Mesen-SX/Windows/DirectXTK/Model.h

187 lines
7.3 KiB
C
Raw Normal View History

2019-02-13 14:10:36 -05:00
//--------------------------------------------------------------------------------------
// File: Model.h
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#pragma once
#if defined(_XBOX_ONE) && defined(_TITLE)
#include <d3d11_x.h>
#else
#include <d3d11_1.h>
#endif
#include <DirectXMath.h>
#include <DirectXCollision.h>
#include <memory>
#include <functional>
#include <set>
#include <string>
#include <vector>
#pragma warning(push)
#pragma warning(disable : 4005)
#include <stdint.h>
#include <intsafe.h>
#pragma warning(pop)
#include <wrl\client.h>
// VS 2010 doesn't support explicit calling convention for std::function
#ifndef DIRECTX_STD_CALLCONV
#if defined(_MSC_VER) && (_MSC_VER < 1700)
#define DIRECTX_STD_CALLCONV
#else
#define DIRECTX_STD_CALLCONV __cdecl
#endif
#endif
namespace DirectX
{
2020-12-19 23:33:11 +03:00
#if (DIRECTX_MATH_VERSION < 305) && !defined(XM_CALLCONV)
2019-02-13 14:10:36 -05:00
#define XM_CALLCONV __fastcall
typedef const XMVECTOR& HXMVECTOR;
typedef const XMMATRIX& FXMMATRIX;
2020-12-19 23:33:11 +03:00
#endif
class IEffect;
class IEffectFactory;
class CommonStates;
class ModelMesh;
//----------------------------------------------------------------------------------
// Each mesh part is a submesh with a single effect
class ModelMeshPart
{
public:
ModelMeshPart();
virtual ~ModelMeshPart();
uint32_t indexCount;
uint32_t startIndex;
uint32_t vertexOffset;
uint32_t vertexStride;
D3D_PRIMITIVE_TOPOLOGY primitiveType;
DXGI_FORMAT indexFormat;
Microsoft::WRL::ComPtr<ID3D11InputLayout> inputLayout;
Microsoft::WRL::ComPtr<ID3D11Buffer> indexBuffer;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
std::shared_ptr<IEffect> effect;
std::shared_ptr<std::vector<D3D11_INPUT_ELEMENT_DESC>> vbDecl;
bool isAlpha;
typedef std::vector<std::unique_ptr<ModelMeshPart>> Collection;
// Draw mesh part with custom effect
void __cdecl Draw(_In_ ID3D11DeviceContext* deviceContext, _In_ IEffect* ieffect,
_In_ ID3D11InputLayout* iinputLayout,
_In_opt_ std::function<void DIRECTX_STD_CALLCONV()> setCustomState = nullptr) const;
// Create input layout for drawing with a custom effect.
void __cdecl CreateInputLayout(_In_ ID3D11Device* d3dDevice, _In_ IEffect* ieffect,
_Outptr_ ID3D11InputLayout** iinputLayout);
// Change effect used by part and regenerate input layout (be sure to call Model::Modified as well)
void __cdecl ModifyEffect(_In_ ID3D11Device* d3dDevice, _In_ std::shared_ptr<IEffect>& ieffect,
bool isalpha = false);
};
//----------------------------------------------------------------------------------
// A mesh consists of one or more model mesh parts
class ModelMesh
{
public:
ModelMesh();
virtual ~ModelMesh();
BoundingSphere boundingSphere;
BoundingBox boundingBox;
ModelMeshPart::Collection meshParts;
std::wstring name;
bool ccw;
bool pmalpha;
typedef std::vector<std::shared_ptr<ModelMesh>> Collection;
// Setup states for drawing mesh
void __cdecl PrepareForRendering(_In_ ID3D11DeviceContext* deviceContext, CommonStates& states,
bool alpha = false, bool wireframe = false) const;
// Draw the mesh
void XM_CALLCONV Draw(_In_ ID3D11DeviceContext* deviceContext, FXMMATRIX world, CXMMATRIX view,
CXMMATRIX projection,
bool alpha = false,
_In_opt_ std::function<void DIRECTX_STD_CALLCONV()> setCustomState = nullptr) const;
};
//----------------------------------------------------------------------------------
// A model consists of one or more meshes
class Model
{
public:
virtual ~Model();
ModelMesh::Collection meshes;
std::wstring name;
// Draw all the meshes in the model
void XM_CALLCONV Draw(_In_ ID3D11DeviceContext* deviceContext, CommonStates& states, FXMMATRIX world,
CXMMATRIX view, CXMMATRIX projection,
bool wireframe = false,
_In_opt_ std::function<void DIRECTX_STD_CALLCONV()> setCustomState = nullptr) const;
// Notify model that effects, parts list, or mesh list has changed
void __cdecl Modified() { mEffectCache.clear(); }
// Update all effects used by the model
void __cdecl UpdateEffects(_In_ std::function<void DIRECTX_STD_CALLCONV(IEffect*)> setEffect);
// Loads a model from a Visual Studio Starter Kit .CMO file
static std::unique_ptr<Model> __cdecl CreateFromCMO(_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(dataSize) const uint8_t* meshData,
size_t dataSize,
_In_ IEffectFactory& fxFactory, bool ccw = true,
bool pmalpha = false);
static std::unique_ptr<Model> __cdecl CreateFromCMO(_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory, bool ccw = true,
bool pmalpha = false);
// Loads a model from a DirectX SDK .SDKMESH file
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(dataSize) const uint8_t* meshData,
_In_ size_t dataSize,
_In_ IEffectFactory& fxFactory, bool ccw = false,
bool pmalpha = false);
static std::unique_ptr<Model> __cdecl CreateFromSDKMESH(_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_ IEffectFactory& fxFactory, bool ccw = false,
bool pmalpha = false);
// Loads a model from a .VBO file
static std::unique_ptr<Model> __cdecl CreateFromVBO(_In_ ID3D11Device* d3dDevice,
_In_reads_bytes_(dataSize) const uint8_t* meshData,
_In_ size_t dataSize,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr,
bool ccw = false, bool pmalpha = false);
static std::unique_ptr<Model> __cdecl CreateFromVBO(_In_ ID3D11Device* d3dDevice,
_In_z_ const wchar_t* szFileName,
_In_opt_ std::shared_ptr<IEffect> ieffect = nullptr,
bool ccw = false, bool pmalpha = false);
private:
std::set<IEffect*> mEffectCache;
};
}