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ModelManager.cpp
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811 lines (654 loc) · 23.1 KB
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#include "ModelManager.h"
#include<fstream>
#include<iostream>
ModelManager::ModelManager() {}
// 初期化
void ModelManager::Init(Microsoft::WRL::ComPtr<ID3D12Device> dev, Microsoft::WRL::ComPtr<ID3D12GraphicsCommandList> cmdList, Microsoft::WRL::ComPtr<ID3D12RootSignature> rootSignature, Camera* camera) {
_models.clear();
_dev = dev;
_cmdList = cmdList;
_camera = camera;
_rootSignature = rootSignature;
}
ModelManager::~ModelManager() {
}
// objファイルがあるフォルダへのPathをセット
void ModelManager::SetModelPath(string path) {
_modelPath = path;
}
// Modelを追加
//@param Model* m : 追加したいModelポインタ
void ModelManager::AddModel(Model* m) {
_models.push_back(m);
}
// Modelを削除
//@param int n: 削除したいModelインデックス
void ModelManager::DeleteModel(int n) {
if (n >= 0 && n < _models.size()) {
for (auto sm : _models[n]->_subModels) {
delete sm;
}
delete _models[n];
_models.erase(_models.begin() + n);
}
}
// Modelを描画
void ModelManager::Draw() {
for (auto m : _models) {
m->Update();
for (auto sm : m->_subModels) {
_cmdList->IASetVertexBuffers(0, 1, &m->_vertexBufferView);
_cmdList->IASetIndexBuffer(&sm->_indexBufferView);
_cmdList->SetGraphicsRootSignature(_rootSignature.Get());
ID3D12DescriptorHeap* bdh[] = { _camera->_basicHeap.Get() };
_cmdList->SetDescriptorHeaps(1, bdh);
_cmdList->SetGraphicsRootDescriptorTable(0, _camera->_basicHeap->GetGPUDescriptorHandleForHeapStart());
ID3D12DescriptorHeap* mdh[] = { m->_heap.Get() };
_cmdList->SetDescriptorHeaps(1, mdh);
_cmdList->SetGraphicsRootDescriptorTable(1, m->_heap->GetGPUDescriptorHandleForHeapStart());
ID3D12DescriptorHeap* smdh[] = { sm->_heap.Get() };
_cmdList->SetDescriptorHeaps(1, smdh);
_cmdList->SetGraphicsRootDescriptorTable(2, sm->_heap->GetGPUDescriptorHandleForHeapStart());
_cmdList->DrawIndexedInstanced(sm->_vertexIndices.size(), 1, 0, 0, 0);
}
}
}
// objファイルやmtlファイルを読み取り、Modelを作成。追加する
//@param string fileName : objファイルの名前
//@param bool isMTLExist : mtlファイルが存在しているか
void ModelManager::CreateModel(string fileName, bool isMTLExist) {
Model* model = new Model(fileName, isMTLExist);
model->_name = fileName;
LoadOBJFile(fileName.c_str(), model);
if (isMTLExist) LoadMTLFile(fileName.c_str(), model);
CreateTextureBuffers(model, DEFAULT_TEX);
CreateVertexBuffer(model);
CreateIndexBuffer(model);
CreateModelTransformBuffer(model);
CreateMaterialBuffer(model);
CreateModelTransformView(model);
CreateSubModelTransformView(model);
CreateMaterialView(model);
CreateTextureViews(model);
AddModel(model);
}
// OBJファイルのロード、パース
//@param string name : objファイル名
//@param Model* model : 情報を格納するModelのポインタ
HRESULT ModelManager::LoadOBJFile(string name, Model* model) {
std::cout << "start loadOBJFileMethod" << std::endl;
string modelFilePath = _modelPath + "\\" + name + ".obj";
ifstream ifs(modelFilePath);
if (!ifs) {
std::cout << "Don't Open File.";
assert(0);
return E_ABORT;
}
std::cout << "Open file." << std::endl;
string objFileName;
string mtlFileName;
vector<string> memo; // コメント(objファイルで # で書かれているもの)
vector<XMFLOAT3> v; // 頂点座標
vector<XMFLOAT2> vt; // uv座標
vector<XMFLOAT3> vn; // 法線ベクトル
vector<vector<vector<XMINT3>>> fs; // インデックス情報
vector<string> mtlNames; // マテリアル名
// objファイルの読み取り
string line;
std::cout << "start read file" << std::endl;
int mtlNum = -1;
vector<vector<XMINT3>> tmpf;
while (getline(ifs, line)) { // 1行ずつ読み取る
if (line == "") {
}
else if (line[0] == '#') {
memo.push_back(line.substr(1, string::npos));
