protected override void InitFromMeshData(Device device, GeometryGenerator.MeshData mesh) { var subset = new MeshGeometry.Subset { FaceCount = mesh.Indices.Count / 3, FaceStart = 0, VertexCount = mesh.Vertices.Count, VertexStart = 0 }; Subsets.Add(subset); var max = new Vector3(float.MinValue); var min = new Vector3(float.MaxValue); foreach (var vertex in mesh.Vertices) { max = Vector3.Maximize(max, vertex.Position); min = Vector3.Minimize(min, vertex.Position); } BoundingBox = new BoundingBox(min, max); Vertices.AddRange(mesh.Vertices.Select(v => new PosNormalTexTan(v.Position, v.Normal, v.TexC, v.TangentU)).ToList()); Indices.AddRange(mesh.Indices.Select(i => (short)i)); Materials.Add(new Material { Ambient = Color.Gray, Diffuse = Color.White, Specular = new Color4(16, 1, 1, 1) }); DiffuseMapSRV.Add(null); NormalMapSRV.Add(null); ModelMesh.SetSubsetTable(Subsets); ModelMesh.SetVertices(device, Vertices); ModelMesh.SetIndices(device, Indices); }
public static BasicModel LoadSdkMesh(Device device, TextureManager texMgr, string filename, string texturePath) { // NOTE: this assumes that the model file only contains a single mesh var sdkMesh = new SdkMesh(filename); var ret = new BasicModel(); var faceStart = 0; var vertexStart = 0; foreach (var sdkMeshSubset in sdkMesh.Subsets) { var subset = new MeshGeometry.Subset { FaceCount = (int)(sdkMeshSubset.IndexCount / 3), FaceStart = faceStart, VertexCount = (int)sdkMeshSubset.VertexCount, VertexStart = vertexStart }; // fixup any subset indices that assume that all vertices and indices are not in the same buffers faceStart = subset.FaceStart + subset.FaceCount; vertexStart = subset.VertexStart + subset.VertexCount; ret.Subsets.Add(subset); } var max = new Vector3(float.MinValue); var min = new Vector3(float.MaxValue); foreach (var vb in sdkMesh.VertexBuffers) { foreach (var vertex in vb.Vertices) { max = Vector3.Maximize(max, vertex.Pos); min = Vector3.Minimize(min, vertex.Pos); ret.Vertices.Add(vertex); } } ret.BoundingBox = new BoundingBox(min, max); foreach (var ib in sdkMesh.IndexBuffers) { ret.Indices.AddRange(ib.Indices.Select(i => i)); } foreach (var sdkMeshMaterial in sdkMesh.Materials) { var material = new Material { Ambient = sdkMeshMaterial.Ambient, Diffuse = sdkMeshMaterial.Diffuse, Reflect = Color.Black, Specular = sdkMeshMaterial.Specular }; material.Specular.Alpha = sdkMeshMaterial.Power; ret.Materials.Add(material); if (!string.IsNullOrEmpty(sdkMeshMaterial.DiffuseTexture)) { ret.DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, sdkMeshMaterial.DiffuseTexture))); } else { ret.DiffuseMapSRV.Add(texMgr["default"]); } if (!string.IsNullOrEmpty(sdkMeshMaterial.NormalTexture)) { ret.NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, sdkMeshMaterial.NormalTexture))); } else { ret.NormalMapSRV.Add(texMgr["defaultNorm"]); } } ret.ModelMesh.SetSubsetTable(ret.Subsets); ret.ModelMesh.SetVertices(device, ret.Vertices); ret.ModelMesh.SetIndices(device, ret.Indices); return ret; }
