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移植dxut sdkmesh以导入obj文件,在哪里添加纹理坐标和索引?

  •  1
  • Mich  · 技术社区  · 6 年前

    下午好,

    我已经成功地移植了dxut sdkmesh,以便通过tinyobj加载程序加载导入的obj文件。 https://github.com/syoyo/tinyobjloader )使用正确的索引值绘制网格。

    我还添加了一个作为DDS材料加载的纹理

    它当前绘制网格,但整个纹理延伸到每个三角形上

    我现在需要弄清楚在哪里添加纹理坐标,以及这些纹理坐标的索引。

    代码是从dxut sdkmesh重新构造的 CDXUTSDKMesh::CreateFromMemory http://freesourcecode.net/cprojects/92957/sourcecode/SDKmesh.cpp

    InitData.pSysMem = &vertex_buffer[0];

    InitData2.pSysMem = &index_buffer[0];

    struct VS_INPUT
    {
    float4 vPosition    : POSITION;
    float3 vNormal      : NORMAL;
    float2 vTexcoord    : TEXCOORD0;
    };
    
    struct VS_OUTPUT
    {
    float3 vNormal      : NORMAL;
    float2 vTexcoord    : TEXCOORD0;
    float4 vPosition    : SV_POSITION;
    };
    

    //Need to sort indices and vertices from TinyOBJ loader
    std::vector<float> vertex_buffer;
    for (int i = 0; i < num_vertices/3; i++)
    {
        vertex_buffer.push_back(attrib.vertices[i * 3 + 0]);
        vertex_buffer.push_back(attrib.vertices[i * 3 + 1]);
        vertex_buffer.push_back(attrib.vertices[i * 3 + 2]);
        //vertex_buffer.push_back(attrib.texcoords[i * 2 + 0]);
        //vertex_buffer.push_back(attrib.texcoords[i * 2 + 1]);
        //vertex_buffer.push_back(0);
    }
    
    std::vector<UINT> index_buffer;
    for (int i = 0; i < num_indices/3; i++)
    {
        index_buffer.push_back(shapes[0].mesh.indices[i * 3 + 0].vertex_index);
        index_buffer.push_back(shapes[0].mesh.indices[i * 3 + 1].vertex_index);
        index_buffer.push_back(shapes[0].mesh.indices[i * 3 + 2].vertex_index);
        //index_buffer.push_back(shapes[0].mesh.indices[i * 2 + 0].texcoord_index);
        //index_buffer.push_back(shapes[0].mesh.indices[i * 2 + 1].texcoord_index);
        //index_buffer.push_back(0);
    }
    
    g_Mesh11.m_ppVertices = (BYTE**)&vertex_buffer;
    g_Mesh11.m_ppIndices = (BYTE**)&index_buffer;
    
    //Magic Numbers that make it use every vertex and index
    int vertexes_size = (vertex_buffer.size()) * sizeof(float) *1.5F;
    int indexes_size = shapes[0].mesh.indices.size() * sizeof(UINT) *3;
    
    //Set Vertex Buffer Array
    g_Mesh11.m_pMeshArray = new SDKMESH_MESH;
    g_Mesh11.m_pVertexBufferArray = new SDKMESH_VERTEX_BUFFER_HEADER;
    g_Mesh11.m_pMeshArray[0].VertexBuffers[0] = 0;
    D3D11_BUFFER_DESC bufferDesc;
    bufferDesc.ByteWidth = (UINT)(vertexes_size);
    bufferDesc.Usage = D3D11_USAGE_DEFAULT;
    bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bufferDesc.CPUAccessFlags = 0;
    bufferDesc.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData;
    InitData.pSysMem = &attrib.vertices[0];
    dxCtr->m_pDevice->CreateBuffer(&bufferDesc, &InitData, &g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].pVB11);
    g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].StrideBytes = 12;
    g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].SizeBytes = vertexes_size;
    
    //Set Index Buffer array
    g_Mesh11.m_pMeshArray[0].IndexBuffer = 0;
    g_Mesh11.m_pIndexBufferArray = new SDKMESH_INDEX_BUFFER_HEADER;
    g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].IndexType = IT_32BIT;
    D3D11_BUFFER_DESC bufferDesc2;
    bufferDesc2.ByteWidth = (UINT)(indexes_size);
    bufferDesc2.Usage = D3D11_USAGE_DEFAULT;
    bufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bufferDesc2.CPUAccessFlags = 0;
    bufferDesc2.MiscFlags = 0;
    D3D11_SUBRESOURCE_DATA InitData2;
    InitData2.pSysMem = &index_buffer[0]; 
    dxCtr->m_pDevice->CreateBuffer(&bufferDesc, &InitData2, &g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].pIB11);
    g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].SizeBytes = indexes_size;
    
