# Khaotic Engine Reborn: enginecustom/src/src/system/model_class.cpp Source File

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model_class.cpp
#include "model_class.h"
model_class::model_class()
{
m_vertexBuffer = 0;
m_indexBuffer = 0;
m_model = 0;
m_vertexCount = 0;
m_indexCount = 0;
m_Textures.diffuse.clear();
m_Textures.normal.clear();
m_Textures.specular.clear();
m_Textures.alpha.clear();
m_Textures.diffusePaths.clear();
m_Textures.normalPaths.clear();
m_Textures.specularPaths.clear();
m_Textures.alphaPaths.clear();
}
model_class::~model_class()
{
// Destructor
Shutdown();
}
bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, const TextureContainer& textures) {
bool result = Initialize(device, deviceContext, modelFilename);
if (!result) {
return false;
}
m_Textures = textures; // Copie de la structure de textures
return true;
}
bool model_class::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename) {
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;
}
return true;
}
void model_class::Shutdown()
{
// Release the model textures.
ReleaseTextures();
// Shutdown the vertex and index buffers.
ShutdownBuffers();
// Release the model data.
ReleaseModel();
return;
}
void model_class::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
int model_class::GetIndexCount()
{
return m_indexCount;
}
ID3D11ShaderResourceView* model_class::GetTexture(TextureType type, int index) const {
return m_Textures.GetTexture(type, index);
}
bool model_class::InitializeBuffers(ID3D11Device* device)
{
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;
return true;
}
void model_class::ShutdownBuffers()
{
if (m_indexBuffer) { m_indexBuffer->Release(); m_indexBuffer = nullptr; }
if (m_vertexBuffer) { m_vertexBuffer->Release(); m_vertexBuffer = nullptr; }
}
void model_class::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;
}
void model_class::ReleaseTextures()
{
// Utilise la méthode ReleaseAll de TextureContainer
m_Textures.ReleaseAll();
}
bool model_class::LoadModel(char* filename)
{
std::string fileStr(filename);
std::string extension = fileStr.substr(fileStr.find_last_of(".") + 1);
if (extension == "obj")
{
// Load .obj file
return LoadObjModel(filename);
}
else if (extension == "txt")
{
// Load .txt file
return LoadTxtModel(filename);
}
else
{
Logger::Get().Log("Unsupported file format", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
}
bool model_class::LoadObjModel(char* filename)
{
// Lecture optimisée du fichier en mode binaire
std::ifstream fin(filename, std::ios::in | std::ios::binary);
if (!fin)
{
Logger::Get().Log("Échec d'ouverture du fichier modèle", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Lecture du fichier entier d'un coup (évite la lecture ligne par ligne)
fin.seekg(0, std::ios::end);
const size_t fileSize = fin.tellg();
fin.seekg(0, std::ios::beg);
std::string fileContent;
fileContent.resize(fileSize);
fin.read(&fileContent[0], fileSize);
fin.close();
// Pré-allocation des vecteurs (évite les réallocations)
const size_t estimatedVertices = fileSize / 150;
std::vector<XMFLOAT3> temp_positions;
std::vector<XMFLOAT2> temp_texcoords;
std::vector<XMFLOAT3> temp_normals;
std::vector<ModelType> temp_model;
temp_positions.reserve(estimatedVertices);
temp_texcoords.reserve(estimatedVertices);
temp_normals.reserve(estimatedVertices);
temp_model.reserve(estimatedVertices * 3);
// Analyse du contenu
std::istringstream iss(fileContent);
std::string line;
while (std::getline(iss, line))
{
if (line.empty() || line[0] == '#') continue;
// Analyse plus rapide basée sur le premier caractère
if (line[0] == 'v')
{
if (line[1] == ' ') // Position de sommet
{
XMFLOAT3 pos;
sscanf_s(line.c_str() + 2, "%f %f %f", &pos.x, &pos.y, &pos.z);
temp_positions.push_back(pos);
}
else if (line[1] == 't') // Coordonnées de texture
{
XMFLOAT2 tex;
sscanf_s(line.c_str() + 3, "%f %f", &tex.x, &tex.y);
temp_texcoords.push_back(tex);
}
else if (line[1] == 'n') // Normales
{
XMFLOAT3 norm;
sscanf_s(line.c_str() + 3, "%f %f %f", &norm.x, &norm.y, &norm.z);
temp_normals.push_back(norm);
}
}
else if (line[0] == 'f')
{
int posIndex[3], texIndex[3], normIndex[3];
const char* linePtr = line.c_str() + 2; // Sauter "f "
for (int i = 0; i < 3; i++)
{
// Analyse rapide du format v/vt/vn
sscanf_s(linePtr, "%d/%d/%d", &posIndex[i], &texIndex[i], &normIndex[i]);
// Avancer au prochain ensemble d'indices
while (*linePtr && *linePtr != ' ') linePtr++;
while (*linePtr == ' ') linePtr++;
if (posIndex[i] < 0) posIndex[i] += temp_positions.size() + 1;
if (texIndex[i] < 0) texIndex[i] += temp_texcoords.size() + 1;
if (normIndex[i] < 0) normIndex[i] += temp_normals.size() + 1;
}
for (int i = 0; i < 3; i++)
{
ModelType vertex{};
vertex.x = temp_positions[posIndex[i] - 1].x;
vertex.y = temp_positions[posIndex[i] - 1].y;
vertex.z = temp_positions[posIndex[i] - 1].z;
vertex.tu = temp_texcoords[texIndex[i] - 1].x;
vertex.tv = temp_texcoords[texIndex[i] - 1].y;
vertex.nx = temp_normals[normIndex[i] - 1].x;
vertex.ny = temp_normals[normIndex[i] - 1].y;
vertex.nz = temp_normals[normIndex[i] - 1].z;
temp_model.push_back(vertex);
}
}
}
// Allocation et copie efficace du modèle final
m_vertexCount = temp_model.size();
m_indexCount = temp_model.size();
m_model = new ModelType[m_vertexCount];