}
else {
vector<string> strs;
strs.clear();
SeparateString(line, strs, " ");
if (strs[0] == "v") {
XMFLOAT3 tmpv = { stof(strs[1]), stof(strs[2]), stof(strs[3]) };
v.push_back(tmpv);
}
else if (strs[0] == "vt") {
XMFLOAT2 tmpvt = { stof(strs[1]), stof(strs[2]) };
vt.push_back(tmpvt);
}
else if (strs[0] == "vn") {
XMFLOAT3 tmpvn = { stof(strs[1]), stof(strs[2]), stof(strs[3]) };
vn.push_back(tmpvn);
}
else if (strs[0] == "f") {
vector<string> strs1;
vector<XMINT3> tmpff;
for (int i = 0; i < strs.size() - 1; i++) {
strs1.clear();
SeparateString(strs[i + 1], strs1, "/");
for (int j = 0; j < 3; j++) {
if (strs1[j] == "") {
strs1[j] = "0";
}
}
XMINT3 tmpvd = { stoi(strs1[0]), stoi(strs1[1]), stoi(strs1[2]) };
tmpff.push_back(tmpvd);
}
tmpf.push_back(tmpff);
}
else if (strs[0] == "mtllib") {
mtlFileName = strs[1];
}
else if (strs[0] == "usemtl") {
string tmpMtlName = strs[1];
mtlNum++;
mtlNames.push_back(tmpMtlName);
if (mtlNum > 0) {
fs.push_back(tmpf);
tmpf.clear();
}
}
else {
}
}
}
if (!tmpf.empty()) {
fs.push_back(tmpf);
tmpf.clear();
}
std::cout << "finish read file" << endl;
ifs.close(); // ファイルを閉じる
std::cout << "close file" << endl;
std::cout << "make VertexStrct" << endl;
int offset = 0;
// 読み取った数値の確認
for (int i = 0; i < fs.size(); i++) {
std::cout << "fs:" << i << std::endl;
for (int j = 0; j < fs[i].size(); j++) {
std::cout << "fs[" << i << "]:" << j << std::endl;
for (int k = 0; k < fs[i][j].size(); k++) {
std::cout << fs[i][j][k].x << ", " << fs[i][j][k].y << ", " << fs[i][j][k].z << std::endl;
}
}
}
// 読み取った情報を基に、DXで扱える形に変換
for (int i = 0; i < fs.size(); i++) {
// 頂点
for (int j = 0; j < fs[i].size(); j++) {
for (int l = 0; l < fs[i][j].size(); l++) {
Vertex tmpVert = {};
tmpVert.position = v[fs[i][j][l].x - 1];
tmpVert.uv = { vt[fs[i][j][l].y - 1].x, 1 - vt[fs[i][j][l].y - 1].y };
tmpVert.normal = vn[fs[i][j][l].z - 1];
model->_vertices.push_back(tmpVert);
std::cout << "i:" << i << " j:" << j << " vertex:" << tmpVert.position.x << " " << tmpVert.position.y << " " << tmpVert.position.z << endl;
}
}
// 設定されているマテリアルの数だけSubModelを生成
SubModel* subModel = new SubModel();
if (mtlNames.size() == 0) subModel->_materialName = "Default Material"; // マテリアルが設定されていなかった場合
else subModel->_materialName = mtlNames[i];
subModel->_materialID = i;
// インデックス
for (int j = 0; j < fs[i].size(); j++) {
for (int l = 0; fs[i][j].size() - l >= 3; l++) {
subModel->_vertexIndices.push_back(offset);
subModel->_vertexIndices.push_back(offset + 1 + l);
subModel->_vertexIndices.push_back(offset + 2 + l);
std::cout << offset << " " << offset + 1 + j << " " << offset + 2 + j << endl;
}
std::cout << j << std::endl;
offset += fs[i][j].size();
std::cout << j << std::endl;
}
model->AddSubModel(subModel); // SubModelの追加
}
std::cout << "finish making vertexstrct" << endl;
return S_OK;
}
// MTLファイルのロード、パース
//@param string name : MTLファイル名
//@param Model* model : 情報を格納するModelのポインタ
HRESULT ModelManager::LoadMTLFile(string name, Model* model) {
std::cout << "start loadOBJFileMethod" << endl;
string filePath = _modelPath + "\\" + name + ".mtl";
ifstream ifs(filePath);
if (!ifs) {
std::cout << "Don't Open File." << endl;
assert(0);
return E_ABORT;
}
std::cout << "Open file." << endl;
std::cout << "start read file" << endl;
vector<string> memo;
string line;
string mtlName;
Material mtl;
SubModel* tmpSubModel = model->_subModels[0];
int offset = 0;
while (getline(ifs, line)) { // 1行ずつ読み取る
if (line == "") {
}
else if (line[0] == '#') {
memo.push_back(line.substr(1, string::npos));
}
else {
vector<string> strs;
strs.clear();
