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/*
* Copyright 2019-2021 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#pragma once
#include <vector>
#include "../../../DiligentCore/Primitives/interface/BasicTypes.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/RenderDevice.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/DeviceContext.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/Buffer.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/Texture.h"
#include "../../../DiligentCore/Graphics/GraphicsEngine/interface/TextureView.h"
#include "../../../DiligentCore/Common/interface/BasicMath.hpp"
#include "../../../DiligentCore/Common/interface/RefCntAutoPtr.hpp"
namespace Diligent
{
//--------------------------------------------------------------------------------------
// Hard Defines for the various structures
//--------------------------------------------------------------------------------------
#define DXSDKMESH_FILE_VERSION 101
#define INVALID_FRAME ((Uint32)-1)
#define INVALID_MESH ((Uint32)-1)
#define INVALID_MATERIAL ((Uint32)-1)
#define INVALID_SUBSET ((Uint32)-1)
#define INVALID_ANIMATION_DATA ((Uint32)-1)
#define INVALID_SAMPLER_SLOT ((Uint32)-1)
#define ERROR_RESOURCE_VALUE 1
// Enumerated Types.
enum DXSDKMESH_PRIMITIVE_TYPE
{
PT_TRIANGLE_LIST = 0,
PT_TRIANGLE_STRIP,
PT_LINE_LIST,
PT_LINE_STRIP,
PT_POINT_LIST,
PT_TRIANGLE_LIST_ADJ,
PT_TRIANGLE_STRIP_ADJ,
PT_LINE_LIST_ADJ,
PT_LINE_STRIP_ADJ,
PT_QUAD_PATCH_LIST,
PT_TRIANGLE_PATCH_LIST,
};
enum DXSDKMESH_INDEX_TYPE
{
IT_16BIT = 0,
IT_32BIT,
};
enum FRAME_TRANSFORM_TYPE
{
FTT_RELATIVE = 0,
FTT_ABSOLUTE, //This is not currently used but is here to support absolute transformations in the future
};
// Structures. Unions with pointers are forced to 64bit.
struct DXSDKMESH_HEADER
{
//Basic Info and sizes
Uint32 Version;
Uint8 IsBigEndian;
Uint64 HeaderSize;
Uint64 NonBufferDataSize;
Uint64 BufferDataSize;
//Stats
Uint32 NumVertexBuffers;
Uint32 NumIndexBuffers;
Uint32 NumMeshes;
Uint32 NumTotalSubsets;
Uint32 NumFrames;
Uint32 NumMaterials;
//Offsets to Data
Uint64 VertexStreamHeadersOffset;
Uint64 IndexStreamHeadersOffset;
Uint64 MeshDataOffset;
Uint64 SubsetDataOffset;
Uint64 FrameDataOffset;
Uint64 MaterialDataOffset;
};
enum DXSDKMESH_VERTEX_SEMANTIC
{
DXSDKMESH_VERTEX_SEMANTIC_POSITION = 0,
DXSDKMESH_VERTEX_SEMANTIC_BLENDWEIGHT, // 1
DXSDKMESH_VERTEX_SEMANTIC_BLENDINDICES, // 2
DXSDKMESH_VERTEX_SEMANTIC_NORMAL, // 3
DXSDKMESH_VERTEX_SEMANTIC_PSIZE, // 4
DXSDKMESH_VERTEX_SEMANTIC_TEXCOORD, // 5
DXSDKMESH_VERTEX_SEMANTIC_TANGENT, // 6
DXSDKMESH_VERTEX_SEMANTIC_BINORMAL, // 7
DXSDKMESH_VERTEX_SEMANTIC_TESSFACTOR, // 8
DXSDKMESH_VERTEX_SEMANTIC_POSITIONT, // 9
DXSDKMESH_VERTEX_SEMANTIC_COLOR, // 10
DXSDKMESH_VERTEX_SEMANTIC_FOG, // 11
DXSDKMESH_VERTEX_SEMANTIC_DEPTH, // 12
DXSDKMESH_VERTEX_SEMANTIC_SAMPLE // 13
};
enum DXSDKMESH_VERTEX_DATA_TYPE
{
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT1 = 0, // 1D float expanded to (value, 0., 0., 1.)
