public void AddMesh(ModelMesh mesh) { _meshes.Add(mesh); }
/// <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; }
/// <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; }