Ajout Sprites + timer + ObjToTxt enlever

ObjToTxt à remplacer pour directement ouvrir un .obj
This commit is contained in:
StratiX0
2024-03-27 11:24:25 +01:00
parent 4f4e4bca44
commit 99af9f5f64
22 changed files with 707 additions and 3058 deletions

View File

@@ -19,14 +19,12 @@ ModelClass::~ModelClass()
{
}
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* outputModelFilename, char* textureFilename)
bool ModelClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* modelFilename, char* textureFilename)
{
bool result;
ConvertObjToTxt(modelFilename, outputModelFilename);
// Load in the model data.
result = LoadModel(outputModelFilename);
result = LoadModel(modelFilename);
if (!result)
{
return false;
@@ -91,7 +89,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
D3D11_SUBRESOURCE_DATA vertexData, indexData;
HRESULT result;
int i;
// Create the vertex array.
vertices = new VertexType[m_vertexCount];
@@ -100,7 +98,7 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
indices = new unsigned long[m_indexCount];
// Load the vertex array and index array with data.
for (int i = 0; i < m_vertexCount; i++)
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);
@@ -109,31 +107,6 @@ bool ModelClass::InitializeBuffers(ID3D11Device* device)
indices[i] = i;
}
//// Create the vertex array.
//vertices = new VertexType[m_vertexCount];
//// Create the index array.
//indices = new unsigned long[m_indexCount];
//// Load the vertex array with data.
//vertices[0].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); // Bottom left.
//vertices[0].texture = XMFLOAT2(0.0f, 1.0f);
//vertices[0].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//vertices[1].position = XMFLOAT3(0.0f, 1.0f, 0.0f); // Top middle.
//vertices[1].texture = XMFLOAT2(0.5f, 0.0f);
//vertices[1].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//vertices[2].position = XMFLOAT3(1.0f, -1.0f, 0.0f); // Bottom right.
//vertices[2].texture = XMFLOAT2(1.0f, 1.0f);
//vertices[2].normal = XMFLOAT3(0.0f, 0.0f, -1.0f);
//// Load the index array with data.
//indices[0] = 0; // Bottom left.
//indices[1] = 1; // Top middle.
//indices[2] = 2; // Bottom right.
// Set up the description of the static vertex buffer.
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
@@ -312,84 +285,6 @@ bool ModelClass::LoadModel(char* filename)
return true;
}
void ModelClass::ConvertObjToTxt(const std::string& inputFilename, const std::string& outputFilename) {
std::ifstream inputFile(inputFilename);
std::ofstream outputFile(outputFilename);
std::string line;
std::vector<XMFLOAT3> positions;
std::vector<XMFLOAT2> texCoords;
std::vector<XMFLOAT3> normals;
std::vector<ModelType> vertices;
while (std::getline(inputFile, line)) {
std::istringstream iss(line);
std::string prefix;
if (!(iss >> prefix)) { break; }
if (prefix == "v") {
XMFLOAT3 pos;
if (!(iss >> pos.x >> pos.y >> pos.z)) { break; }
positions.push_back(pos);
}
else if (prefix == "vt") {
XMFLOAT2 texCoord;
if (!(iss >> texCoord.x >> texCoord.y)) { break; }
texCoords.push_back(texCoord);
}
else if (prefix == "vn") {
XMFLOAT3 normal;
if (!(iss >> normal.x >> normal.y >> normal.z)) { break; }
normals.push_back(normal);
}
else if (prefix == "f") {
std::vector<int> posIndices, texIndices, normIndices;
char slash; // To skip slashes
int posIndex, texIndex, normIndex;
// Read all indices of the face
while (iss >> posIndex >> slash >> texIndex >> slash >> normIndex) {
posIndices.push_back(posIndex);
texIndices.push_back(texIndex);
normIndices.push_back(normIndex);
}
// For each triangle in the face
for (size_t i = 1; i < posIndices.size() - 1; ++i) {
ModelType v[3]; // Vertices of the triangle
// Indices of the vertices of the triangle
int indices[3] = { 0, i, i + 1 };
for (int j = 0; j < 3; ++j) {
// .obj indices start at 1, so subtract 1 to get 0-based indices
v[j].x = positions[posIndices[indices[j]] - 1].x;
v[j].y = positions[posIndices[indices[j]] - 1].y;
v[j].z = positions[posIndices[indices[j]] - 1].z;
v[j].tu = texCoords[texIndices[indices[j]] - 1].x;
v[j].tv = texCoords[texIndices[indices[j]] - 1].y;
v[j].nx = normals[normIndices[indices[j]] - 1].x;
v[j].ny = normals[normIndices[indices[j]] - 1].y;
v[j].nz = normals[normIndices[indices[j]] - 1].z;
vertices.push_back(v[j]);
}
}
}
}
// Write to output file in the desired format
outputFile << "Vertex Count: " << vertices.size() << "\n\n";
outputFile << "Data:\n\n";
for (const ModelType& v : vertices) {
outputFile << v.x << " " << v.y << " " << v.z << " ";
outputFile << v.tu << " " << v.tv << " ";
outputFile << v.nx << " " << v.ny << " " << v.nz << "\n";
}
}
void ModelClass::ReleaseModel()
{
if (m_model)