SeparateString(line, strs, " ");
if (strs[0] == "newmtl") {
if (offset > 0) {
for (auto sm : model->_subModels) {
if (sm->_materialName == mtlName) {
sm->_material = mtl;
}
}
}
mtlName = strs[1];
offset++;
Material mtpMtl;
mtl = mtpMtl;
}
else if (strs[0] == "Ka") {
if (strs.size() == 4) {
XMFLOAT3 tmpa = { stof(strs[1]), stof(strs[2]), stof(strs[3]) };
mtl.ambient = tmpa;
}
}
else if (strs[0] == "Kd") {
if (strs.size() == 4) {
XMFLOAT3 tmpd = { stof(strs[1]), stof(strs[2]), stof(strs[3]) };
mtl.diffuse = tmpd;
}
}
else if (strs[0] == "Ks") {
if (strs.size() == 4) {
XMFLOAT3 tmps = { stof(strs[1]), stof(strs[2]), stof(strs[3]) };
mtl.specular = tmps;
}
}
else if (strs[0] == "Ns") {
if (strs.size() == 2) {
mtl.specularity = stof(strs[1]);
}
}
else if (strs[0] == "d") {
if (strs.size() == 2) {
mtl.dissolve = stof(strs[1]);
}
}
else {
}
}
}
for (auto sm : model->_subModels) {
if (sm->_materialName == mtlName) {
sm->_material = mtl;
}
}
std::cout << "finish read file";
ifs.close(); // ファイルを閉じる
std::cout << "Print loaded Material Data" << endl;
for (auto sm : model->_subModels) {
std::cout << "Material Name: " << sm->_materialName << endl;
std::cout << "abient: " << sm->_material.ambient.x << ", " << sm->_material.ambient.y << ", " << sm->_material.ambient.z << endl;
std::cout << "diffuse: " << sm->_material.diffuse.x << ", " << sm->_material.diffuse.y << ", " << sm->_material.diffuse.z << endl;
std::cout << "specular: " << sm->_material.specular.x << ", " << sm->_material.specular.y << ", " << sm->_material.specular.z << endl;
std::cout << "dissolve: " << sm->_material.dissolve << endl;
std::cout << "specularity: " << sm->_material.specularity << endl;
std::cout << endl;
}
return S_OK;
}
// テスクチャファイルのロード、バッファーの生成を行う関数
HRESULT ModelManager::CreateTextureBuffers(Model* model, string fileName) {
HRESULT result = S_OK;
for (auto sm : model->_subModels) {
result = CreateTextureBuffer(sm, fileName);
}
return result;
}
// テクスチャバッファーを生成する関数
HRESULT ModelManager::CreateTextureBuffer(SubModel* sm, string fileName) {
HRESULT result = S_OK;
std::cout << "Load Texture File" << endl;
string filePath = _modelPath + "\\" + fileName;
wstring wfilePath(filePath.begin(), filePath.end());
std::cout << filePath << endl;
result = LoadFromWICFile(wfilePath.c_str(),
WIC_FLAGS_NONE,
&sm->_metadata,
sm->_scratchImage
);
std::cout << result << endl;
if (FALSE(result)) {
assert(0);
return result;
}
auto img = sm->_scratchImage.GetImage(0, 0, 0);
D3D12_HEAP_PROPERTIES texHeapProp = {};
texHeapProp.Type = D3D12_HEAP_TYPE_CUSTOM;
texHeapProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_WRITE_BACK;
texHeapProp.MemoryPoolPreference = D3D12_MEMORY_POOL_L0;
texHeapProp.CreationNodeMask = 0;
texHeapProp.VisibleNodeMask = 0;
CD3DX12_RESOURCE_DESC resDesc = {};
resDesc.Format = sm->_metadata.format;
resDesc.Width = static_cast<UINT>(sm->_metadata.width);
resDesc.Height = static_cast<UINT>(sm->_metadata.height);
resDesc.DepthOrArraySize = static_cast<UINT16>(sm->_metadata.arraySize);
resDesc.SampleDesc.Count = 1;
resDesc.SampleDesc.Quality = 0;
resDesc.MipLevels = static_cast<UINT16>(sm->_metadata.mipLevels);
resDesc.Dimension = static_cast<D3D12_RESOURCE_DIMENSION>(sm->_metadata.dimension);
resDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
result = _dev->CreateCommittedResource(
&texHeapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
nullptr,
IID_PPV_ARGS(sm->_textureBuffer.ReleaseAndGetAddressOf())
);
if (FALSE(result)) {
assert(0);
return result;
}
sm->_textureName = fileName;
result = sm->_textureBuffer->WriteToSubresource(
