Пример #1
0
        protected override void InitFromMeshData(Device device, GeometryGenerator.MeshData mesh)
        {
            var subset = new MeshSubset()
            {
                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 = MathF.Maximize(max, vertex.Position);
                min = MathF.Minimize(min, vertex.Position);
            }

            BoundingBox = new BoundingBox(min, max);

            Vertices = mesh.Vertices.Select(v => new VertPosNormTexTan(v.Position, v.Normal, v.TexCoords, v.TangentU)).ToList();
            Indices  = mesh.Indices.Select(i => i).ToList();

            Materials.Add(new Noire.Common.Material {
                Ambient = Color.Gray, Diffuse = Color.White, Specular = new Color(1f, 1f, 1f, 16f)
            });
            DiffuseMapSRV.Add(null);
            NormalMapSRV.Add(null);

            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
Пример #2
0
        private BasicModel(Device device, TextureManager11 textureManager, string filename, string texturePath, bool autoLoadTextures, bool flipUv, bool tex1By1)
        {
            var importer = new AssimpContext();

            if (!importer.IsImportFormatSupported(Path.GetExtension(filename)))
            {
                throw new ArgumentException($"Model format {Path.GetExtension(filename)} is not supported. Cannot load {filename}.", nameof(filename));
            }
#if DEBUG
            var logStream = new ConsoleLogStream();
            logStream.Attach();
#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);

            _meshCount = model.Meshes.Count;

            foreach (var mesh in model.Meshes)
            {
                var verts  = new List <VertPosNormTexTan>();
                var subset = new MeshSubset()
                {
                    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 = MathF.Minimize(min, pos);
                    max = MathF.Maximize(max, pos);

                    var norm = mesh.HasNormals ? mesh.Normals[i] : new Vector3D();
                    var texC = mesh.HasTextureCoords(0) ? mesh.TextureCoordinateChannels[0][i] : (tex1By1 ? new Vector3D(1, 1, 0) : new Vector3D());
                    var tan  = mesh.HasTangentBasis ? mesh.Tangents[i] : new Vector3D();
                    var v    = new VertPosNormTexTan(pos, norm.ToVector3(), texC.ToVector2(), tan.ToVector3());
                    verts.Add(v);
                }

                Vertices.AddRange(verts);

                var indices = mesh.GetIndices().Select(i => i + subset.VertexStart).ToList();
                Indices.AddRange(indices);

                var mat      = model.Materials[mesh.MaterialIndex];
                var material = mat.ToMaterial();

                Materials.Add(material);

                if (autoLoadTextures)
                {
                    TextureSlot diffuseSlot;
                    mat.GetMaterialTexture(TextureType.Diffuse, 0, out diffuseSlot);
                    var diffusePath = diffuseSlot.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");
                    }
                    var fullDiffusePath = diffusePath == null ? null : Path.Combine(texturePath, diffusePath);
                    if (File.Exists(fullDiffusePath))
                    {
                        DiffuseMapSRV.Add(textureManager.CreateTexture(fullDiffusePath));
                    }
                    else
                    {
                        DiffuseMapSRV.Add(textureManager.CreateColor1By1(material.Diffuse.ToColor()));
                    }
                    TextureSlot normalSlot;
                    mat.GetMaterialTexture(TextureType.Normals, 0, out normalSlot);
                    var    normalPath     = normalSlot.FilePath;
                    var    fullNormalPath = normalPath == null ? null : Path.Combine(texturePath, normalPath);
                    string textureName;
                    if (File.Exists(fullNormalPath))
                    {
                        textureName = fullNormalPath;
                    }
                    else
                    {
                        if (File.Exists(fullDiffusePath))
                        {
                            var normalExt = Path.GetExtension(fullDiffusePath);
                            normalPath     = Path.GetFileNameWithoutExtension(diffusePath) + "_nmap" + normalExt;
                            fullNormalPath = Path.Combine(texturePath, normalPath);
                            if (File.Exists(fullNormalPath))
                            {
                                textureName = fullNormalPath;
                            }
                            else
                            {
                                textureName = TextureManager11.TexDefaultNorm;
                            }
                        }
                        else
                        {
                            textureName = TextureManager11.TexDefaultNorm;
                        }
                    }
                    NormalMapSRV.Add(textureManager.CreateTexture(textureName));
                }
            }

            BoundingBox = new BoundingBox(min, max);
            ModelMesh.SetSubsetTable(Subsets);
            ModelMesh.SetVertices(device, Vertices);
            ModelMesh.SetIndices(device, Indices);
        }
Пример #3
0
        public static BasicModel LoadFromTxtFile(Device device, string filename)
        {
            var vertices = new List <VertPosNormTex>();
            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 VertPosNormTex(
                                new Vector3(
                                    Convert.ToSingle(vals[0].Trim(), CultureInfo.InvariantCulture),
                                    Convert.ToSingle(vals[1].Trim(), CultureInfo.InvariantCulture),
                                    Convert.ToSingle(vals[2].Trim(), CultureInfo.InvariantCulture)),
                                new Vector3(
                                    Convert.ToSingle(vals[3].Trim(), CultureInfo.InvariantCulture),
                                    Convert.ToSingle(vals[4].Trim(), CultureInfo.InvariantCulture),
                                    Convert.ToSingle(vals[5].Trim(), CultureInfo.InvariantCulture)),
                                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 MeshSubset()
            {
                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 = MathF.Maximize(max, vertex.Position);
                min = MathF.Minimize(min, vertex.Position);
            }
            ret.BoundingBox = new BoundingBox(min, max);

            ret.Vertices.AddRange(vertices.Select(v => new VertPosNormTexTan(v.Position, v.Normal, v.TextureCoords, new Vector3(1, 0, 0))).ToList());
            ret.Indices.AddRange(indices.Select(i => i));

            ret.Materials.Add(new Noire.Common.Material {
                Ambient = Color.Gray, Diffuse = Color.White, Specular = new Color(1f, 1f, 1f, 16f)
            });
            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);

            ret._meshCount = 1;

            return(ret);
        }
Пример #4
0
        public static BasicModel LoadSdkMesh(Device device, TextureManager11 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 MeshSubset()
                {
                    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);
            }
            ret._meshCount = ret.SubsetCount;

            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 = MathF.Maximize(max, vertex.Pos);
                    min = MathF.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 Noire.Common.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[TextureManager11.TexDefault]);
                }
                if (!string.IsNullOrEmpty(sdkMeshMaterial.NormalTexture))
                {
                    ret.NormalMapSRV.Add(texMgr.CreateTexture(Path.Combine(texturePath, sdkMeshMaterial.NormalTexture)));
                }
                else
                {
                    ret.NormalMapSRV.Add(texMgr[TextureManager11.TexDefaultNorm]);
                }
            }
            ret.ModelMesh.SetSubsetTable(ret.Subsets);
            ret.ModelMesh.SetVertices(device, ret.Vertices);
            ret.ModelMesh.SetIndices(device, ret.Indices);

            return(ret);
        }