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT2 = 1, // 2D float expanded to (value, value, 0., 1.)
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT3 = 2, // 3D float expanded to (value, value, value, 1.)
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT4 = 3, // 4D float
DXSDKMESH_VERTEX_DATA_TYPE_D3DCOLOR = 4, // 4D packed unsigned bytes mapped to 0. to 1. range
// Input is in D3DCOLOR format (ARGB) expanded to (R, G, B, A)
DXSDKMESH_VERTEX_DATA_TYPE_UBYTE4 = 5, // 4D unsigned byte
DXSDKMESH_VERTEX_DATA_TYPE_SHORT2 = 6, // 2D signed short expanded to (value, value, 0., 1.)
DXSDKMESH_VERTEX_DATA_TYPE_SHORT4 = 7, // 4D signed short
DXSDKMESH_VERTEX_DATA_TYPE_UBYTE4N = 8, // Each of 4 bytes is normalized by dividing to 255.0
DXSDKMESH_VERTEX_DATA_TYPE_SHORT2N = 9, // 2D signed short normalized (v[0]/32767.0,v[1]/32767.0,0,1)
DXSDKMESH_VERTEX_DATA_TYPE_SHORT4N = 10, // 4D signed short normalized (v[0]/32767.0,v[1]/32767.0,v[2]/32767.0,v[3]/32767.0)
DXSDKMESH_VERTEX_DATA_TYPE_USHORT2N = 11, // 2D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,0,1)
DXSDKMESH_VERTEX_DATA_TYPE_USHORT4N = 12, // 4D unsigned short normalized (v[0]/65535.0,v[1]/65535.0,v[2]/65535.0,v[3]/65535.0)
DXSDKMESH_VERTEX_DATA_TYPE_UDEC3 = 13, // 3D unsigned 10 10 10 format expanded to (value, value, value, 1)
DXSDKMESH_VERTEX_DATA_TYPE_DEC3N = 14, // 3D signed 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1)
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT16_2 = 15, // Two 16-bit floating point values, expanded to (value, value, 0, 1)
DXSDKMESH_VERTEX_DATA_TYPE_FLOAT16_4 = 16, // Four 16-bit floating point values
DXSDKMESH_VERTEX_DATA_TYPE_UNUSED = 17, // When the type field in a decl is unused.
};
struct DXSDKMESH_VERTEX_ELEMENT
{
Uint16 Stream; // Stream index
Uint16 Offset; // Offset in the stream in Uint8s
Uint8 Type; // Data type
Uint8 Method; // Processing method
Uint8 Usage; // Semantics
Uint8 UsageIndex; // Semantic index
};
struct DXSDKMESH_VERTEX_BUFFER_HEADER
{
Uint64 NumVertices;
Uint64 SizeUint8s;
Uint64 StrideUint8s;
static constexpr size_t MaxVertexElements = 32;
DXSDKMESH_VERTEX_ELEMENT Decl[MaxVertexElements];
union
{
Uint64 DataOffset; //(This also forces the union to 64bits)
IBuffer* pVB;
};
};
struct DXSDKMESH_INDEX_BUFFER_HEADER
{
Uint64 NumIndices;
Uint64 SizeUint8s;
Uint32 IndexType;
union
{
Uint64 DataOffset; //(This also forces the union to 64bits)
IBuffer* pIB;
};
};
struct DXSDKMESH_MESH
{
static constexpr size_t MaxMeshName = 100;
char Name[MaxMeshName];
Uint8 NumVertexBuffers;
static constexpr size_t MaxVertexStreams = 16;
Uint32 VertexBuffers[MaxVertexStreams];
Uint32 IndexBuffer;
Uint32 NumSubsets;
Uint32 NumFrameInfluences; //aka bones
float3 BoundingBoxCenter;
float3 BoundingBoxExtents;
union
{
Uint64 SubsetOffset; //Offset to list of subsets (This also forces the union to 64bits)
Uint32* pSubsets; //Pointer to list of subsets
};
union
{
Uint64 FrameInfluenceOffset; //Offset to list of frame influences (This also forces the union to 64bits)