0,
nullptr,
img->pixels,
static_cast<UINT>(img->rowPitch),
static_cast<UINT>(img->slicePitch)
);
if (FALSE(result)) {
assert(0);
return result;
}
return result;
}
// 頂点バッファーを生成する関数
HRESULT ModelManager::CreateVertexBuffer(Model* model) {
auto heapProp = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
auto resDesc = CD3DX12_RESOURCE_DESC::Buffer(model->_vertices.size() * sizeof(Vertex));
HRESULT result = _dev->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(model->_vertexBuffer.ReleaseAndGetAddressOf())
);
Vertex* vertMap = nullptr;
result = model->_vertexBuffer->Map(0, nullptr, (void**)&vertMap);
copy(begin(model->_vertices), end(model->_vertices), vertMap);
//std::cout << "vertices num:" << model._vertices.size() << endl;
//std::cout << "check vertMap" << endl;
//for (int i = 0; i < model._vertices.size(); i++) {
// std::cout << i+1 << " pos: " << vertMap[i].position.x << " " << vertMap[i].position.y << " " << vertMap[i].position.z << endl;
// std::cout << i+1 << " nor: " << vertMap[i].normal.x << " " << vertMap[i].normal.y << " " << vertMap[i].normal.z << endl;
// std::cout << i+1 << " uv : " << vertMap[i].uv.x << " " << vertMap[i].uv.y << endl;
//}
model->_vertexBuffer->Unmap(0, nullptr);
model->_vertexBufferView.BufferLocation = model->_vertexBuffer->GetGPUVirtualAddress();
model->_vertexBufferView.SizeInBytes = model->_vertexBuffer->GetDesc().Width;
//std::cout << "size of vbv: " << model._vertexBufferView.SizeInBytes << endl;
model->_vertexBufferView.StrideInBytes = sizeof(Vertex);
//std::cout << " one size of vbv: " << model._vertexBufferView.StrideInBytes << endl;
return result;
}
// インデックスバッファを生成する関数
HRESULT ModelManager::CreateIndexBuffer(Model* model) {
HRESULT result = S_OK;
for (auto sm : model->_subModels) {
auto heapProp = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
auto resDesc = CD3DX12_RESOURCE_DESC::Buffer(sm->_vertexIndices.size() * sizeof(unsigned int));
result = _dev->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(sm->_indexBuffer.ReleaseAndGetAddressOf())
);
if (FALSE(result)) {
assert(0);
return result;
}
unsigned int* indeMap = nullptr;
result = sm->_indexBuffer->Map(0, nullptr, (void**)&indeMap);
copy(begin(sm->_vertexIndices), end(sm->_vertexIndices), indeMap);
std::cout << "check indexMap" << endl;
for (int i = 0; i < sm->_vertexIndices.size() / 3; i++) {
std::cout << indeMap[3 * i] << " " << indeMap[3 * i + 1] << " " << indeMap[3 * i + 2] << endl;
}
std::cout << endl;
sm->_indexBuffer->Unmap(0, nullptr);
sm->_indexBufferView.BufferLocation = sm->_indexBuffer->GetGPUVirtualAddress();
sm->_indexBufferView.Format = DXGI_FORMAT_R32_UINT;
sm->_indexBufferView.SizeInBytes = sm->_indexBuffer->GetDesc().Width;
}
return result;
}
// マテリアルのバッファを生成する関数
HRESULT ModelManager::CreateMaterialBuffer(Model* model) {
HRESULT result = S_OK;
std::cout << "Print loaded Material Data" << endl;
for (auto sm : model->_subModels) {
std::cout << "Material Name: " << sm->_materialName << endl;
std::cout << "abient: " << sm->_material.ambient.x << ", " << sm->_material.ambient.y << ", " << sm->_material.ambient.z << endl;
std::cout << "diffuse: " << sm->_material.diffuse.x << ", " << sm->_material.diffuse.y << ", " << sm->_material.diffuse.z << endl;
std::cout << "specular: " << sm->_material.specular.x << ", " << sm->_material.specular.y << ", " << sm->_material.specular.z << endl;
std::cout << "dissolve: " << sm->_material.dissolve << endl;
std::cout << "specularity: " << sm->_material.specularity << endl;
std::cout << endl;
// マテリアルバッファーを作成
auto materialBufferSize = sizeof(Material);
