Loading .Dan geometry and material

This commit is contained in:
bladdidoo 2014-01-17 08:51:12 +01:00
parent 0a3d68a407
commit c48f640cdf
9 changed files with 614 additions and 300 deletions

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@ -81,7 +81,7 @@ namespace Oyster
m->WorldMatrix = Oyster::Math::Float4x4::identity; m->WorldMatrix = Oyster::Math::Float4x4::identity;
m->Visible = true; m->Visible = true;
m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadOBJ); m->info = Oyster::Resource::OysterResource::LoadResource(filename.c_str(),Oyster::Graphics::Loading::LoadDAN);
return m; return m;
} }

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@ -0,0 +1,307 @@
#include "GeneralLoader.h"
#include "../Definitions/GraphicalDefinition.h"
#include "../Model/ModelInfo.h"
#include "../Core/Core.h"
#include <fstream>
#include <string>
#define DANFILEVERSIONMAJOR 1
#define DANFILEVERSIONMINOR 1
#define FILEHEADERSIZE 8
#define VERTEXHEADERSIZE 4
#define VERTEXSIZE 88
///
enum HeaderType
{
VERTEXHEADER = 0, ///<
INDEXHEADER = 1, ///<
MATERIALHEADER = 2, ///<
SKELETONHEADER = 3, ///<
ANIMATIONHEADER = 4 ///<
};
///
struct FileHeader
{
unsigned int versionMajor; ///<
unsigned int versionMinor; ///<
///
FileHeader(char* data)
{
char* memPos = data; //
memcpy(&versionMajor, memPos, sizeof(unsigned int));
memPos += 4;
memcpy(&versionMinor, memPos, sizeof(unsigned int));
}
};
///
struct VertexHeader
{
unsigned int numVertices;
///
VertexHeader(char* data)
{
memcpy(&numVertices, data, sizeof(unsigned int));
}
};
///
typedef Oyster::Graphics::Definitions::FinalVertex Vertex;
///
struct IndexHeader
{
unsigned int numIndices;
///
IndexHeader(char* data)
{
memcpy(&numIndices, data, sizeof(unsigned int));
}
};
///
struct MaterialHeader
{
unsigned int diffuseMapPathLength;
char* diffuseMapPath;
unsigned int normalMapPathLength;
char* normalMapPath;
/*
///
MaterialHeader(char* data)
{
char* memPos = data; //
memcpy(&diffuseMapPathLength, memPos, sizeof(unsigned int));
memPos += 4;
diffuseMapPath = new char[diffuseMapPathLength];
memcpy(diffuseMapPath, memPos, diffuseMapPathLength);
memPos += diffuseMapPathLength;
memcpy(&normalMapPathLength, memPos, sizeof(unsigned int));
memPos += 4;
normalMapPath = new char[normalMapPathLength];
memcpy(normalMapPath, memPos, normalMapPathLength);
memPos += normalMapPathLength;
}
*/
};
///
struct SkeletonHeader
{
// do this...
};
///
struct AnimationHeader
{
// do this...
};
struct Frame
{
// do this...
};
///
void Oyster::Graphics::Loading::UnloadDAN(void* data)
{
Model::ModelInfo* info = (Model::ModelInfo*) data;
SAFE_DELETE(info->Vertices);
if(info->Indexed)
{
SAFE_DELETE(info->Indecies);
}
for(int i =0;i<info->Material.size();++i)
{
Oyster::Resource::OysterResource::ReleaseResource(info->Material[i]);
}
delete info;
}
static wchar_t* charToWChar(const char* text)
{
// Convert to a wchar_t*
size_t origsize = strlen(text) + 1;
size_t convertedChars = 0;
wchar_t* wcstring = new wchar_t[origsize];
mbstowcs_s(&convertedChars, wcstring, origsize, text, _TRUNCATE);
return wcstring;
}
///
void Oyster::Graphics::Loading::LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out)
{
//
Oyster::Graphics::Model::ModelInfo* modelInfo = new Oyster::Graphics::Model::ModelInfo();
modelInfo->Indexed = false;
// Open file in binary mode
std::ifstream danFile;
danFile.open(filename, std::ios::binary);
if (!danFile.is_open())
return;
// Read file header
char* buffer = new char[sizeof(FileHeader)];
danFile.read(buffer, sizeof(FileHeader));
FileHeader fileHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// If problem with compatability then close file and return from method
if (fileHeader.versionMajor != DANFILEVERSIONMAJOR)
{
danFile.close();
return;
}
// Read the .dan-file
while (!danFile.eof())
{
// read header type
unsigned int headerType;
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&headerType, buffer, 4);
//delete[] buffer; // ( note: may crash here.)
// handle header type
switch ((HeaderType)headerType)
{
// vertex header
case HeaderType::VERTEXHEADER:
{
// Fetch vertex header, number of vertices
buffer = new char[4];
danFile.read(buffer, 4);
VertexHeader vertexHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// Fetch all vertices
Vertex* vertices = new Vertex[vertexHeader.numVertices];
