Beispiel #1
0
        //Create meshes and add vertex and index buffers
        private void AddVertexData(Model model, Scene scene, Node node, Device device, ref Matrix transform)
        {
            Matrix previousTransform = transform;

            transform = Matrix.Multiply(previousTransform, FromMatrix(node.Transform));

            //also calculate inverse transpose matrix for normal/tangent/bitagent transformation
            Matrix invTranspose = transform;

            invTranspose.Invert();
            invTranspose.Transpose();

            if (node.HasMeshes)
            {
                foreach (int index in node.MeshIndices)
                {
                    //get a mesh from the scene
                    Assimp.Mesh mesh = scene.Meshes[index];

                    //create new mesh to add to model
                    ModelMesh modelMesh = new ModelMesh();
                    model.AddMesh(ref modelMesh);

                    //if mesh has a material extract the diffuse texture, if present
                    Material material = scene.Materials[mesh.MaterialIndex];
                    if (material != null && material.GetMaterialTextureCount(TextureType.Diffuse) > 0)
                    {
                        material.GetMaterialTexture(TextureType.Diffuse, 0, out TextureSlot texture);
                        //create new texture for mesh
                        modelMesh.AddTextureDiffuse(device, m_modelPath + "\\" + texture.FilePath);
                    }

                    //determine the elements in the vertex
                    bool hasTexCoords  = mesh.HasTextureCoords(0);
                    bool hasColors     = mesh.HasVertexColors(0);
                    bool hasNormals    = mesh.HasNormals;
                    bool hasTangents   = mesh.Tangents != null && mesh.Tangents.Count > 0;
                    bool hasBitangents = mesh.BiTangents != null && mesh.BiTangents.Count > 0;

                    //create vertex element list
                    InputElement[] vertexElements = new InputElement[GetNoofInputElements(mesh)];
                    uint           elementIndex   = 0;
                    vertexElements[elementIndex++] = new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0);
                    short vertexSize = (short)Utilities.SizeOf <Vector3>();

                    if (hasColors)
                    {
                        vertexElements[elementIndex++] = new InputElement("COLOR", 0, Format.R8G8B8A8_UInt, vertexSize, 0);
                        vertexSize += (short)Utilities.SizeOf <Color>();
                    }
                    if (hasNormals)
                    {
                        vertexElements[elementIndex++] = new InputElement("NORMAL", 0, Format.R32G32B32_Float, vertexSize, 0);
                        vertexSize += (short)Utilities.SizeOf <Vector3>();
                    }
                    if (hasTangents)
                    {
                        vertexElements[elementIndex++] = new InputElement("TANGENT", 0, Format.R32G32B32_Float, vertexSize, 0);
                        vertexSize += (short)Utilities.SizeOf <Vector3>();
                    }
                    if (hasBitangents)
                    {
                        vertexElements[elementIndex++] = new InputElement("BITANGENT", 0, Format.R32G32B32_Float, vertexSize, 0);
                        vertexSize += (short)Utilities.SizeOf <Vector3>();
                    }
                    if (hasTexCoords)
                    {
                        vertexElements[elementIndex++] = new InputElement("TEXCOORD", 0, Format.R32G32_Float, vertexSize, 0);
                        vertexSize += (short)Utilities.SizeOf <Vector2>();
                    }

                    //set the vertex elements and size
                    modelMesh.InputElements = vertexElements;
                    modelMesh.VertexSize    = vertexSize;

                    //get pointers to vertex data
                    var positions  = mesh.Vertices;
                    var texCoords  = mesh.TextureCoordinateChannels[0];
                    var normals    = mesh.Normals;
                    var tangents   = mesh.Tangents;
                    var biTangents = mesh.BiTangents;
                    var colours    = mesh.VertexColorChannels[0];

                    //also determine primitive type
                    switch (mesh.PrimitiveType)
                    {
                    case PrimitiveType.Point:
                        modelMesh.PrimitiveTopology = PrimitiveTopology.PointList;
                        break;

                    case PrimitiveType.Line:
                        modelMesh.PrimitiveTopology = PrimitiveTopology.LineList;
                        break;

                    case PrimitiveType.Triangle:
                        modelMesh.PrimitiveTopology = PrimitiveTopology.TriangleList;
                        break;

                    default:
                        throw new Exception("ModelLoader::AddVertexData(): Unknown primitive type");
                    }

