Esempio n. 1
0
 public void AddMesh(ModelMesh mesh)
 {
     _meshes.Add(mesh);
 }
Esempio n. 2
0
        /// <summary>
        /// Create meshes and add vertex and index buffers.
        /// </summary>
        private void AddVertexData(
            Model model, Scene scene, Node node, Device device,
            ref Matrix transform)
        {
            var previousTransform = transform;
            transform = Matrix.Multiply(previousTransform, node.Transform.ToMatrix());

            // Also calculate inverse transpose matrix for normal/tangent/bitagent transformation.
            var invTranspose = transform;
            invTranspose.Invert();
            invTranspose.Transpose();

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

                    // Create new mesh to add to model.
                    var modelMesh = new ModelMesh();
                    model.AddMesh(modelMesh);

                    // If mesh has a material extract the diffuse texture, if present.
                    Material material = scene.Materials[mesh.MaterialIndex];
                    if (material != null && material.GetTextureCount(TextureType.Diffuse) > 0)
                    {
                        TextureSlot aiTexture = material.GetTexture(TextureType.Diffuse, 0);
                        using (var fileStream = File.OpenRead(_modelPath + "\\" + Path.GetFileName(aiTexture.FilePath)))
                        {
                            var texture = _textureLoadHandler(_device, fileStream);
                            modelMesh.AddTextureDiffuse(device, texture);
                        }
                    }

                    // 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;
                    bool hasBitangents = mesh.BiTangents != null;

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

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

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

                    //get pointers to vertex data
                    Vector3D[] positions = mesh.Vertices;
                    Vector3D[] texCoords = mesh.GetTextureCoords(0);
                    Vector3D[] normals = mesh.Normals;
                    Vector3D[] tangents = mesh.Tangents;
                    Vector3D[] biTangents = mesh.BiTangents;
                    Color4D[] colours = mesh.GetVertexColors(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 new vertex buffer.
                    var vertexBuffer = device.CreateBuffer(
                        new BufferDescription
                        {
                            BindFlags = BindFlags.VertexBuffer,
                            SizeInBytes = mesh.VertexCount * vertexSize
                        });

                    int byteOffset = 0;
                    for (int i = 0; i < mesh.VertexCount; i++)
                    {
                        {
                            // Add position, after transforming it with accumulated node transform.
                            Vector4 tempResult;
                            Vector3 pos = positions[i].ToVector3();
                            Vector3.Transform(ref pos, ref transform, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }

                        if (hasColors)
                        {
                            var vertColor = colours[i].ToColor();
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref vertColor, byteOffset);
                            byteOffset += 4;
                        }
                        if (hasNormals)
                        {
                            var normal = normals[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref normal, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasTangents)
                        {
                            var tangent = tangents[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref tangent, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasBitangents)
                        {
                            var biTangent = biTangents[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref biTangent, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasTexCoords)
                        {
                            var result = new Vector2(texCoords[i].X, 1 - texCoords[i].Y);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector2.SizeInBytes;
                        }
                    }

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

                    // Get pointer to indices data.
                    var indices = mesh.GetIndices();

                    // Create new index buffer.
                    var indexBuffer = device.CreateBuffer(
                        new BufferDescription
                        {
                            BindFlags = BindFlags.IndexBuffer,
                            SizeInBytes = indices.Length * sizeof(uint)
                        }, indices);

                    // Add it to the mesh.
                    modelMesh.IndexBuffer = indexBuffer;
                    modelMesh.IndexCount = indices.Length;
                }
            }

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

            transform = previousTransform;
        }
Esempio n. 3
0
 public void AddMesh(ModelMesh mesh)
 {
     _meshes.Add(mesh);
 }
Esempio n. 4
0
        /// <summary>
        /// Create meshes and add vertex and index buffers.
        /// </summary>
        private void AddVertexData(
            Model model, Scene scene, Node node, Device device,
            ref Matrix transform)
        {
            var previousTransform = transform;

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

            // Also calculate inverse transpose matrix for normal/tangent/bitagent transformation.
            var invTranspose = transform;

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

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

                    // Create new mesh to add to model.
                    var modelMesh = new ModelMesh();
                    model.AddMesh(modelMesh);

                    // If mesh has a material extract the diffuse texture, if present.
                    Material material = scene.Materials[mesh.MaterialIndex];
                    if (material != null && material.GetTextureCount(TextureType.Diffuse) > 0)
                    {
                        TextureSlot aiTexture = material.GetTexture(TextureType.Diffuse, 0);
                        using (var fileStream = File.OpenRead(_modelPath + "\\" + Path.GetFileName(aiTexture.FilePath)))
                        {
                            var texture = _textureLoadHandler(_device, fileStream);
                            modelMesh.AddTextureDiffuse(device, texture);
                        }
                    }

                    // 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;
                    bool hasBitangents = mesh.BiTangents != null;

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

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

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

                    //get pointers to vertex data
                    Vector3D[] positions  = mesh.Vertices;
                    Vector3D[] texCoords  = mesh.GetTextureCoords(0);
                    Vector3D[] normals    = mesh.Normals;
                    Vector3D[] tangents   = mesh.Tangents;
                    Vector3D[] biTangents = mesh.BiTangents;
                    Color4D[]  colours    = mesh.GetVertexColors(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 new vertex buffer.
                    var vertexBuffer = device.CreateBuffer(
                        new BufferDescription
                    {
                        BindFlags   = BindFlags.VertexBuffer,
                        SizeInBytes = mesh.VertexCount * vertexSize
                    });

                    int byteOffset = 0;
                    for (int i = 0; i < mesh.VertexCount; i++)
                    {
                        {
                            // Add position, after transforming it with accumulated node transform.
                            Vector4 tempResult;
                            Vector3 pos = positions[i].ToVector3();
                            Vector3.Transform(ref pos, ref transform, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }

                        if (hasColors)
                        {
                            var vertColor = colours[i].ToColor();
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref vertColor, byteOffset);
                            byteOffset += 4;
                        }
                        if (hasNormals)
                        {
                            var     normal = normals[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref normal, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasTangents)
                        {
                            var     tangent = tangents[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref tangent, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasBitangents)
                        {
                            var     biTangent = biTangents[i].ToVector3();
                            Vector4 tempResult;
                            Vector3.Transform(ref biTangent, ref invTranspose, out tempResult);
                            var result = new Vector3(tempResult.X, tempResult.Y, tempResult.Z);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector3.SizeInBytes;
                        }
                        if (hasTexCoords)
                        {
                            var result = new Vector2(texCoords[i].X, 1 - texCoords[i].Y);
                            device.ImmediateContext.SetBufferData(vertexBuffer, ref result, byteOffset);
                            byteOffset += Vector2.SizeInBytes;
                        }
                    }

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

                    // Get pointer to indices data.
                    var indices = mesh.GetIndices();

                    // Create new index buffer.
                    var indexBuffer = device.CreateBuffer(
                        new BufferDescription
                    {
                        BindFlags   = BindFlags.IndexBuffer,
                        SizeInBytes = indices.Length * sizeof(uint)
                    }, indices);

                    // Add it to the mesh.
                    modelMesh.IndexBuffer = indexBuffer;
                    modelMesh.IndexCount  = indices.Length;
                }
            }

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

            transform = previousTransform;
        }