unsigned int bufferSize = VERTEXSIZE * vertexHeader.numVertices;
buffer = new char[bufferSize];
danFile.read(buffer, bufferSize);
memcpy(vertices, buffer, bufferSize);
delete[] buffer; // ( note: may crash here.)
// Do the deed
Oyster::Graphics::Core::Buffer* vertexBuffer = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
bufferInitDesc.ElementSize = sizeof(Vertex);
bufferInitDesc.InitData = vertices;
bufferInitDesc.NumElements = vertexHeader.numVertices;
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::VERTEX_BUFFER;
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
vertexBuffer->Init(bufferInitDesc);
modelInfo->VertexCount = vertexHeader.numVertices;
modelInfo->Vertices = vertexBuffer;
delete[] vertices; // ( note: may crash here.)
break;
}
case HeaderType::INDEXHEADER:
{
// Fetch vertex header, number of vertices
buffer = new char[4];
danFile.read(buffer, 4);
IndexHeader indexHeader(buffer);
delete[] buffer; // ( note: may crash here.)
// Fetch all indices
unsigned int* indices = new unsigned int[indexHeader.numIndices];
unsigned int bufferSize = sizeof(unsigned int) * indexHeader.numIndices;
buffer = new char[bufferSize];
danFile.read(buffer, bufferSize);
memcpy(indices, buffer, bufferSize);
delete[] buffer; // ( note: may crash here.)
// Do the deed
Oyster::Graphics::Core::Buffer* indexBuffer = new Oyster::Graphics::Core::Buffer();
Oyster::Graphics::Core::Buffer::BUFFER_INIT_DESC bufferInitDesc;
bufferInitDesc.ElementSize = sizeof(unsigned int);
bufferInitDesc.InitData = indices;
bufferInitDesc.NumElements = indexHeader.numIndices;
bufferInitDesc.Type = Oyster::Graphics::Core::Buffer::BUFFER_TYPE::INDEX_BUFFER;
bufferInitDesc.Usage = Oyster::Graphics::Core::Buffer::BUFFER_USAGE::BUFFER_DEFAULT;
indexBuffer->Init(bufferInitDesc);
modelInfo->IndexCount = indexHeader.numIndices;
modelInfo->Indecies = indexBuffer;
modelInfo->Indexed = true;
delete[] indices; // ( note: may crash here.)
break;
}
// material header
case HeaderType::MATERIALHEADER:
{
// Fetch material header, 2 texture path strings
MaterialHeader materialHeader;
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&materialHeader.diffuseMapPathLength, buffer, 4);
delete[] buffer; // ( note: may crash here.)
buffer = new char[materialHeader.diffuseMapPathLength];
danFile.read(buffer, materialHeader.diffuseMapPathLength);
materialHeader.diffuseMapPath = new char[materialHeader.diffuseMapPathLength+1];
memcpy(materialHeader.diffuseMapPath, buffer, materialHeader.diffuseMapPathLength);
materialHeader.diffuseMapPath[materialHeader.diffuseMapPathLength] = 0;
delete[] buffer; // ( note: may crash here.)
buffer = new char[4];
danFile.read(buffer, 4);
memcpy(&materialHeader.normalMapPathLength, buffer, 4);
delete[] buffer; // ( note: may crash here.)
buffer = new char[materialHeader.normalMapPathLength];
danFile.read(buffer, materialHeader.normalMapPathLength);
materialHeader.normalMapPath = new char[materialHeader.normalMapPathLength + 1];
memcpy(materialHeader.normalMapPath, buffer, materialHeader.normalMapPathLength);
materialHeader.normalMapPath[materialHeader.normalMapPathLength] = 0;
delete[] buffer; // ( note: may crash here.)
//
ID3D11ShaderResourceView* diffuseMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.diffuseMapPath), Oyster::Graphics::Loading::LoadTexture);
ID3D11ShaderResourceView* normalMap = (ID3D11ShaderResourceView*)Oyster::Resource::OysterResource::LoadResource(charToWChar(materialHeader.normalMapPath), Oyster::Graphics::Loading::LoadTexture);
modelInfo->Material.push_back(diffuseMap);
modelInfo->Material.push_back(normalMap);
break;
}
// skeleton header
case HeaderType::SKELETONHEADER:
{
// not implemented...
break;
}
// animation header
case HeaderType::ANIMATIONHEADER:
{
// not implemented...
break;
}
}
}
// close file
danFile.close();
// Set modelinfo as output data
out.loadedData = modelInfo;
out.resourceUnloadFnc = Oyster::Graphics::Loading::UnloadDAN;
}

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@ -29,6 +29,9 @@ namespace Oyster
void UnloadOBJ(void* loadedData); void UnloadOBJ(void* loadedData);
void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out); void LoadOBJ(const wchar_t filename[], Oyster::Resource::CustomData& out);
void UnloadDAN(void* loadedData);
void LoadDAN(const wchar_t filename[], Oyster::Resource::CustomData& out);
} }
} }
} }

