//----------------------------------------------------------------------------- CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel) { CPUTResult result = CPUT_SUCCESS; CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary(); cString modelSuffix = ptoc(this); // set the model's name mName = pBlock->GetValueByName(_L("name"))->ValueAsString(); mName = mName + _L(".mdl"); // resolve the full path name cString modelLocation; cString resolvedPathAndFile; modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectory(); modelLocation = modelLocation+mName; CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile); // Get the parent ID. Note: the caller will use this to set the parent. *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt(); LoadParentMatrixFromParameterBlock( pBlock ); // Get the bounding box information float3 center(0.0f), half(0.0f); pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3); pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3); mBoundingBoxCenterObjectSpace = center; mBoundingBoxHalfObjectSpace = half; mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt(); mpMesh = new CPUTMesh*[mMeshCount]; mpMaterial = new CPUTMaterial*[mMeshCount]; memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) ); cString materialName; char pNumber[4]; cString materialValueName; CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel; for(UINT ii=0; ii<mMeshCount; ii++) { if(pMasterModelDX) { // Reference the master model's mesh. Don't create a new one. mpMesh[ii] = pMasterModelDX->mpMesh[ii]; mpMesh[ii]->AddRef(); } else { mpMesh[ii] = new CPUTMeshDX11(); } } if( !pMasterModelDX ) { // Not a clone/instance. So, load the model's binary payload (i.e., vertex and index buffers) // TODO: Change to use GetModel() result = LoadModelPayload(resolvedPathAndFile); ASSERT( CPUTSUCCESS(result), _L("Failed loading model") ); } #if 0 cString assetSetDirectoryName = pAssetLibrary->GetAssetSetDirectoryName(); cString modelDirectory = pAssetLibrary->GetModelDirectory(); cString materialDirectory = pAssetLibrary->GetMaterialDirectory(); cString textureDirectory = pAssetLibrary->GetTextureDirectory(); cString shaderDirectory = pAssetLibrary->GetShaderDirectory(); cString fontDirectory = pAssetLibrary->GetFontDirectory(); cString up2MediaDirName = assetSetDirectoryName + _L("..\\..\\"); pAssetLibrary->SetMediaDirectoryName( up2MediaDirName ); mpShadowCastMaterial = pAssetLibrary->GetMaterial( _L("shadowCast"), false, this, -2 ); // -2 signifies shadow material. TODO: find a clearer way (e.g., enum?) pAssetLibrary->SetAssetSetDirectoryName( assetSetDirectoryName ); pAssetLibrary->SetModelDirectoryName( modelDirectory ); pAssetLibrary->SetMaterialDirectoryName( materialDirectory ); pAssetLibrary->SetTextureDirectoryName( textureDirectory ); pAssetLibrary->SetShaderDirectoryName( shaderDirectory ); pAssetLibrary->SetFontDirectoryName( fontDirectory ); #endif for(UINT ii=0; ii<mMeshCount; ii++) { // get the right material number ('material0', 'material1', 'material2', etc) materialValueName = _L("material"); _itoa_s(ii, pNumber, 4, 10); materialValueName.append(s2ws(pNumber)); materialName = pBlock->GetValueByName(materialValueName)->ValueAsString(); // Get/load material for this mesh CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, this, ii); ASSERT( pMaterial, _L("Couldn't find material.") ); // set the material on this mesh // TODO: Model owns the materials. That allows different models to share meshes (aka instancing) that have different materials SetMaterial(ii, pMaterial); // Release the extra refcount we're holding from the GetMaterial operation earlier // now the asset library, and this model have the only refcounts on that material pMaterial->Release(); // Create two ID3D11InputLayout objects, one for each material. mpMesh[ii]->BindVertexShaderLayout( mpMaterial[ii], mpShadowCastMaterial); // mpShadowCastMaterial->Release() } return result; }