Uint32* pFrameInfluences; //Pointer to list of frame influences
};
};
struct DXSDKMESH_SUBSET
{
static constexpr size_t MaxSubsetName = 100;
char Name[MaxSubsetName];
Uint32 MaterialID;
Uint32 PrimitiveType;
Uint64 IndexStart;
Uint64 IndexCount;
Uint64 VertexStart;
Uint64 VertexCount;
};
struct DXSDKMESH_FRAME
{
static constexpr size_t MaxFrameName = 100;
char Name[MaxFrameName];
Uint32 Mesh;
Uint32 ParentFrame;
Uint32 ChildFrame;
Uint32 SiblingFrame;
float4x4 Matrix;
Uint32 AnimationDataIndex; //Used to index which set of keyframes transforms this frame
};
struct DXSDKMESH_MATERIAL
{
static constexpr size_t MaxMaterialName = 100;
char Name[MaxMaterialName];
// Use MaterialInstancePath
static constexpr size_t MaxMaterialPath = 260;
char MaterialInstancePath[MaxMaterialPath];
// Or fall back to d3d8-type materials
static constexpr size_t MaxTextureName = 260;
char DiffuseTexture[MaxTextureName];
char NormalTexture[MaxTextureName];
char SpecularTexture[MaxTextureName];
float4 Diffuse;
float4 Ambient;
float4 Specular;
float4 Emissive;
float Power;
union
{
Uint64 Force64_1; //Force the union to 64bits
ITexture* pDiffuseTexture = nullptr;
};
union
{
Uint64 Force64_2; //Force the union to 64bits
ITexture* pNormalTexture = nullptr;
};
union
{
Uint64 Force64_3; //Force the union to 64bits
ITexture* pSpecularTexture = nullptr;
};
union
{
Uint64 Force64_4; //Force the union to 64bits
ITextureView* pDiffuseRV = nullptr;
};
union
{
Uint64 Force64_5; //Force the union to 64bits
ITextureView* pNormalRV = nullptr;
};
union
{
Uint64 Force64_6; //Force the union to 64bits
ITextureView* pSpecularRV = nullptr;
};
};
struct SDKANIMATION_FILE_HEADER
{
Uint32 Version;
Uint8 IsBigEndian;
Uint32 FrameTransformType;
Uint32 NumFrames;
Uint32 NumAnimationKeys;
Uint32 AnimationFPS;
Uint64 AnimationDataSize;
Uint64 AnimationDataOffset;
};
struct SDKANIMATION_DATA
{
float3 Translation;
float4 Orientation;
float3 Scaling;
};
struct SDKANIMATION_FRAME_DATA
{
static constexpr size_t MaxFrameName = 100;
char FrameName[MaxFrameName];
union
{
Uint64 DataOffset;
SDKANIMATION_DATA* pAnimationData;
};
};
// This class reads the DXSDKMesh file formats
class DXSDKMesh
{
public:
virtual ~DXSDKMesh();
bool Create(const Char* szFileName);
bool Create(Uint8* pData, Uint32 DataUint8s);
void LoadGPUResources(const Char* ResourceDirectory, IRenderDevice* pDevice, IDeviceContext* pDeviceCtx);
void Destroy();
//Helpers
static PRIMITIVE_TOPOLOGY GetPrimitiveType(DXSDKMESH_PRIMITIVE_TYPE PrimType);
VALUE_TYPE GetIBFormat(Uint32 iMesh) const;
DXSDKMESH_INDEX_TYPE GetIndexType(Uint32 iMesh) const
{
return (DXSDKMESH_INDEX_TYPE)m_pIndexBufferArray[m_pMeshArray[iMesh].IndexBuffer].IndexType;
}
// clang-format off
Uint32 GetNumMeshes() const { return m_pMeshHeader ? m_pMeshHeader->NumMeshes : 0; }
Uint32 GetNumMaterials() const { return m_pMeshHeader ? m_pMeshHeader->NumMaterials : 0; }
Uint32 GetNumVBs() const { return m_pMeshHeader ? m_pMeshHeader->NumVertexBuffers : 0; }