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@ -16,7 +16,7 @@ namespace Oyster
std::vector<ID3D11ShaderResourceView*> Material; std::vector<ID3D11ShaderResourceView*> Material;
Core::Buffer *Vertices,*Indecies; Core::Buffer *Vertices,*Indecies;
bool Indexed; bool Indexed;
int VertexCount; int VertexCount, IndexCount;
}; };
} }
} }

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@ -176,6 +176,7 @@
<ClCompile Include="Core\Init.cpp" /> <ClCompile Include="Core\Init.cpp" />
<ClCompile Include="Core\PipelineManager.cpp" /> <ClCompile Include="Core\PipelineManager.cpp" />
<ClCompile Include="DllInterfaces\GFXAPI.cpp" /> <ClCompile Include="DllInterfaces\GFXAPI.cpp" />
<ClCompile Include="FileLoader\DanLoader.cpp" />
<ClCompile Include="FileLoader\ObjReader.cpp" /> <ClCompile Include="FileLoader\ObjReader.cpp" />
<ClCompile Include="FileLoader\ShaderLoader.cpp" /> <ClCompile Include="FileLoader\ShaderLoader.cpp" />
<ClCompile Include="FileLoader\ModelLoader.cpp" /> <ClCompile Include="FileLoader\ModelLoader.cpp" />

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@ -73,7 +73,7 @@ namespace Oyster
if(info->Indexed) if(info->Indexed)
{ {
info->Indecies->Apply(); info->Indecies->Apply();
Oyster::Graphics::Core::deviceContext->DrawIndexed(info->VertexCount,0,0); Oyster::Graphics::Core::deviceContext->DrawIndexed(info->IndexCount,0,0);
} }
else else
{ {

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@ -92,7 +92,7 @@ namespace Oyster
D3D11_RASTERIZER_DESC rdesc; D3D11_RASTERIZER_DESC rdesc;
rdesc.CullMode = D3D11_CULL_BACK; rdesc.CullMode = D3D11_CULL_BACK;
rdesc.FillMode = D3D11_FILL_SOLID; rdesc.FillMode = D3D11_FILL_SOLID;
rdesc.FrontCounterClockwise = true; rdesc.FrontCounterClockwise = false;
rdesc.DepthBias = 0; rdesc.DepthBias = 0;
rdesc.DepthBiasClamp = 0; rdesc.DepthBiasClamp = 0;
rdesc.DepthClipEnable = true; rdesc.DepthClipEnable = true;
@ -230,11 +230,14 @@ namespace Oyster
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 } { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEINDEX", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 56, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "BONEWEIGHT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 72, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}; };
Shader::CreateInputLayout(indesc,3,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout); Shader::CreateInputLayout(indesc,7,GetShader::Vertex(L"Geometry"),GeometryPass.IAStage.Layout);
GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; GeometryPass.IAStage.Topology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
GeometryPass.CBuffers.Vertex.push_back(VPData); GeometryPass.CBuffers.Vertex.push_back(VPData);
GeometryPass.CBuffers.Vertex.push_back(ModelData); GeometryPass.CBuffers.Vertex.push_back(ModelData);

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@ -3,16 +3,16 @@ struct VertexIn
float3 pos : POSITION; float3 pos : POSITION;
float2 UV : TEXCOORD; float2 UV : TEXCOORD;
float3 normal : NORMAL; float3 normal : NORMAL;
//float3 tangent : TANGENT; float3 tangent : TANGENT;
//float3 biTangent : BITANGENT; float3 biTangent : BITANGENT;
//float4 boneIndex : BONEINDEX; float4 boneIndex : BONEINDEX;
//float4 boneWeight : BONEWEIGHT; float4 boneWeight : BONEWEIGHT;
}; };
struct VertexOut struct VertexOut
{ {
float4 pos : SV_POSITION; float4 pos : SV_POSITION;
float4 ViewPos : POSITION; //float4 ViewPos : POSITION;
float2 UV : TEXCOORD; float2 UV : TEXCOORD;
float3 normal : NORMAL; float3 normal : NORMAL;
//float3 tangent : TANGENT; //float3 tangent : TANGENT;

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@ -171,10 +171,10 @@ HRESULT InitDirect3D()
return E_FAIL; return E_FAIL;
} }
m = Oyster::Graphics::API::CreateModel(L"orca_dummy"); m = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m2 = Oyster::Graphics::API::CreateModel(L"worldDummy"); m2 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null); m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
m3 = Oyster::Graphics::API::CreateModel(L"worldDummy"); m3 = Oyster::Graphics::API::CreateModel(L"cube_tri.dan");
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null); m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
@ -201,7 +201,7 @@ HRESULT Update(float deltaTime)
{ {
angle += Oyster::Math::pi/8 * deltaTime; angle += Oyster::Math::pi/8 * deltaTime;
m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle); //m->WorldMatrix = Oyster::Math3D::RotationMatrix_AxisY(angle);
m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null); m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-angle,Oyster::Math::Float3(0,-4,0),Oyster::Math::Float3::null);
m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null); m3->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3(1,0,0)*-0,Oyster::Math::Float3(3,4,-1*angle),Oyster::Math::Float3::null);
return S_OK; return S_OK;