// Load the set file definition of this object // 1. Parse the block of name/parent/transform info for model block // 2. Load the model's binary payload (i.e., the meshes) // 3. Assert the # of meshes matches # of materials // 4. Load each mesh's material //----------------------------------------------------------------------------- CPUTResult CPUTModelDX11::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel, int numSystemMaterials, cString *pSystemMaterialNames) { CPUTResult result = CPUT_SUCCESS; CPUTAssetLibraryDX11 *pAssetLibrary = (CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary(); cString modelSuffix = ptoc(this); // set the model's name mName = pBlock->GetValueByName(_L("name"))->ValueAsString(); mName = mName + _L(".mdl"); // resolve the full path name cString modelLocation; cString resolvedPathAndFile; modelLocation = ((CPUTAssetLibraryDX11*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectoryName(); modelLocation = modelLocation+mName; CPUTOSServices::GetOSServices()->ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile); // Get the parent ID. Note: the caller will use this to set the parent. *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt(); LoadParentMatrixFromParameterBlock( pBlock ); // Get the bounding box information float3 center(0.0f), half(0.0f); pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3); pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3); mBoundingBoxCenterObjectSpace = center; mBoundingBoxHalfObjectSpace = half; mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt(); mpMesh = new CPUTMesh*[mMeshCount]; mpSubMaterialCount = new UINT[mMeshCount]; mpMaterial = new CPUTMaterial**[mMeshCount]; memset( mpMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) ); mpInputLayout = new ID3D11InputLayout**[mMeshCount]; memset( mpInputLayout, 0, mMeshCount * sizeof(ID3D11InputLayout**) ); cString materialName; char pNumber[4]; cString materialValueName; CPUTModelDX11 *pMasterModelDX = (CPUTModelDX11*)pMasterModel; for(UINT ii=0; ii<mMeshCount; ii++) { if(pMasterModelDX) { // Reference the master model's mesh. Don't create a new one. mpMesh[ii] = pMasterModelDX->mpMesh[ii]; mpMesh[ii]->AddRef(); } else { mpMesh[ii] = new CPUTMeshDX11(); } } if( !pMasterModelDX ) { // Not a clone/instance. So, load the model's binary payload (i.e., vertex and index buffers) // TODO: Change to use GetModel() result = LoadModelPayload(resolvedPathAndFile); ASSERT( CPUTSUCCESS(result), _L("Failed loading model") ); } for(UINT ii=0; ii<mMeshCount; ii++) { // get the right material number ('material0', 'material1', 'material2', etc) materialValueName = _L("material"); _itoa_s(ii, pNumber, 4, 10); materialValueName.append(s2ws(pNumber)); materialName = pBlock->GetValueByName(materialValueName)->ValueAsString(); // Get/load material for this mesh cString meshSuffix = itoc(ii); #if GENERATE_BILLBOARD_TEXTURES cString *pFinalSystemNames = new cString[numSystemMaterials+2]; pFinalSystemNames[1] = materialName + _L("Color"); pFinalSystemNames[0] = materialName + _L("ColorNormal"); int finalNumSystemMaterials = 2; #else UINT totalNameCount = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS; cString *pFinalSystemNames = new cString[totalNameCount]; // Copy "global" system materials to caller-supplied list for( int jj=0; jj<numSystemMaterials; jj++ ) { pFinalSystemNames[jj] = pSystemMaterialNames[jj]; } pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_SHADOW_CAST] = _L("..\\..\\Material\\ShadowCast"); pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_AMBIENT_SHADOW_CAST] = _L("..\\..\\Material\\AmbientShadowCast"); pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_HEIGHT_FIELD] = _L("..\\..\\Material\\HeightField"); pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_BOUNDING_BOX] = _L("..\\..\\Material\\BoundingBox"); pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_TERRAIN_LIGHT_MAP] = _L("..\\..\\Material\\TerrainLightMap"); pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_TERRAIN_AND_TREES_LIGHT_MAP] = _L("..\\..\\Material\\TerrainAndTreesLightMap"); int finalNumSystemMaterials = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS; #endif CPUTMaterialDX11 *pMaterial = (CPUTMaterialDX11*)pAssetLibrary->GetMaterial(materialName, false, modelSuffix, meshSuffix, NULL, finalNumSystemMaterials, pFinalSystemNames); ASSERT( pMaterial, _L("Couldn't find material.") ); delete []pFinalSystemNames; mpSubMaterialCount[ii] = pMaterial->GetSubMaterialCount(); HEAPCHECK; SetSubMaterials(ii, pMaterial->GetSubMaterials()); HEAPCHECK; // Release the extra refcount we're holding from the GetMaterial operation earlier // now the asset library, and this model have the only refcounts on that material pMaterial->Release(); } return result; }