Exemple #1
0
MeshChunk* Mesh::createMeshChunk(const IntermediateMeshData& data, Mesh& mesh)
{
  MeshChunk* newChunk = new MeshChunk();
  newChunk->streamMask = 1;
  newChunk->indexCount = data.indices.size();

  mesh.m_meshChunks.push_back(newChunk);

  // vertices
  bool hasNormal = (data.normal.size() > 0);
  bool hasTangent = (data.tangent.size() > 0);
  bool hasBitangent = (data.bitangent.size() > 0);
  bool hasUv0 = (data.uv0.size() > 0);
  bool hasUv1 = (data.uv1.size() > 0);
  bool hasUv2 = (data.uv2.size() > 0);

  // create vertex declaration if not already available
  if (!mesh.m_vertexDeclaration)
  {
    VertexDeclaration* vertexDecl = new VertexDeclaration();

    uint32 offset = 0;
    const VertexElement& element = vertexDecl->add("Position", 0, VEF_FLOAT3, 0, offset, false);
    offset += VertexDeclaration::sizeOfElementType(element.format);
    if (hasNormal)
    {
      const VertexElement& element = vertexDecl->add("Normal", 0, VEF_FLOAT3, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }
    if (hasTangent)
    {
      const VertexElement& element = vertexDecl->add("Tangent", 0, VEF_FLOAT3, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }
    if (hasBitangent)
    {
      const VertexElement& element = vertexDecl->add("Bitangent", 0, VEF_FLOAT3, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }
    if (hasUv0)
    {
      const VertexElement& element = vertexDecl->add("Texcoord", 0, VEF_FLOAT2, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }
    if (hasUv1)
    {
      const VertexElement& element = vertexDecl->add("Texcoord", 1, VEF_FLOAT2, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }
    if (hasUv2)
    {
      const VertexElement& element = vertexDecl->add("Texcoord", 2, VEF_FLOAT2, 0, offset, false);
      offset += VertexDeclaration::sizeOfElementType(element.format);
    }

    mesh.m_vertexDeclaration = vertexDecl;
  } 

  newChunk->vertexSize = 0;
  for (uint32 elementIdx = 0; ; ++elementIdx)
  {
    const VertexElement* element = mesh.m_vertexDeclaration->getElement(elementIdx);
    if (!element)
      break;
    newChunk->vertexSize += VertexDeclaration::sizeOfElementType(element->format);
  }

  size_t bufferSize = newChunk->vertexSize * data.position.size();
  void* buffer = malloc(bufferSize);
  float* dest = (float*)buffer;

  for (uint32 i = 0; i < data.position.size(); ++i)
  {
    *dest++ = data.position[i].x;
    *dest++ = data.position[i].y;
    *dest++ = data.position[i].z;

    if (hasNormal)
    {
      *dest++ = data.normal[i].x;
      *dest++ = data.normal[i].y;
      *dest++ = data.normal[i].z;
    }

    if (hasTangent)
    {
      *dest++ = data.tangent[i].x;
      *dest++ = data.tangent[i].y;
      *dest++ = data.tangent[i].z;
    }

    if (hasBitangent)
    {
      *dest++ = data.bitangent[i].x;
      *dest++ = data.bitangent[i].y;
      *dest++ = data.bitangent[i].z;
    }

    if (hasUv0)
    {
      *dest++ = data.uv0[i].x;
      *dest++ = data.uv0[i].y;
    }

    if (hasUv1)
    {
      *dest++ = data.uv1[i].x;
      *dest++ = data.uv1[i].y;
    }

    if (hasUv2)
    {
      *dest++ = data.uv2[i].x;
      *dest++ = data.uv2[i].y;
    }
  }

  D3D11_BUFFER_DESC desc = {0};
  desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  desc.ByteWidth = bufferSize;
  desc.Usage = D3D11_USAGE_IMMUTABLE;

  D3D11_SUBRESOURCE_DATA initialData = {0};
  initialData.pSysMem = buffer;
  VALIDATE(RENDER_DEVICE->CreateBuffer(&desc, &initialData, &newChunk->streams[0]));

  // indices
  bool use32BitIndices = data.position.size() > 0xffff;
  bufferSize = data.indices.size() * (use32BitIndices ? sizeof(uint32) : sizeof(uint16));
  buffer = malloc(bufferSize);
  if (use32BitIndices)
  {
    memcpy(buffer, &data.indices[0], sizeof(uint32) * data.indices.size());
  }
  else
  {
    uint16* dest = (uint16*)buffer;
    for (uint32 i = 0; i < data.indices.size(); ++i)
      *dest++ = (uint16)data.indices[i];
  }

  desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
  desc.ByteWidth = bufferSize;
  desc.Usage = D3D11_USAGE_IMMUTABLE;

  initialData.pSysMem = buffer;
  VALIDATE(RENDER_DEVICE->CreateBuffer(&desc, &initialData, &newChunk->indices));

  free(buffer);

  return newChunk;
}