495 lines
13 KiB
C++

#include "modelclass.h"
ModelClass::ModelClass()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_Textures = 0;
m_model = 0;
}
ModelClass::ModelClass(const ModelClass& other)
{
}
ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, vector<string> filename)
{
Logger::Get().Log("Initializing model class", __FILE__, __LINE__, Logger::LogLevel::Initialize);
bool result;
// Load in the model data.
result = LoadModel(modelFilename);
if (!result)
{
Logger::Get().Log("Failed to load model data", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Calculate the tangent and binormal vectors for the model.
CalculateModelVectors();
// Initialize the vertex and index buffers.
result = InitializeBuffers(device);
if (!result)
{
Logger::Get().Log("Failed to initialize buffers", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Load the textures for this model.
result = LoadTextures(device, deviceContext, filename);
if (!result)
{
Logger::Get().Log("Failed to load textures", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Model class initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ModelClass::Shutdown()
{
// Release the model textures.
ReleaseTextures();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
// Release the model data.
ReleaseModel();
return;
}
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int ModelClass::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* ModelClass::GetTexture(int index)
{
return m_Textures[index].GetTexture();
}
bool ModelClass::InitializeBuffers(ID3D11Device* device)
{
Logger::Get().Log("Initializing buffers", __FILE__, __LINE__, Logger::LogLevel::Initialize);
VertexType* vertices;
unsigned long* indices;
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
// Create the index array.
indices = new unsigned long[m_indexCount];
// Load the vertex array and index array with data.
for (i = 0; i < m_vertexCount; i++)
{
vertices[i].position = XMFLOAT3(m_model[i].x, m_model[i].y, m_model[i].z);
vertices[i].texture = XMFLOAT2(m_model[i].tu, m_model[i].tv);
vertices[i].normal = XMFLOAT3(m_model[i].nx, m_model[i].ny, m_model[i].nz);
vertices[i].tangent = XMFLOAT3(m_model[i].tx, m_model[i].ty, m_model[i].tz);
vertices[i].binormal = XMFLOAT3(m_model[i].bx, m_model[i].by, m_model[i].bz);
indices[i] = i;
}
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
vertexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the vertex data.
vertexData.pSysMem = vertices;
vertexData.SysMemPitch = 0;
vertexData.SysMemSlicePitch = 0;
// Now create the vertex buffer.
result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create vertex buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set up the description of the static index buffer.
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
indexBufferDesc.StructureByteStride = 0;
// Give the subresource structure a pointer to the index data.
indexData.pSysMem = indices;
indexData.SysMemPitch = 0;
indexData.SysMemSlicePitch = 0;
// Create the index buffer.
result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to create index buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Release the arrays now that the vertex and index buffers have been created and loaded.
delete[] vertices;
vertices = 0;
delete[] indices;
indices = 0;
Logger::Get().Log("Buffers initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void ModelClass::ShutdownBuffers()
{
Logger::Get().Log("Shutting down buffers", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Release the index buffer.
if (m_indexBuffer)
{
m_indexBuffer->Release();
m_indexBuffer = 0;
}
// Release the vertex buffer.
if (m_vertexBuffer)
{
m_vertexBuffer->Release();
m_vertexBuffer = 0;
}
Logger::Get().Log("Buffers shut down", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
bool ModelClass::LoadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, vector<string> textureFile)
{
Logger::Get().Log("Loading textures", __FILE__, __LINE__);
bool result;
// Create and initialize the texture object array.
m_Textures = new TextureClass[textureFile.size()];
for (int i = 0; i < textureFile.size(); i++)
{
result = m_Textures[i].Initialize(device, deviceContext, textureFile[i]);
if (!result)
{
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
Logger::Get().Log("Textures loaded", __FILE__, __LINE__);
return true;
}
void ModelClass::ReleaseTextures()
{
Logger::Get().Log("Releasing textures", __FILE__, __LINE__);
// Release the texture object array.
if (m_Textures)
{
m_Textures[0].Shutdown();
m_Textures[1].Shutdown();
m_Textures[2].Shutdown();
m_Textures[3].Shutdown();
m_Textures[4].Shutdown();
m_Textures[5].Shutdown();
delete[] m_Textures;
m_Textures = 0;
}
Logger::Get().Log("Textures released", __FILE__, __LINE__);
return;
}
bool ModelClass::LoadModel(char* filename)
{
Logger::Get().Log("Loading model", __FILE__, __LINE__);
ifstream fin;
char input;
int i;
// Open the model file.
fin.open(filename);
// If it could not open the file then exit.
if (fin.fail())
{
Logger::Get().Log("Failed to open model file", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Read up to the value of vertex count.
fin.get(input);
while (input != ':')
{
fin.get(input);
}
// Read in the vertex count.
fin >> m_vertexCount;
// Set the number of indices to be the same as the vertex count.
m_indexCount = m_vertexCount;
// Create the model using the vertex count that was read in.
m_model = new ModelType[m_vertexCount];
// Read up to the beginning of the data.
fin.get(input);
while (input != ':')
{
fin.get(input);
}
fin.get(input);
fin.get(input);
// Read in the vertex data.
for (i = 0; i < m_vertexCount; i++)
{
fin >> m_model[i].x >> m_model[i].y >> m_model[i].z;
fin >> m_model[i].tu >> m_model[i].tv;
fin >> m_model[i].nx >> m_model[i].ny >> m_model[i].nz;
}
// Close the model file.
