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Mesh.cpp
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#include "Mesh.h"
#include <fstream>
#include <vector>
#include <DirectXMath.h>
using namespace DirectX;
void Mesh::CreateVertexBuffer(Vertex* vertices, int numVerts, Microsoft::WRL::ComPtr<ID3D11Device> device) {
// First, we need to describe the buffer we want Direct3D to make on the GPU
D3D11_BUFFER_DESC vbd = {};
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex) * numVerts;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
// Create the proper struct to hold the initial vertex data
D3D11_SUBRESOURCE_DATA initialVertexData = {};
initialVertexData.pSysMem = vertices; // pSysMem = Pointer to System Memory
// Actually create the buffer on the GPU with the initial data
device->CreateBuffer(&vbd, &initialVertexData, vertexBuffer.GetAddressOf());
}
void Mesh::CreateIndexBuffer(unsigned int* indices, int numIndices, Microsoft::WRL::ComPtr<ID3D11Device> device) {
// Describe the buffer, as we did above, with two major differences
D3D11_BUFFER_DESC ibd = {};
ibd.Usage = D3D11_USAGE_IMMUTABLE; // Will NEVER change
ibd.ByteWidth = sizeof(unsigned int) * numIndices; // 3 = number of indices in the buffer
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER; // Tells Direct3D this is an index buffer
ibd.CPUAccessFlags = 0; // Note: We cannot access the data from C++ (this is good)
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
// Specify the initial data for this buffer, similar to above
D3D11_SUBRESOURCE_DATA initialIndexData = {};
initialIndexData.pSysMem = indices; // pSysMem = Pointer to System Memory
// Actually create the buffer with the initial data
device->CreateBuffer(&ibd, &initialIndexData, indexBuffer.GetAddressOf());
}
// --------------------------------------------------------
// Calculates the tangents of the vertices in a mesh
// - Code originally adapted from: http://www.terathon.com/code/tangent.html
// - Updated version found here: http://foundationsofgameenginedev.com/FGED2-sample.pdf
// - See listing 7.4 in section 7.5 (page 9 of the PDF)
//
// - Note: For this code to work, your Vertex format must
// contain an XMFLOAT3 called Tangent
//
// - Be sure to call this BEFORE creating your D3D vertex/index buffers
// --------------------------------------------------------
void Mesh::CalculateTangents(Vertex* vertices, int numVerts, unsigned int* indices, int numIndices) {
// Reset tangents
for (int i = 0; i < numVerts; i++) {
vertices[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 = &vertices[i1];
Vertex* v2 = &vertices[i2];
Vertex* v3 = &vertices[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(&vertices[i].Normal);
XMVECTOR tangent = XMLoadFloat3(&vertices[i].Tangent);
// Use Gram-Schmidt orthonormalize to ensure
// the normal and tangent are exactly 90 degrees apart
tangent = XMVector3Normalize(
tangent - normal * XMVector3Dot(normal, tangent));
// Store the tangent
XMStoreFloat3(&vertices[i].Tangent, tangent);
}
}
Mesh::Mesh(
Vertex* vertices,
int numVerts,
unsigned int* indices,
int numIndices,
Microsoft::WRL::ComPtr<ID3D11Device> device,
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context)
: context(context) {
CalculateTangents(vertices, numVerts, indices, numIndices);
CreateVertexBuffer(vertices, numVerts, device);
CreateIndexBuffer(indices, numIndices, device);
meshTint = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
DirectX::XMStoreFloat4x4(&meshWorldMatrix, DirectX::XMMatrixIdentity());
}
Mesh::Mesh(const wchar_t* fileToLoad, Microsoft::WRL::ComPtr<ID3D11Device> device, Microsoft::WRL::ComPtr<ID3D11DeviceContext> context) : context(context) {
numIndices = 0;
meshTint = DirectX::XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
DirectX::XMStoreFloat4x4(&meshWorldMatrix, DirectX::XMMatrixIdentity());
// Author: Chris Cascioli
// Purpose: Basic .OBJ 3D model loading, supporting positions, uvs and normals
//
// - You are allowed to directly copy/paste this into your code base
// for assignments, given that you clearly cite that this is not
// code of your own design.
