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model.cpp
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//=============================================================================
//
// モデルの処理 [model.cpp]
// Author :
//
//=============================================================================
#define _CRT_SECURE_NO_WARNINGS
#include "main.h"
#include "model.h"
#include "camera.h"
//*****************************************************************************
// マクロ定義
//*****************************************************************************
#define VALUE_MOVE_MODEL (0.50f) // 移動速度
#define RATE_MOVE_MODEL (0.20f) // 移動慣性係数
#define VALUE_ROTATE_MODEL (XM_PI * 0.05f) // 回転速度
#define RATE_ROTATE_MODEL (0.20f) // 回転慣性係数
#define SCALE_MODEL (10.0f) // 回転慣性係数
//*****************************************************************************
// 構造体定義
//*****************************************************************************
// マテリアル構造体
struct MODEL_MATERIAL
{
char Name[256];
MATERIAL Material;
char TextureName[256];
};
// 描画サブセット構造体
struct SUBSET
{
unsigned short StartIndex;
unsigned short IndexNum;
MODEL_MATERIAL Material;
};
// モデル構造体
struct MODEL
{
VERTEX_3D *VertexArray;
unsigned short VertexNum;
unsigned short *IndexArray;
unsigned short IndexNum;
SUBSET *SubsetArray;
unsigned short SubsetNum;
};
//*****************************************************************************
// グローバル変数
//*****************************************************************************
//*****************************************************************************
// プロトタイプ宣言
//*****************************************************************************
void LoadObj( char *FileName, MODEL *Model );
void LoadMaterial( char *FileName, MODEL_MATERIAL **MaterialArray, unsigned short *MaterialNum );
//=============================================================================
// 初期化処理
//=============================================================================
void LoadModel( char *FileName, DX11_MODEL *Model )
{
MODEL model;
LoadObj( FileName, &model );
// 頂点バッファ生成
{
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( VERTEX_3D ) * model.VertexNum;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA sd;
ZeroMemory( &sd, sizeof(sd) );
sd.pSysMem = model.VertexArray;
GetDevice()->CreateBuffer( &bd, &sd, &Model->VertexBuffer );
}
// インデックスバッファ生成
{
D3D11_BUFFER_DESC bd;
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( unsigned short ) * model.IndexNum;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA sd;
ZeroMemory( &sd, sizeof(sd) );
sd.pSysMem = model.IndexArray;
GetDevice()->CreateBuffer( &bd, &sd, &Model->IndexBuffer );
}
// サブセット設定
{
Model->SubsetArray = new DX11_SUBSET[ model.SubsetNum ];
Model->SubsetNum = model.SubsetNum;
for( unsigned short i = 0; i < model.SubsetNum; i++ )
{
Model->SubsetArray[i].StartIndex = model.SubsetArray[i].StartIndex;
Model->SubsetArray[i].IndexNum = model.SubsetArray[i].IndexNum;
Model->SubsetArray[i].Material.Material = model.SubsetArray[i].Material.Material;
D3DX11CreateShaderResourceViewFromFile( GetDevice(),
model.SubsetArray[i].Material.TextureName,
NULL,
NULL,
&Model->SubsetArray[i].Material.Texture,
NULL );
}
}
delete[] model.VertexArray;
delete[] model.IndexArray;
delete[] model.SubsetArray;
}
//=============================================================================
// 終了処理
//=============================================================================
void UnloadModel( DX11_MODEL *Model )
{
if( Model->VertexBuffer ) Model->VertexBuffer->Release();
if( Model->IndexBuffer ) Model->IndexBuffer->Release();
if( Model->SubsetArray ) delete[] Model->SubsetArray;
}
//=============================================================================
// 描画処理
//=============================================================================
void DrawModel( DX11_MODEL *Model )
{
// 頂点バッファ設定
UINT stride = sizeof( VERTEX_3D );
UINT offset = 0;