std::memcpy(m_model, temp_model.data(), m_vertexCount * sizeof(ModelType));
return true;
}
bool model_class::LoadTxtModel(char* filename)
{
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();
return true;
}
void model_class::CalculateModelVectors()
{
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;
}
}
void model_class::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;
}
void model_class::ReleaseModel()
{
if (m_model)
{
delete[] m_model;
m_model = 0;
}
}
bool model_class::PreloadTextures(ID3D11Device* device, ID3D11DeviceContext* deviceContext, TextureContainer& textureContainer)
{
HRESULT hResult;
// Charger les textures diffuses
for (const auto& texturePath : textureContainer.diffusePaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture diffuse: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.diffuse.push_back(texture);
}
// Charger les textures normales
for (const auto& texturePath : textureContainer.normalPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture normale: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.normal.push_back(texture);
}
// Charger les textures spéculaires
for (const auto& texturePath : textureContainer.specularPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture spéculaire: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.specular.push_back(texture);
}
// Charger les textures alpha
for (const auto& texturePath : textureContainer.alphaPaths)
{
ID3D11ShaderResourceView* texture = nullptr;
hResult = DirectX::CreateWICTextureFromFile(device, deviceContext, texturePath.c_str(), nullptr, &texture);
if (FAILED(hResult))
{
Logger::Get().Log("Échec du chargement de la texture alpha: " + std::string(texturePath.begin(), texturePath.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
textureContainer.alpha.push_back(texture);
}
return true;
}
bool model_class::ChangeTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type, int index) {
Logger::Get().Log("Changing texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Récupérer le vecteur correspondant au type de texture
auto& textureVector = m_Textures.Get(type);
// Si l'index est hors limites, redimensionner le vecteur
if (index >= textureVector.size()) {
textureVector.resize(index + 1, nullptr);
}
// Libérer l'ancienne texture si elle existe
if (textureVector[index]) {
textureVector[index]->Release();
}
// Assigner la nouvelle texture
textureVector[index] = newTexture;
// Mettre à jour le chemin dans le conteneur approprié selon le type
switch (type) {
case TextureType::Diffuse:
if (index >= m_Textures.diffusePaths.size()) {
m_Textures.diffusePaths.resize(index + 1, L"");
}
m_Textures.diffusePaths[index] = filename;
break;
case TextureType::Normal:
if (index >= m_Textures.normalPaths.size()) {
m_Textures.normalPaths.resize(index + 1, L"");
}
m_Textures.normalPaths[index] = filename;
break;
case TextureType::Specular:
if (index >= m_Textures.specularPaths.size()) {
m_Textures.specularPaths.resize(index + 1, L"");
}
m_Textures.specularPaths[index] = filename;
break;
case TextureType::Alpha:
if (index >= m_Textures.alphaPaths.size()) {
m_Textures.alphaPaths.resize(index + 1, L"");
}
m_Textures.alphaPaths[index] = filename;
break;
}
Logger::Get().Log("Texture changed successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool model_class::AddTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, std::wstring filename, TextureType type) {
Logger::Get().Log("Adding texture", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
ID3D11ShaderResourceView* newTexture = nullptr;
// Charger la nouvelle texture
result = DirectX::CreateWICTextureFromFile(device, deviceContext, filename.c_str(), nullptr, &newTexture);
if (FAILED(result)) {
Logger::Get().Log("Failed to load texture: " + std::string(filename.begin(), filename.end()), __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur approprié selon le type
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(newTexture);
// Ajouter le chemin de la texture au vecteur approprié selon le type
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(filename);
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(filename);
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(filename);
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(filename);
break;
}
Logger::Get().Log("Texture added successfully", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
bool model_class::AddTexture(ID3D11ShaderResourceView* texture, TextureType type) {
if (!texture) {
Logger::Get().Log("Cannot add null texture", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Ajouter la texture au vecteur approprié
auto& textureVector = m_Textures.Get(type);
textureVector.push_back(texture);
// Ajouter un chemin vide ou générique pour maintenir la synchronisation
switch (type) {
case TextureType::Diffuse:
m_Textures.diffusePaths.push_back(L"[texture préchargée]");
break;
case TextureType::Normal:
m_Textures.normalPaths.push_back(L"[texture préchargée]");
break;
case TextureType::Specular:
m_Textures.specularPaths.push_back(L"[texture préchargée]");
break;
case TextureType::Alpha:
m_Textures.alphaPaths.push_back(L"[texture préchargée]");
break;
}
return true;
}
TextureContainer
Definition model_class.h:34
input
Definition application_class.h:68