materialBufferSize = (materialBufferSize + 0xff) & ~0xff;
auto heapProp = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
auto resDesc = CD3DX12_RESOURCE_DESC::Buffer(materialBufferSize);
HRESULT result = _dev->CreateCommittedResource(
&heapProp,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(sm->_materialBuffer.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
return result;
}
result = sm->_materialBuffer->Map(0, nullptr, (void**)&sm->_pMaterial);
if (FAILED(result)) {
assert(0);
return result;
}
*sm->_pMaterial = sm->_material;
// マップされた中身を表示する
/*
for (auto& m : model._materials) {
*((Material*)tmaterialMap) = m.second;
//tmaterialMap += materialBufferSize;
}
*/
/*
Material* materialMap = (Material*)tmaterialMap;
std::cout << "Print Mapped Material Data" << endl;
//for (int i = 0; i < sm->_materials.size(); i++) {
std::cout << "Mapped Material Index : " << i << endl;
std::cout << "ambient: " << materialMap[i].ambient.x << ", " << materialMap[i].ambient.y << ", " << materialMap[i].ambient.z << endl;
std::cout << "diffuse: " << materialMap[i].diffuse.x << ", " << materialMap[i].diffuse.y << ", " << materialMap[i].diffuse.z << endl;
std::cout << "specular: " << materialMap[i].specular.x << ", " << materialMap[i].specular.y << ", " << materialMap[i].specular.z << endl;
std::cout << "dissolve: " << materialMap[i].dissolve << endl;
std::cout << "specularity: " << materialMap[i].specularity << endl;
//}
*/
//sm->_materialBuffer->Unmap(0, nullptr);
sm->_cbvDesc.BufferLocation = sm->_materialBuffer->GetGPUVirtualAddress();
sm->_cbvDesc.SizeInBytes = static_cast<UINT>(materialBufferSize);
}
return S_OK;
}
// Modelの変換行列のバッファーを生成する関数
HRESULT ModelManager::CreateModelTransformBuffer(Model* model) {
auto heapPro = CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD);
auto resDesc = CD3DX12_RESOURCE_DESC::Buffer((sizeof(SRTMatrices) + 0xff) & ~0xff);
HRESULT result = _dev->CreateCommittedResource(
&heapPro,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(model->_basicBuffer.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
return result;
}
result = model->_basicBuffer->Map(0, nullptr, (void**)&model->_srt);
model->Update();
if (FAILED(result)) {
assert(0);
return result;
}
for (auto sm : model->_subModels) {
result = _dev->CreateCommittedResource(
&heapPro,
D3D12_HEAP_FLAG_NONE,
&resDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS(sm->_basicBuffer.ReleaseAndGetAddressOf())
);
if (FAILED(result)) {
assert(0);
return result;
}
result = sm->_basicBuffer->Map(0, nullptr, (void**)&sm->_srt);
sm->Update();
if (FAILED(result)) {
assert(0);
return result;
}
}
return S_OK;
}
// Modelの変換行列のビューを生成する関数
HRESULT ModelManager::CreateModelTransformView(Model* model) {
// Modelのディスクリプターヒープ
D3D12_DESCRIPTOR_HEAP_DESC modelDescHeapDesc = {};
modelDescHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
modelDescHeapDesc.NodeMask = 0;
modelDescHeapDesc.NumDescriptors = 1;
modelDescHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
HRESULT result = _dev->CreateDescriptorHeap(&modelDescHeapDesc, IID_PPV_ARGS(model->_heap.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
HRESULT tmp = _dev->GetDeviceRemovedReason();
assert(0);
return result;
}
auto basicHeapHandle = model->_heap->GetCPUDescriptorHandleForHeapStart();
D3D12_CONSTANT_BUFFER_VIEW_DESC modelCbvDesc = {};
modelCbvDesc.BufferLocation = model->_basicBuffer->GetGPUVirtualAddress();
modelCbvDesc.SizeInBytes = static_cast<UINT>(model->_basicBuffer->GetDesc().Width);
_dev->CreateConstantBufferView(&modelCbvDesc, basicHeapHandle);