GetDeviceContext()->IASetVertexBuffers( 0, 1, &Model->VertexBuffer, &stride, &offset );
// インデックスバッファ設定
GetDeviceContext()->IASetIndexBuffer( Model->IndexBuffer, DXGI_FORMAT_R16_UINT, 0 );
// プリミティブトポロジ設定
GetDeviceContext()->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
for( unsigned short i = 0; i < Model->SubsetNum; i++ )
{
// マテリアル設定
SetMaterial( Model->SubsetArray[i].Material.Material );
// テクスチャ設定
if (Model->SubsetArray[i].Material.Material.noTexSampling == 0)
{
GetDeviceContext()->PSSetShaderResources(0, 1, &Model->SubsetArray[i].Material.Texture);
}
// ポリゴン描画
GetDeviceContext()->DrawIndexed( Model->SubsetArray[i].IndexNum, Model->SubsetArray[i].StartIndex, 0 );
}
}
//モデル読込////////////////////////////////////////////
void LoadObj( char *FileName, MODEL *Model )
{
XMFLOAT3 *positionArray;
XMFLOAT3 *normalArray;
XMFLOAT2 *texcoordArray;
unsigned short positionNum = 0;
unsigned short normalNum = 0;
unsigned short texcoordNum = 0;
unsigned short vertexNum = 0;
unsigned short indexNum = 0;
unsigned short in = 0;
unsigned short subsetNum = 0;
MODEL_MATERIAL *materialArray = NULL;
unsigned short materialNum = 0;
char str[256];
char *s;
char c;
FILE *file;
file = fopen( FileName, "rt" );
if( file == NULL )
{
printf( "エラー:LoadModel %s \n", FileName );
return;
}
//要素数カウント
while( TRUE )
{
fscanf( file, "%s", str );
if( feof( file ) != 0 )
break;
if( strcmp( str, "v" ) == 0 )
{
positionNum++;
}
else if( strcmp( str, "vn" ) == 0 )
{
normalNum++;
}
else if( strcmp( str, "vt" ) == 0 )
{
texcoordNum++;
}
else if( strcmp( str, "usemtl" ) == 0 )
{
subsetNum++;
}
else if( strcmp( str, "f" ) == 0 )
{
in = 0;
do
{
fscanf( file, "%s", str );
vertexNum++;
in++;
c = fgetc( file );
}
while( c != '\n' && c!= '\r' );
//四角は三角に分割
if( in == 4 )
in = 6;
indexNum += in;
}
}
//メモリ確保
positionArray = new XMFLOAT3[ positionNum ];
normalArray = new XMFLOAT3[ normalNum ];
texcoordArray = new XMFLOAT2[ texcoordNum ];
Model->VertexArray = new VERTEX_3D[ vertexNum ];
Model->VertexNum = vertexNum;
Model->IndexArray = new unsigned short[ indexNum ];
Model->IndexNum = indexNum;
Model->SubsetArray = new SUBSET[ subsetNum ];
Model->SubsetNum = subsetNum;
//要素読込
XMFLOAT3 *position = positionArray;
XMFLOAT3 *normal = normalArray;
XMFLOAT2 *texcoord = texcoordArray;
unsigned short vc = 0;
unsigned short ic = 0;
unsigned short sc = 0;
fseek( file, 0, SEEK_SET );
while( TRUE )
{
fscanf( file, "%s", str );
if( feof( file ) != 0 )
break;
if( strcmp( str, "mtllib" ) == 0 )
{
//マテリアルファイル
fscanf( file, "%s", str );
char path[256];
strcpy( path, "data/model/" );
strcat( path, str );
LoadMaterial( path, &materialArray, &materialNum );
}
else if( strcmp( str, "o" ) == 0 )
{
//オブジェクト名
fscanf( file, "%s", str );
}
else if( strcmp( str, "v" ) == 0 )
{
//頂点座標
fscanf( file, "%f", &position->x );
fscanf( file, "%f", &position->y );
fscanf( file, "%f", &position->z );
position->x *= SCALE_MODEL;
position->y *= SCALE_MODEL;
position->z *= SCALE_MODEL;
position++;
}
else if( strcmp( str, "vn" ) == 0 )
{
//法線
fscanf( file, "%f", &normal->x );
fscanf( file, "%f", &normal->y );
fscanf( file, "%f", &normal->z );
normal++;
}
else if( strcmp( str, "vt" ) == 0 )
{
//テクスチャ座標
fscanf( file, "%f", &texcoord->x );
fscanf( file, "%f", &texcoord->y );
texcoord->y = 1.0f - texcoord->y;
texcoord++;
}
else if( strcmp( str, "usemtl" ) == 0 )
{
//マテリアル
fscanf( file, "%s", str );
if( sc != 0 )
Model->SubsetArray[ sc - 1 ].IndexNum = ic - Model->SubsetArray[ sc - 1 ].StartIndex;
Model->SubsetArray[ sc ].StartIndex = ic;
for( unsigned short i = 0; i < materialNum; i++ )
{
if( strcmp( str, materialArray[i].Name ) == 0 )
{
Model->SubsetArray[ sc ].Material.Material = materialArray[i].Material;
strcpy( Model->SubsetArray[ sc ].Material.TextureName, materialArray[i].TextureName );
strcpy( Model->SubsetArray[ sc ].Material.Name, materialArray[i].Name );
break;
}
}
sc++;
}
else if( strcmp( str, "f" ) == 0 )
{
//面
in = 0;
do
{
fscanf( file, "%s", str );