//
// - NOTE: You'll need to #include <fstream>
// File input object
std::ifstream obj(fileToLoad);
// Check for successful open
if (!obj.is_open())
return;
// Variables used while reading the file
std::vector<DirectX::XMFLOAT3> positions; // Positions from the file
std::vector<DirectX::XMFLOAT3> normals; // Normals from the file
std::vector<DirectX::XMFLOAT2> uvs; // UVs from the file
std::vector<Vertex> verts; // Verts we're assembling
std::vector<UINT> indices; // Indices of these verts
int vertCounter = 0; // Count of vertices
int indexCounter = 0; // Count of 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
DirectX::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
DirectX::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
DirectX::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.
unsigned int i[12];
int numbersRead = 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]);
// If we only got the first number, chances are the OBJ
// file has no UV coordinates. This isn't great, but we
// still want to load the model without crashing, so we
// need to re-read a different pattern (in which we assume
// there are no UVs denoted for any of the vertices)
if (numbersRead == 1) {
// Re-read with a different pattern
numbersRead = sscanf_s(
chars,
"f %d//%d %d//%d %d//%d %d//%d",
&i[0], &i[2],
&i[3], &i[5],
&i[6], &i[8],
&i[9], &i[11]);
// The following indices are where the UVs should
// have been, so give them a valid value
i[1] = 1;
i[4] = 1;
i[7] = 1;
i[10] = 1;
// If we have no UVs, create a single UV coordinate
// that will be used for all vertices
if (uvs.size() == 0)
uvs.push_back(DirectX::XMFLOAT2(0, 0));
}
// - 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's 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);
vertCounter += 3;
// Add three more indices
indices.push_back(indexCounter); indexCounter += 1;
indices.push_back(indexCounter); indexCounter += 1;
indices.push_back(indexCounter); indexCounter += 1;
// Was there a 4th face?
// - 12 numbers read means 4 faces WITH uv's
// - 8 numbers read means 4 faces WITHOUT uv's
if (numbersRead == 12 || numbersRead == 8) {
// 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's Z
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);
vertCounter += 3;
// Add three more indices
indices.push_back(indexCounter); indexCounter += 1;
indices.push_back(indexCounter); indexCounter += 1;
indices.push_back(indexCounter); indexCounter += 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 the number of vertices
// - "indexCounter" is the number of indices
// - Yes, these are effectively the same since OBJs do not index entire vertices! This means
// an index buffer isn't doing much for us. We could try to optimize the mesh ourselves
// and detect duplicate vertices, but at that point it would be better to use a more
// sophisticated model loading library like TinyOBJLoader or The Open Asset Importer Library
numIndices = indexCounter;
CalculateTangents(&verts[0], vertCounter, &indices[0], numIndices);
CreateVertexBuffer(&verts[0], vertCounter, device);
CreateIndexBuffer(&indices[0], indexCounter, device);
}
Mesh::~Mesh() {
}
// --------------------------------------------------------
// Gets the Vertex Buffer
// --------------------------------------------------------
Microsoft::WRL::ComPtr<ID3D11Buffer> Mesh::GetVertexBuffer() {
return vertexBuffer;
}
// --------------------------------------------------------
// Gets the Index Buffer
// --------------------------------------------------------
Microsoft::WRL::ComPtr<ID3D11Buffer> Mesh::GetIndexBuffer() {
return indexBuffer;
}
// --------------------------------------------------------
// Gets the number of indices in the index array
// --------------------------------------------------------
int Mesh::GetIndexCount() {
return numIndices;
}
// --------------------------------------------------------
// Draws the Mesh using the vertex and index buffers
// --------------------------------------------------------
void Mesh::Draw() {
// Draw geometries
UINT stride = sizeof(Vertex);
UINT offset = 0;
// Set buffers in the input assembler (IA) stage
context->IASetVertexBuffers(0, 1, vertexBuffer.GetAddressOf(), &stride, &offset);
context->IASetIndexBuffer(indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
// Tell Direct3D to draw
context->DrawIndexed(numIndices, 0, 0);
}