fin.close();
Logger::Get().Log("Model loaded", __FILE__, __LINE__);
return true;
}
void ModelClass::CalculateModelVectors()
{
Logger::Get().Log("Calculating model vectors", __FILE__, __LINE__);
int faceCount, i, index;
TempVertexType vertex1, vertex2, vertex3;
VectorType tangent, binormal;
// Calculate the number of faces in the model.
faceCount = m_vertexCount / 3;
// Initialize the index to the model data.
index = 0;
// Go through all the faces and calculate the the tangent and binormal vectors.
for (i = 0; i < faceCount; i++)
{
// Get the three vertices for this face from the model.
vertex1.x = m_model[index].x;
vertex1.y = m_model[index].y;
vertex1.z = m_model[index].z;
vertex1.tu = m_model[index].tu;
vertex1.tv = m_model[index].tv;
index++;
vertex2.x = m_model[index].x;
vertex2.y = m_model[index].y;
vertex2.z = m_model[index].z;
vertex2.tu = m_model[index].tu;
vertex2.tv = m_model[index].tv;
index++;
vertex3.x = m_model[index].x;
vertex3.y = m_model[index].y;
vertex3.z = m_model[index].z;
vertex3.tu = m_model[index].tu;
vertex3.tv = m_model[index].tv;
index++;
// Calculate the tangent and binormal of that face.
CalculateTangentBinormal(vertex1, vertex2, vertex3, tangent, binormal);
// Store the tangent and binormal for this face back in the model structure.
m_model[index - 1].tx = tangent.x;
m_model[index - 1].ty = tangent.y;
m_model[index - 1].tz = tangent.z;
m_model[index - 1].bx = binormal.x;
m_model[index - 1].by = binormal.y;
m_model[index - 1].bz = binormal.z;
m_model[index - 2].tx = tangent.x;
m_model[index - 2].ty = tangent.y;
m_model[index - 2].tz = tangent.z;
m_model[index - 2].bx = binormal.x;
m_model[index - 2].by = binormal.y;
m_model[index - 2].bz = binormal.z;
m_model[index - 3].tx = tangent.x;
m_model[index - 3].ty = tangent.y;
m_model[index - 3].tz = tangent.z;
m_model[index - 3].bx = binormal.x;
m_model[index - 3].by = binormal.y;
m_model[index - 3].bz = binormal.z;
}
Logger::Get().Log("Model vectors calculated", __FILE__, __LINE__);
return;
}
void ModelClass::CalculateTangentBinormal(TempVertexType vertex1, TempVertexType vertex2, TempVertexType vertex3, VectorType& tangent, VectorType& binormal)
{
float vector1[3], vector2[3];
float tuVector[2], tvVector[2];
float den;
float length;
// Calculate the two vectors for this face.
vector1[0] = vertex2.x - vertex1.x;
vector1[1] = vertex2.y - vertex1.y;
vector1[2] = vertex2.z - vertex1.z;
vector2[0] = vertex3.x - vertex1.x;
vector2[1] = vertex3.y - vertex1.y;
vector2[2] = vertex3.z - vertex1.z;
// Calculate the tu and tv texture space vectors.
tuVector[0] = vertex2.tu - vertex1.tu;
tvVector[0] = vertex2.tv - vertex1.tv;
tuVector[1] = vertex3.tu - vertex1.tu;
tvVector[1] = vertex3.tv - vertex1.tv;
// Calculate the denominator of the tangent/binormal equation.
den = 1.0f / (tuVector[0] * tvVector[1] - tuVector[1] * tvVector[0]);
// Calculate the cross products and multiply by the coefficient to get the tangent and binormal.
tangent.x = (tvVector[1] * vector1[0] - tvVector[0] * vector2[0]) * den;
tangent.y = (tvVector[1] * vector1[1] - tvVector[0] * vector2[1]) * den;
tangent.z = (tvVector[1] * vector1[2] - tvVector[0] * vector2[2]) * den;
binormal.x = (tuVector[0] * vector2[0] - tuVector[1] * vector1[0]) * den;
binormal.y = (tuVector[0] * vector2[1] - tuVector[1] * vector1[1]) * den;
binormal.z = (tuVector[0] * vector2[2] - tuVector[1] * vector1[2]) * den;
// Calculate the length of this normal.
length = sqrt((tangent.x * tangent.x) + (tangent.y * tangent.y) + (tangent.z * tangent.z));
// Normalize the normal and then store it
tangent.x = tangent.x / length;
tangent.y = tangent.y / length;
tangent.z = tangent.z / length;
// Calculate the length of this normal.
length = sqrt((binormal.x * binormal.x) + (binormal.y * binormal.y) + (binormal.z * binormal.z));
// Normalize the normal and then store it
binormal.x = binormal.x / length;
binormal.y = binormal.y / length;
binormal.z = binormal.z / length;
return;
}
void ModelClass::ReleaseModel()
{
Logger::Get().Log("Releasing model", __FILE__, __LINE__);
if (m_model)
{
delete[] m_model;
m_model = 0;
}
Logger::Get().Log("Model released", __FILE__, __LINE__);
return;
}
bool ModelClass::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, int index)
{
bool result;
// convert wstring to string
std::string str(filename.begin(), filename.end());
// Release the old texture object.
m_Textures[index].Shutdown();
// Initialize the new texture object.
result = m_Textures[index].Initialize(device, deviceContext, str);
if (!result)
{
Logger::Get().Log("Failed to initialize texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
Logger::Get().Log("Texture changed", __FILE__, __LINE__);
return true;
}