return S_OK;
}
// SubModelの変換行列のビューを生成する関数
HRESULT ModelManager::CreateSubModelTransformView(Model* model) {
for (auto sm : model->_subModels) {
sm->_subModelDescHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
sm->_subModelDescHeapDesc.NodeMask = 0;
sm->_subModelDescHeapDesc.NumDescriptors = 3;
sm->_subModelDescHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
HRESULT result = _dev->CreateDescriptorHeap(&sm->_subModelDescHeapDesc, IID_PPV_ARGS(sm->_heap.ReleaseAndGetAddressOf()));
if (FAILED(result)) {
std::cout << result << std::endl;
assert(0);
return result;
}
auto basicHeapHandle = sm->_heap->GetCPUDescriptorHandleForHeapStart();
D3D12_CONSTANT_BUFFER_VIEW_DESC subModelCbvDesc = {};
subModelCbvDesc.BufferLocation = sm->_basicBuffer->GetGPUVirtualAddress();
subModelCbvDesc.SizeInBytes = static_cast<UINT>(sm->_basicBuffer->GetDesc().Width);
_dev->CreateConstantBufferView(&subModelCbvDesc, basicHeapHandle);
}
return S_OK;
}
// テクスチャのビューを生成する関数
HRESULT ModelManager::CreateTextureViews(Model* model) {
for (auto sm : model->_subModels) {
CreateTextureView(sm);
}
return S_OK;
}
// テクスチャのビューを生成する関数
HRESULT ModelManager::CreateTextureView(SubModel* sm) {
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = sm->_metadata.format;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
auto basicHeapH = sm->_heap->GetCPUDescriptorHandleForHeapStart();
basicHeapH.ptr += _dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
basicHeapH.ptr += _dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
_dev->CreateShaderResourceView(
sm->_textureBuffer.Get(),
&srvDesc,
basicHeapH
);
return S_OK;
}
// マテリアルビューを生成する関数
HRESULT ModelManager::CreateMaterialView(Model* model) {
for (auto sm : model->_subModels) {
auto basicHeapH = sm->_heap->GetCPUDescriptorHandleForHeapStart();
basicHeapH.ptr += _dev->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
cbvDesc.BufferLocation = sm->_materialBuffer->GetGPUVirtualAddress();
cbvDesc.SizeInBytes = static_cast<UINT>(sm->_materialBuffer->GetDesc().Width);
_dev->CreateConstantBufferView(&cbvDesc, basicHeapH);
}
return S_OK;
}
// 指定した文字列で文字列を分解する関数
// @param string str: 分解される文字列
// @param vector<string>& vec: 分解した文字列を保管する文字列
// @param const string cs: 分解する文字列
void ModelManager::SeparateString(string str, vector<string>& vec, const string cs) {
int offset = 0;
int tmpPos = str.find(cs, offset);
while (tmpPos != -1) {
if (tmpPos != offset) vec.push_back(str.substr(offset, tmpPos - offset));
offset = tmpPos + 1;
tmpPos = str.find(cs, offset);
}
if (offset < str.size()) {
vec.push_back(str.substr(offset, str.size() - offset));
}
return;
}
// SubModelのテクスチャを変更する関数
bool ModelManager::ChangeTexture(int mId, int smId, string fileName) {
HRESULT result = CreateTextureBuffer(_models[mId]->_subModels[smId], fileName);
result = CreateTextureView(_models[mId]->_subModels[smId]);
if (result != S_OK) return false;
else return true;
}
// 指定したModelインデックスを複製する関数
void ModelManager::DuplicateModel(int n) {
CreateModel(_models[n]->_OBJFileName, _models[n]->_isMTLExist);
int index = _models.size() - 1;
_models[index]->_transform = _models[n]->_transform;
_models[index]->Update();
for (int i = 0; i < _models[n]->_subModels.size(); i++) {
_models[index]->_subModels[i]->_transform = _models[n]->_subModels[i]->_transform;
_models[index]->_subModels[i]->_material = _models[n]->_subModels[i]->_material;
_models[index]->_subModels[i]->Update();
CreateTextureBuffer(_models[index]->_subModels[i], _models[n]->_subModels[i]->_textureName);
CreateTextureView(_models[index]->_subModels[i]);
}
}