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Model.cpp
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#include "Model.h"
#include "d3dUtil.h"
#include "DXTrace.h"
using namespace DirectX;
Model::Model()
: modelParts(), boundingBox(), vertexStride()
{
}
Model::Model(ID3D11Device * device, const ObjReader & model)
: modelParts(), boundingBox(), vertexStride()
{
SetModel(device, model);
}
Model::Model(ID3D11Device * device, const void* vertices, UINT vertexSize, UINT vertexCount,
const void * indices, UINT indexCount, DXGI_FORMAT indexFormat)
: modelParts(), boundingBox(), vertexStride()
{
SetMesh(device, vertices, vertexSize, vertexCount, indices, indexCount, indexFormat);
}
void Model::SetModel(ID3D11Device * device, const ObjReader & model)
{
vertexStride = sizeof(VertexPosNormalTex);
modelParts.resize(model.objParts.size());
// 创建包围盒
BoundingBox::CreateFromPoints(boundingBox, XMLoadFloat3(&model.vMin), XMLoadFloat3(&model.vMax));
for (size_t i = 0; i < model.objParts.size(); ++i)
{
auto part = model.objParts[i];
modelParts[i].vertexCount = (UINT)part.vertices.size();
// 设置顶点缓冲区描述
D3D11_BUFFER_DESC vbd;
ZeroMemory(&vbd, sizeof(vbd));
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = modelParts[i].vertexCount * (UINT)sizeof(VertexPosNormalTex);
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
// 新建顶点缓冲区
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = part.vertices.data();
HR(device->CreateBuffer(&vbd, &InitData, modelParts[i].vertexBuffer.ReleaseAndGetAddressOf()));
// 设置索引缓冲区描述
D3D11_BUFFER_DESC ibd;
ZeroMemory(&ibd, sizeof(ibd));
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
if (modelParts[i].vertexCount > 65535)
{
modelParts[i].indexCount = (UINT)part.indices32.size();
modelParts[i].indexFormat = DXGI_FORMAT_R32_UINT;
ibd.ByteWidth = modelParts[i].indexCount * (UINT)sizeof(DWORD);
InitData.pSysMem = part.indices32.data();
}
else
{
modelParts[i].indexCount = (UINT)part.indices16.size();
modelParts[i].indexFormat = DXGI_FORMAT_R16_UINT;
ibd.ByteWidth = modelParts[i].indexCount * (UINT)sizeof(WORD);
InitData.pSysMem = part.indices16.data();
}
// 新建索引缓冲区
HR(device->CreateBuffer(&ibd, &InitData, modelParts[i].indexBuffer.ReleaseAndGetAddressOf()));
// 创建漫射光对应纹理
auto& strD = part.texStrDiffuse;
if (strD.size() > 4)
{
if (strD.substr(strD.size() - 3, 3) == L"dds")
{
HR(CreateDDSTextureFromFile(device, strD.c_str(), nullptr,
modelParts[i].texDiffuse.GetAddressOf()));
}
else
{
HR(CreateWICTextureFromFile(device, strD.c_str(), nullptr,
modelParts[i].texDiffuse.GetAddressOf()));
}
}
modelParts[i].material = part.material;
}
}
void Model::SetMesh(ID3D11Device * device, const void * vertices, UINT vertexSize, UINT vertexCount, const void * indices, UINT indexCount, DXGI_FORMAT indexFormat)
{
vertexStride = vertexSize;
modelParts.resize(1);
modelParts[0].vertexCount = vertexCount;
modelParts[0].indexCount = indexCount;
modelParts[0].indexFormat = indexFormat;
modelParts[0].material.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
modelParts[0].material.diffuse = XMFLOAT4(0.8f, 0.8f, 0.8f, 1.0f);
modelParts[0].material.specular = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
// 设置顶点缓冲区描述
D3D11_BUFFER_DESC vbd;
ZeroMemory(&vbd, sizeof(vbd));
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = vertexSize * vertexCount;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
// 新建顶点缓冲区
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
HR(device->CreateBuffer(&vbd, &InitData, modelParts[0].vertexBuffer.ReleaseAndGetAddressOf()));
// 设置索引缓冲区描述
D3D11_BUFFER_DESC ibd;
ZeroMemory(&ibd, sizeof(ibd));
ibd.Usage = D3D11_USAGE_IMMUTABLE;
if (indexFormat == DXGI_FORMAT_R16_UINT)
{
ibd.ByteWidth = indexCount * (UINT)sizeof(WORD);
}
else
{
ibd.ByteWidth = indexCount * (UINT)sizeof(DWORD);
}
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
// 新建索引缓冲区
InitData.pSysMem = indices;
HR(device->CreateBuffer(&ibd, &InitData, modelParts[0].indexBuffer.ReleaseAndGetAddressOf()));
}
void Model::SetDebugObjectName(const std::string& name)
{
#if (defined(DEBUG) || defined(_DEBUG)) && (GRAPHICS_DEBUGGER_OBJECT_NAME)
size_t modelPartSize = modelParts.size();
for (size_t i = 0; i < modelPartSize; ++i)
{
D3D11SetDebugObjectName(modelParts[i].vertexBuffer.Get(), name + ".part[" + std::to_string(i) + "].VertexBuffer");
D3D11SetDebugObjectName(modelParts[i].indexBuffer.Get(), name + ".part[" + std::to_string(i) + "].IndexBuffer");
}
#else
UNREFERENCED_PARAMETER(name);
#endif
}