Uint32 GetNumIBs() const { return m_pMeshHeader ? m_pMeshHeader->NumIndexBuffers : 0; }
// clang-format on
const Uint8* GetRawVerticesAt(Uint32 iVB) const { return m_ppVertices[iVB]; }
const Uint8* GetRawIndicesAt(Uint32 iIB) const { return m_ppIndices[iIB]; }
const DXSDKMESH_MATERIAL& GetMaterial(Uint32 iMaterial) const { return m_pMaterialArray[iMaterial]; }
const DXSDKMESH_MESH& GetMesh(Uint32 iMesh) const { return m_pMeshArray[iMesh]; }
Uint32 GetNumSubsets(Uint32 iMesh) const { return m_pMeshArray[iMesh].NumSubsets; }
const DXSDKMESH_SUBSET& GetSubset(Uint32 iMesh, Uint32 iSubset) const
{
return m_pSubsetArray[m_pMeshArray[iMesh].pSubsets[iSubset]];
}
Uint32 GetMeshVertexStride(Uint32 iMesh, Uint32 iVB) const
{
return (Uint32)m_pVertexBufferArray[m_pMeshArray[iMesh].VertexBuffers[iVB]].StrideUint8s;
}
Uint32 GetVertexStride(Uint32 iVB) const
{
return (Uint32)m_pVertexBufferArray[iVB].StrideUint8s;
}
Uint64 GetNumMeshVertices(Uint32 iMesh, Uint32 iVB) const
{
return m_pVertexBufferArray[m_pMeshArray[iMesh].VertexBuffers[iVB]].NumVertices;
}
Uint64 GetNumMeshIndices(Uint32 iMesh) const
{
return m_pIndexBufferArray[m_pMeshArray[iMesh].IndexBuffer].NumIndices;
}
IBuffer* GetMeshVertexBuffer(Uint32 iMesh, Uint32 iVB)
{
return m_VertexBuffers[m_pMeshArray[iMesh].VertexBuffers[iVB]];
}
IBuffer* GetMeshIndexBuffer(Uint32 iMesh)
{
return m_IndexBuffers[m_pMeshArray[iMesh].IndexBuffer];
}
const DXSDKMESH_VERTEX_ELEMENT* VBElements(Uint32 iVB) const { return m_pVertexBufferArray[0].Decl; }
//Uint32 GetNumFrames();
//DXSDKMESH_FRAME* GetFrame( Uint32 iFrame );
//DXSDKMESH_FRAME* FindFrame( char* pszName );
protected:
bool CreateFromFile(const char* szFileName);
bool CreateFromMemory(Uint8* pData,
Uint32 DataUint8s);
void ComputeBoundingBoxes();
//These are the pointers to the two chunks of data loaded in from the mesh file
std::vector<Uint8> m_StaticMeshData;
//Uint8* m_pAnimationData = nullptr;
std::vector<Uint8*> m_ppVertices;
std::vector<Uint8*> m_ppIndices;
std::vector<RefCntAutoPtr<IBuffer>> m_VertexBuffers;
std::vector<RefCntAutoPtr<IBuffer>> m_IndexBuffers;
//General mesh info
DXSDKMESH_HEADER* m_pMeshHeader = nullptr;
DXSDKMESH_VERTEX_BUFFER_HEADER* m_pVertexBufferArray = nullptr;
DXSDKMESH_INDEX_BUFFER_HEADER* m_pIndexBufferArray = nullptr;
DXSDKMESH_MESH* m_pMeshArray = nullptr;
DXSDKMESH_SUBSET* m_pSubsetArray = nullptr;
DXSDKMESH_FRAME* m_pFrameArray = nullptr;
DXSDKMESH_MATERIAL* m_pMaterialArray = nullptr;
// Adjacency information (not part of the m_pStaticMeshData, so it must be created and destroyed separately )
//DXSDKMESH_INDEX_BUFFER_HEADER* m_pAdjacencyIndexBufferArray = nullptr;
//Animation (TODO: Add ability to load/track multiple animation sets)
//SDKANIMATION_FILE_HEADER* m_pAnimationHeader = nullptr;
//SDKANIMATION_FRAME_DATA* m_pAnimationFrameData = nullptr;
//float4x4* m_pBindPoseFrameMatrices = nullptr;
//float4x4* m_pTransformedFrameMatrices = nullptr;
//float4x4* m_pWorldPoseFrameMatrices = nullptr;
};
} // namespace Diligent
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