public BasicModel(Device device, TextureManager texMgr, string filename, string texturePath, bool flipUV = false) { var importer = new AssimpImporter(); if (!importer.IsImportFormatSupported(Path.GetExtension(filename))) { throw new ArgumentException("Model format " + Path.GetExtension(filename) + " is not supported! Cannot load {1}", "filename"); } #if DEBUG importer.AttachLogStream(new ConsoleLogStream()); importer.VerboseLoggingEnabled = true; #endif var postProcessFlags = PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace; if (flipUV) { postProcessFlags |= PostProcessSteps.FlipUVs; } var model = importer.ImportFile(filename, postProcessFlags); var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue); foreach (var mesh in model.Meshes) { var verts = new List <PosNormalTexTan>(); var subset = new MeshGeometry.Subset { VertexCount = mesh.VertexCount, VertexStart = Vertices.Count, FaceStart = Indices.Count / 3, FaceCount = mesh.FaceCount }; Subsets.Add(subset); // bounding box corners for (var i = 0; i < mesh.VertexCount; i++) { var pos = mesh.HasVertices ? mesh.Vertices[i].ToVector3() : new Vector3(); min = Vector3.Minimize(min, pos); max = Vector3.Maximize(max, pos); var norm = mesh.HasNormals ? mesh.Normals[i] : new Vector3D(); var texC = mesh.HasTextureCoords(0) ? mesh.GetTextureCoords(0)[i] : new Vector3D(); var tan = mesh.HasTangentBasis ? mesh.Tangents[i] : new Vector3D(); var v = new PosNormalTexTan(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3()); verts.Add(v); } Vertices.AddRange(verts); var indices = mesh.GetIndices().Select(i => (short)(i + (uint)subset.VertexStart)).ToList(); Indices.AddRange(indices); var mat = model.Materials[mesh.MaterialIndex]; var material = mat.ToMaterial(); Materials.Add(material); var diffusePath = mat.GetTexture(TextureType.Diffuse, 0).FilePath; if (Path.GetExtension(diffusePath) == ".tga") { // DirectX doesn't like to load tgas, so you will need to convert them to pngs yourself with an image editor diffusePath = diffusePath.Replace(".tga", ".png"); } if (!string.IsNullOrEmpty(diffusePath)) { DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath))); } var normalPath = mat.GetTexture(TextureType.Normals, 0).FilePath; if (!string.IsNullOrEmpty(normalPath)) { NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath))); } else { var normalExt = Path.GetExtension(diffusePath); normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt; NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath))); } } BoundingBox = new BoundingBox(min, max); ModelMesh.SetSubsetTable(Subsets); ModelMesh.SetVertices(device, Vertices); ModelMesh.SetIndices(device, Indices); }
public static BasicModel LoadFromTxtFile(Device device, string filename) { var vertices = new List <Basic32>(); var indices = new List <int>(); var vcount = 0; var tcount = 0; using (var reader = new StreamReader(filename)) { var input = reader.ReadLine(); if (input != null) { // VertexCount: X vcount = Convert.ToInt32(input.Split(new[] { ':' })[1].Trim()); } input = reader.ReadLine(); if (input != null) { //TriangleCount: X tcount = Convert.ToInt32(input.Split(new[] { ':' })[1].Trim()); } // skip ahead to the vertex data do { input = reader.ReadLine(); } while (input != null && !input.StartsWith("{")); // Get the vertices for (int i = 0; i < vcount; i++) { input = reader.ReadLine(); if (input != null) { var vals = input.Split(new[] { ' ' }); vertices.Add( new Basic32( new Vector3( Convert.ToSingle(vals[0].Trim()), Convert.ToSingle(vals[1].Trim()), Convert.ToSingle(vals[2].Trim())), new Vector3( Convert.ToSingle(vals[3].Trim()), Convert.ToSingle(vals[4].Trim()), Convert.ToSingle(vals[5].Trim())), new Vector2() ) ); } } // skip ahead to the index data do { input = reader.ReadLine(); } while (input != null && !input.StartsWith("{")); // Get the indices for (var i = 0; i < tcount; i++) { input = reader.ReadLine(); if (input == null) { break; } var m = input.Trim().Split(new[] { ' ' }); indices.Add(Convert.ToInt32(m[0].Trim())); indices.Add(Convert.ToInt32(m[1].Trim())); indices.Add(Convert.ToInt32(m[2].Trim())); } } var ret = new BasicModel(); var subset = new MeshGeometry.Subset { FaceCount = indices.Count / 3, FaceStart = 0, VertexCount = vertices.Count, VertexStart = 0 }; ret.Subsets.Add(subset); var max = new Vector3(float.MinValue); var min = new Vector3(float.MaxValue); foreach (var vertex in vertices) { max = Vector3.Maximize(max, vertex.Position); min = Vector3.Minimize(min, vertex.Position); } ret.BoundingBox = new BoundingBox(min, max); ret.Vertices.AddRange(vertices.Select(v => new PosNormalTexTan(v.Position, v.Normal, v.Tex, new Vector3(1, 0, 0))).ToList()); ret.Indices.AddRange(indices.Select(i => (short)i)); ret.Materials.Add(new Material { Ambient = Color.Gray, Diffuse = Color.White, Specular = new Color4(16, 1, 1, 1) }); ret.DiffuseMapSRV.Add(null); ret.NormalMapSRV.Add(null); ret.ModelMesh.SetSubsetTable(ret.Subsets); ret.ModelMesh.SetVertices(device, ret.Vertices); ret.ModelMesh.SetIndices(device, ret.Indices); return(ret); }
public SkinnedModel(Device device, TextureManager texMgr, string filename, string texturePath, bool flipTexY = false) { var importer = new AssimpImporter(); #if DEBUG importer.AttachLogStream(new ConsoleLogStream()); importer.VerboseLoggingEnabled = true; #endif var model = importer.ImportFile(filename, PostProcessSteps.GenerateSmoothNormals | PostProcessSteps.CalculateTangentSpace); // Load animation data Animator = new SceneAnimator(); Animator.Init(model); // create our vertex-to-boneweights lookup var vertToBoneWeight = new Dictionary <uint, List <VertexWeight> >(); // create bounding box extents _min = new Vector3(float.MaxValue); _max = new Vector3(float.MinValue); foreach (var mesh in model.Meshes) { ExtractBoneWeightsFromMesh(mesh, vertToBoneWeight); var subset = new MeshGeometry.Subset { VertexCount = mesh.VertexCount, VertexStart = Vertices.Count, FaceStart = Indices.Count / 3, FaceCount = mesh.FaceCount }; Subsets.Add(subset); var verts = ExtractVertices(mesh, vertToBoneWeight, flipTexY); Vertices.AddRange(verts); // extract indices and shift them to the proper offset into the combined vertex buffer var indices = mesh.GetIndices().Select(i => (short)(i + (uint)subset.VertexStart)).ToList(); Indices.AddRange(indices); // extract materials var mat = model.Materials[mesh.MaterialIndex]; var material = mat.ToMaterial(); Materials.Add(material); // extract material textures var diffusePath = mat.GetTexture(TextureType.Diffuse, 0).FilePath; if (!string.IsNullOrEmpty(diffusePath)) { DiffuseMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, diffusePath))); } var normalPath = mat.GetTexture(TextureType.Normals, 0).FilePath; if (!string.IsNullOrEmpty(normalPath)) { NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath))); } else { // for models created without a normal map baked, we'll check for a texture with the same // filename as the diffure texture, and _nmap suffixed // this lets us add our own normal maps easily var normalExt = Path.GetExtension(diffusePath); normalPath = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt; if (File.Exists(Path.Combine(texturePath, normalPath))) { NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, normalPath))); } } } BoundingBox = new BoundingBox(_min, _max); ModelMesh.SetSubsetTable(Subsets); ModelMesh.SetVertices(device, Vertices); ModelMesh.SetIndices(device, Indices); }