s = strtok( str, "/" );
Model->VertexArray[vc].Position = positionArray[ atoi( s ) - 1 ];
if( s[ strlen( s ) + 1 ] != '/' )
{
//テクスチャ座標が存在しない場合もある
s = strtok( NULL, "/" );
Model->VertexArray[vc].TexCoord = texcoordArray[ atoi( s ) - 1 ];
}
s = strtok( NULL, "/" );
Model->VertexArray[vc].Normal = normalArray[ atoi( s ) - 1 ];
Model->VertexArray[vc].Diffuse = XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f );
Model->IndexArray[ic] = vc;
ic++;
vc++;
in++;
c = fgetc( file );
}
while( c != '\n' && c != '\r' );
//四角は三角に分割
if( in == 4 )
{
Model->IndexArray[ic] = vc - 4;
ic++;
Model->IndexArray[ic] = vc - 2;
ic++;
}
}
}
if( sc != 0 )
Model->SubsetArray[ sc - 1 ].IndexNum = ic - Model->SubsetArray[ sc - 1 ].StartIndex;
delete[] positionArray;
delete[] normalArray;
delete[] texcoordArray;
delete[] materialArray;
fclose(file);
}
//マテリアル読み込み///////////////////////////////////////////////////////////////////
void LoadMaterial( char *FileName, MODEL_MATERIAL **MaterialArray, unsigned short *MaterialNum )
{
char str[256];
FILE *file;
file = fopen( FileName, "rt" );
if( file == NULL )
{
printf( "エラー:LoadMaterial %s \n", FileName );
return;
}
MODEL_MATERIAL *materialArray;
unsigned short materialNum = 0;
//要素数カウント
while( TRUE )
{
fscanf( file, "%s", str );
if( feof( file ) != 0 )
break;
if( strcmp( str, "newmtl" ) == 0 )
{
materialNum++;
}
}
//メモリ確保
materialArray = new MODEL_MATERIAL[ materialNum ];
ZeroMemory(materialArray, sizeof(MODEL_MATERIAL)*materialNum);
//要素読込
int mc = -1;
fseek( file, 0, SEEK_SET );
while( TRUE )
{
fscanf( file, "%s", str );
if( feof( file ) != 0 )
break;
if( strcmp( str, "newmtl" ) == 0 )
{
//マテリアル名
mc++;
fscanf( file, "%s", materialArray[ mc ].Name );
strcpy( materialArray[ mc ].TextureName, "" );
materialArray[mc].Material.noTexSampling = 1;
}
else if( strcmp( str, "Ka" ) == 0 )
{
//アンビエント
fscanf( file, "%f", &materialArray[ mc ].Material.Ambient.x );
fscanf( file, "%f", &materialArray[ mc ].Material.Ambient.y );
fscanf( file, "%f", &materialArray[ mc ].Material.Ambient.z );
materialArray[ mc ].Material.Ambient.w = 1.0f;
}
else if( strcmp( str, "Kd" ) == 0 )
{
//ディフューズ
fscanf( file, "%f", &materialArray[ mc ].Material.Diffuse.x );
fscanf( file, "%f", &materialArray[ mc ].Material.Diffuse.y );
fscanf( file, "%f", &materialArray[ mc ].Material.Diffuse.z );
// Mayaでテクスチャを貼ると0.0fになっちゃうみたいなので
if ((materialArray[mc].Material.Diffuse.x + materialArray[mc].Material.Diffuse.y + materialArray[mc].Material.Diffuse.z) == 0.0f)
{
materialArray[mc].Material.Diffuse.x = materialArray[mc].Material.Diffuse.y = materialArray[mc].Material.Diffuse.z = 1.0f;
}
materialArray[ mc ].Material.Diffuse.w = 1.0f;
}
else if( strcmp( str, "Ks" ) == 0 )
{
//スペキュラ
fscanf( file, "%f", &materialArray[ mc ].Material.Specular.x );
fscanf( file, "%f", &materialArray[ mc ].Material.Specular.y );
fscanf( file, "%f", &materialArray[ mc ].Material.Specular.z );
materialArray[ mc ].Material.Specular.w = 1.0f;
}
else if( strcmp( str, "Ns" ) == 0 )
{
//スペキュラ強度
fscanf( file, "%f", &materialArray[ mc ].Material.Shininess );
}
else if( strcmp( str, "d" ) == 0 )
{
//アルファ
fscanf( file, "%f", &materialArray[ mc ].Material.Diffuse.w );
}
else if( strcmp( str, "map_Kd" ) == 0 )
{
//テクスチャ
fscanf( file, "%s", str );
char path[256];
strcpy( path, "data/model/" );
strcat( path, str );
strcat( materialArray[ mc ].TextureName, path );
materialArray[mc].Material.noTexSampling = 0;
}
}
*MaterialArray = materialArray;
*MaterialNum = materialNum;
fclose(file);
}
// モデルの全マテリアルのディフューズを取得する。Max16個分にしてある
void GetModelDiffuse(DX11_MODEL *Model, XMFLOAT4 *diffuse)
{
int max = (Model->SubsetNum < MODEL_MAX_MATERIAL) ? Model->SubsetNum : MODEL_MAX_MATERIAL;
for (unsigned short i = 0; i < max; i++)
{
// ディフューズ設定
diffuse[i] = Model->SubsetArray[i].Material.Material.Diffuse;
}
}
// モデルの指定マテリアルのディフューズをセットする。
void SetModelDiffuse(DX11_MODEL *Model, int mno, XMFLOAT4 diffuse)
{
// ディフューズ設定
Model->SubsetArray[mno].Material.Material.Diffuse = diffuse;
}