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bool CLoader::CreateScene(string & Filename)
{
Assimp::Importer importer;
m_pModel = importer.ReadFile( Filename,
aiProcess_CalcTangentSpace |
aiProcess_Triangulate |
aiProcess_MakeLeftHanded |
aiProcess_JoinIdenticalVertices |
aiProcess_SortByPType |
aiProcess_CalcTangentSpace |
aiProcess_JoinIdenticalVertices |
aiProcess_GenSmoothNormals |
aiProcess_LimitBoneWeights |
aiProcess_RemoveRedundantMaterials |
aiProcess_OptimizeMeshes);
if(m_pModel->HasMeshes())
{
CreateAssimpMesh(m_pModel);
}
return true;
}
bool CLoader::CreateAssimpMesh(const aiScene * Scene)
{
aiMesh ** rawMeshes = Scene->mMeshes;
aiMaterial ** materials = Scene->mMaterials;
UINT * meshID;
UINT * materialID;
aiNode * sceneroot = Scene->mRootNode;
aiNode ** children = sceneroot->mChildren;
aiNode * child;
Vertex * vertex;
unsigned int * index;
UINT i = 0;
bool rootnode = true;
do
{
if(rootnode)
{
child = sceneroot;
rootnode = false;
}
else
{
child = children[i];
++i;
}
if(child->mNumMeshes > 1)
{
MessageBoxA(NULL, "Error: a node in the scene graph consist of multiple meshes.\nLoading will continue, but with possible errors!", "Error parsing file!",
MB_ICONHAND | MB_OK);
}
if(!(child->mNumMeshes > 0))
{
continue;
}
meshID = child->mMeshes;
vertex = new Vertex[rawMeshes[meshID[0]]->mNumVertices];
for(UINT j = 0; j < rawMeshes[meshID[0]]->mNumVertices; ++j)
{
vertex[j].posx = rawMeshes[meshID[0]]->mVertices[j].x;
vertex[j].posy = rawMeshes[meshID[0]]->mVertices[j].y;
vertex[j].posz = rawMeshes[meshID[0]]->mVertices[j].z;
if(rawMeshes[meshID[0]]->HasNormals())
{
vertex[j].normalx = rawMeshes[meshID[0]]->mNormals[j].x;
vertex[j].normaly = rawMeshes[meshID[0]]->mNormals[j].y;
vertex[j].normalz = rawMeshes[meshID[0]]->mNormals[j].z;
}
if(rawMeshes[meshID[0]]->HasTextureCoords(0))
{
vertex[j].tu = rawMeshes[meshID[0]]->mTextureCoords[0][j].x;
vertex[j].tv = rawMeshes[meshID[0]]->mTextureCoords[0][j].y;
}
}
index = new unsigned int[rawMeshes[meshID[0]]->mNumFaces * 3];
for(UINT j = 0; j < rawMeshes[meshID[0]]->mNumFaces; ++j)
{
if(rawMeshes[meshID[0]]->mFaces[j].mNumIndices != 3)
{
MessageBoxA(NULL, "Error: not all faces are triangulated!", "Triangulation error",
MB_ICONHAND | MB_OK);
return false;
}
index[j*3+0] = rawMeshes[meshID[0]]->mFaces[j].mIndices[0];
index[j*3+1] = rawMeshes[meshID[0]]->mFaces[j].mIndices[1];
index[j*3+2] = rawMeshes[meshID[0]]->mFaces[j].mIndices[2];
}
} while(i < sceneroot->mNumChildren);
HRESULT hResult;
// VerexBuffer erzeugen
if(FAILED(hResult = g_pD3DDevice->CreateVertexBuffer((rawMeshes[meshID[0]]->mNumVertices * sizeof(Vertex)),
D3DUSAGE_WRITEONLY,
VertexFVF,
D3DPOOL_MANAGED,
&vertices,
NULL)))
{
MessageBox(NULL, "Fehler beim erzeugen des VertexBuffers vom Mesh", "Fehler aufgetreten",
MB_OK | MB_ICONEXCLAMATION);
}
VOID * pVoid;
vertices->Lock(0, 0, (VOID**)&pVoid, 0);
memcpy(pVoid, vertex, sizeof(Vertex));
vertices->Unlock();
// IndexBuffer erzeugen
if(FAILED(hResult = g_pD3DDevice->CreateIndexBuffer((rawMeshes[meshID[0]]->mNumFaces * 3 * sizeof(unsigned int)),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX32,
D3DPOOL_MANAGED,
&indices,
NULL)))
{
MessageBox(NULL, "Fehler beim Erzeugen des IndexBuffers", "Fehler aufgetreten",
MB_OK | MB_ICONEXCLAMATION);
}
indices->Lock(0, 0, (VOID**)&pVoid, 0);
memcpy(pVoid, index, sizeof(unsigned int));
indices->Unlock();
m_NumVertices = rawMeshes[meshID[0]]->mNumVertices;
m_NumFaces = rawMeshes[meshID[0]]->mNumFaces;
return true;
}
bool CLoader::Render()
{
HRESULT hResult;
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pD3DDevice->SetFVF(VertexFVF);
g_pD3DDevice->SetStreamSource(0, vertices, 0, sizeof(Vertex));
g_pD3DDevice->SetIndices(indices);
// Rendern des Meshes
if(FAILED(hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
0,
0,
m_NumVertices,
0,
m_NumFaces / 3)))
{
MessageBox(NULL, "Fehler beim Rendern", "Fehler aufgetreten",
MB_OK | MB_ICONEXCLAMATION);
return false;
}
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
return true;
}
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