                    //create data stream for vertices
                    DataStream vertexStream = new DataStream(mesh.VertexCount * vertexSize, true, true);

                    for (int i = 0; i < mesh.VertexCount; i++)
                    {
                        //add position, after transforming it with accumulated node transform
                        {
                            Vector4 result;
                            Vector3 pos = FromVector(positions[i]);
                            Vector3.Transform(ref pos, ref transform, out result);
                            vertexStream.Write <Vector3>(new Vector3(result.X, result.Y, result.Z));
                        }

                        if (hasColors)
                        {
                            Color vertColor = FromColor(mesh.VertexColorChannels[0][i]);
                            vertexStream.Write <Color>(vertColor);
                        }
                        if (hasNormals)
                        {
                            Vector4 result;
                            Vector3 normal = FromVector(normals[i]);
                            Vector3.Transform(ref normal, ref invTranspose, out result);
                            vertexStream.Write <Vector3>(new Vector3(result.X, result.Y, result.Z));
                        }
                        if (hasTangents)
                        {
                            Vector4 result;
                            Vector3 tangent = FromVector(tangents[i]);
                            Vector3.Transform(ref tangent, ref invTranspose, out result);
                            vertexStream.Write <Vector3>(new Vector3(result.X, result.Y, result.Z));
                        }
                        if (hasBitangents)
                        {
                            Vector4 result;
                            Vector3 biTangent = FromVector(biTangents[i]);
                            Vector3.Transform(ref biTangent, ref invTranspose, out result);
                            vertexStream.Write <Vector3>(new Vector3(result.X, result.Y, result.Z));
                        }
                        if (hasTexCoords)
                        {
                            vertexStream.Write <Vector2>(new Vector2(texCoords[i].X, 1 - texCoords[i].Y));
                        }
                    }

                    vertexStream.Position = 0;

                    //create new vertex buffer
                    var vertexBuffer = new Buffer(device,
                                                  vertexStream,
                                                  new BufferDescription()
                    {
                        BindFlags      = BindFlags.VertexBuffer,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags    = ResourceOptionFlags.None,
                        SizeInBytes    = mesh.VertexCount * vertexSize,
                        Usage          = ResourceUsage.Default
                    }
                                                  );

                    //add it to the mesh
                    modelMesh.VertexBuffer   = vertexBuffer;
                    modelMesh.VertexCount    = mesh.VertexCount;
                    modelMesh.PrimitiveCount = mesh.FaceCount;

                    //get pointer to indices data
                    uint[] indices = mesh.GetIndices().Select(i => (uint)i).ToArray();

                    //create data stream for indices
                    DataStream indexStream = new DataStream(indices.GetLength(0) * sizeof(uint), true, true);

                    for (int i = 0; i < indices.GetLength(0); i++)
                    {
                        indexStream.Write <uint>(indices[i]);
                    }

                    indexStream.Position = 0;

                    //create new index buffer
                    var indexBuffer = new Buffer(device,
                                                 indexStream,
                                                 new BufferDescription()
                    {
                        BindFlags      = BindFlags.IndexBuffer,
                        CpuAccessFlags = CpuAccessFlags.None,
                        OptionFlags    = ResourceOptionFlags.None,
                        SizeInBytes    = indices.GetLength(0) * sizeof(uint),
                        Usage          = ResourceUsage.Default
                    }
                                                 );

                    //add it to the mesh
                    modelMesh.IndexBuffer = indexBuffer;
                    modelMesh.IndexCount  = indices.GetLength(0);
                }
            }

            //if node has more children process them as well
            for (int i = 0; i < node.ChildCount; i++)
            {
                AddVertexData(model, scene, node.Children[i], device, ref transform);
            }

            transform = previousTransform;
        }
Beispiel #2
0
 public void AddMesh(ref ModelMesh mesh)
 {
     m_meshes.Add(mesh);
 }