanded);
// Did it work?
if (!scene)
{
// Error! Print something
printf("Error loading model!\n");
}
// Grab the first mesh and build our vertices
aiMesh* mesh = scene->mMeshes[0];
std::vector<Vertex> vertices;
// Loop through the verts in assimp and build our vertex structs one by one
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
Vertex v = {};
v.Position.x = mesh->mVertices[i].x;
v.Position.y = mesh->mVertices[i].y;
v.Position.z = mesh->mVertices[i].z;
if (mesh->HasNormals())
{
v.Normal.x = mesh->mNormals[i].x;
v.Normal.y = mesh->mNormals[i].y;
v.Normal.z = mesh->mNormals[i].z;
}
if (mesh->HasTextureCoords(0))
{
v.UV.x = mesh->mTextureCoords[0][i].x;
v.UV.y = mesh->mTextureCoords[0][i].y;
}
if (mesh->HasTangentsAndBitangents())
{
v.Tangent.x = mesh->mTangents[i].x;
v.Tangent.y = mesh->mTangents[i].y;
v.Tangent.z = mesh->mTangents[i].z;
}
vertices.push_back(v);
}
std::vector<unsigned int> indices;
for (unsigned int f = 0; f < mesh->mNumFaces; f++)
{
for (unsigned int i = 0; i < mesh->mFaces[f].mNumIndices; i++)
{
unsigned int index = mesh->mFaces[f].mIndices[i];
indices.push_back(index);
}
}
// Create the final buffers
CreateBuffers(&vertices[0], (int)vertices.size(), &indices[0], (int)indices.size(), device, false);
}
void Mesh::CreateBuffers(Vertex* vertArray, int numVerts, unsigned int* indexArray, int numIndices, Microsoft::WRL::ComPtr<ID3D11Device> device, bool calcTangents)
{
// Calculate the tangents before copying to buffer?
if (calcTangents)
CalculateTangents(vertArray, numVerts, indexArray, numIndices);
// Create the vertex buffer
D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex) * numVerts; // Number of vertices
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initialVertexData;
initialVertexData.pSysMem = vertArray;
device->CreateBuffer(&vbd, &initialVertexData, vb.GetAddressOf());
// Create the index buffer
D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(unsigned int) * numIndices; // Number of indices
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA initialIndexData;
initialIndexData.pSysMem = indexArray;
device->CreateBuffer(&ibd, &initialIndexData, ib.GetAddressOf());
// Save the indices
this->numIndices = numIndices;
}
// Calculates the tangents of the vertices in a mesh
// Code originally adapted from: http://www.terathon.com/code/tangent.html
// Updated version now found here: http://foundationsofgameenginedev.com/FGED2-sample.pdf
// - See listing 7.4 in section 7.5 (page 9 of the PDF)
void Mesh::CalculateTangents(Vertex* verts, int numVerts, unsigned int* indices, int numIndices)
{
// Reset tangents
for (int i = 0; i < numVerts; i++)
{
verts[i].Tangent = XMFLOAT3(0, 0, 0);
}
// Calculate tangents one whole triangle at a time
for (int i = 0; i < numIndices;)
{
// Grab indices and vertices of first triangle
unsigned int i1 = indices[i++];
unsigned int i2 = indices[i++];
unsigned int i3 = indices[i++];
Vertex* v1 = &verts[i1];
Vertex* v2 = &verts[i2];
Vertex* v3 = &verts[i3];
// Calculate vectors relative to triangle positions
float x1 = v2->Position.x - v1->Position.x;
float y1 = v2->Position.y - v1->Position.y;
float z1 = v2->Position.z - v1->Position.z;
float x2 = v3->Position.x - v1->Position.x;
float y2 = v3->Position.y - v1->Position.y;
float z2 = v3->Position.z - v1->Position.z;
// Do the same for vectors relative to triangle uv's
float s1 = v2->UV.x - v1->UV.x;
float t1 = v2->UV.y - v1->UV.y;
float s2 = v3->UV.x - v1->UV.x;
float t2 = v3->UV.y - v1->UV.y;
// Create vectors for tangent calculation
float r = 1.0f / (s1 * t2 - s2 * t1);
float tx = (t2 * x1 - t1 * x2) * r;
float ty = (t2 * y1 - t1 * y2) * r;
float tz = (t2 * z1 - t1 * z2) * r;
// Adjust tangents of each vert of the triangle
v1->Tangent.x += tx;
v1->Tangent.y += ty;
v1->Tangent.z += tz;
v2->Tangent.x += tx;
v2->Tangent.y += ty;
v2->Tangent.z += tz;
v3->Tangent.x += tx;
v3->Tangent.y += ty;
v3->Tangent.z += tz;
}
// Ensure all of the tangents are orthogonal to the normals
for (int i = 0; i < numVerts; i++)
{
// Grab the two vectors
XMVECTOR normal = XMLoadFloat3(&verts[i].Normal);
XMVECTOR tangent = XMLoadFloat3(&verts[i].Tangent);
// Use Gram-Schmidt orthogonalize
tangent = XMVector3Normalize(
tangent - normal * XMVector3Dot(normal, tangent));
// Store the tangent
XMStoreFloat3(&verts[i].Tangent, tangent);
}
}
void Mesh::SetBuffersAndDraw(Microsoft::WRL::ComPtr<ID3D11DeviceContext> context)
{
// Set buffers in the input assembler
UINT stride = sizeof(Vertex);
UINT offset = 0;
context->IASetVertexBuffers(0, 1, vb.GetAddressOf(), &stride, &offset);
context->IASetIndexBuffer(ib.Get(), DXGI_FORMAT_R32_UINT, 0);
// Draw this mesh
context->DrawIndexed(this->numIndices, 0, 0);
}