    //Set subset
    SDKMESH_SUBSET v_subset;
    //v_subset.Name = "Base";
    v_subset.MaterialID = 0;
    v_subset.PrimitiveType = PT_TRIANGLE_LIST;
    v_subset.IndexCount = num_indices;
    v_subset.VertexCount = num_vertices;
    v_subset.VertexStart = 0;
    v_subset.IndexStart = 0;
    g_Mesh11.m_pMeshArray[0].pSubsets = new UINT;
    g_Mesh11.m_pMeshArray[0].pSubsets[0] = 0;
    g_Mesh11.m_pMeshArray[0].NumSubsets = 1;
    g_Mesh11.m_pSubsetArray = new SDKMESH_SUBSET;
    g_Mesh11.m_pSubsetArray[g_Mesh11.m_pMeshArray[0].pSubsets[0]] = v_subset;
    
    2 回复  |  直到 6 年前
        1
  •  1
  •   Chuck Walbourn    6 年前

    解决方案是将数据交错到一个顶点缓冲区中。这可能需要复制位置相同但纹理坐标或法线不同的顶点。

    struct Vertex
    {
        DirectX::XMFLOAT3 position;
        DirectX::XMFLOAT3 normal;
        DirectX::XMFLOAT2 textureCoordinate;
    };
    
    typedef std::unordered_multimap<UINT, UINT> VertexCache;
    
    DWORD AddVertex(UINT hash, Vertex* pVertex, VertexCache& cache)
    {
        auto f = cache.equal_range(hash);
    
        for (auto it = f.first; it != f.second; ++it)
        {
            auto& tv = vertices[it->second];
    
            if (0 == memcmp(pVertex, &tv, sizeof(Vertex)))
            {
                return it->second;
            }
        }
    
        DWORD index = static_cast<UINT>(vertices.size());
        vertices.emplace_back(*pVertex);
    
        VertexCache::value_type entry(hash, index);
        cache.insert(entry);
        return index;
    }
    

    可以像这样使用:

    // If a duplicate vertex doesn't exist, add this vertex to the Vertices
    // list. Store the index in the Indices array. The Vertices and Indices
    // lists will eventually become the Vertex Buffer and Index Buffer for
    // the mesh.
    DWORD index = AddVertex(vertexIndex, &vertex, vertexCache);
    

    有关完整的实现,请参见 WaveFrontReader.h meshconvert 和…一起来的 DirectXMesh 图书馆。

        2
  •  0
  •   Mich    6 年前

    好吧,我修好了,我不知道为什么它会这样工作,但是

    对于texcoords,索引缓冲区必须为0。

    bool LoadOBJ(std::string object_file)
    {
        TinyObjLoader::LoadOBJ(object_file);
    
        g_Mesh11.m_pMaterialArray = new SDKMESH_MATERIAL;
        std::wstring strPath = L"Media\\Base_skin.dds";
        if (FAILED(DXUTGetGlobalResourceCache().CreateTextureFromFile(dxCtr->m_pDevice, dxCtr->m_pImmediateContext, strPath.c_str(), &g_Mesh11.m_pMaterialArray->pDiffuseRV11,true)))
            g_Mesh11.m_pMaterialArray->pDiffuseRV11 = (ID3D11ShaderResourceView*)ERROR_RESOURCE_VALUE;
    
        SDKMESH_SUBSET* pSubset = nullptr;
        D3D11_PRIMITIVE_TOPOLOGY PrimType;
    
        struct T_Vertex
        {
            float vX;
            float vY;
            float vZ;
            float nX;
            float nY;
            float nZ;
            float tX;
            float tY;
            UINT vXIndex;
            UINT vYIndex;
            UINT vZIndex;
            UINT nXIndex;
            UINT nYIndex;
            UINT nZIndex;
            UINT tXIndex;
            UINT tYIndex;
        };
    
        std::vector<T_Vertex> temp_vertices;
        size_t index_offset = 0;
        for (size_t f = 0; f < shapes[0].mesh.num_face_vertices.size(); f++) {
            int fv = shapes[0].mesh.num_face_vertices[f];
            // Loop over vertices in the face.
            for (size_t v = 0; v < fv; v++) {
                // access to vertex
                tinyobj::index_t idx = shapes[0].mesh.indices[index_offset + v];
                T_Vertex temp_vertex;
                temp_vertex.vX = attrib.vertices[3 * idx.vertex_index + 0];
                temp_vertex.vY = attrib.vertices[3 * idx.vertex_index + 1];
                temp_vertex.vZ = attrib.vertices[3 * idx.vertex_index + 2];
                temp_vertex.nX = attrib.normals[3 * idx.normal_index + 0];
                temp_vertex.nY = attrib.normals[3 * idx.normal_index + 1];
                temp_vertex.nZ = attrib.normals[3 * idx.normal_index + 2];
                temp_vertex.tX = attrib.texcoords[2 * idx.texcoord_index + 0];
                temp_vertex.tY = attrib.texcoords[2 * idx.texcoord_index + 1];
                temp_vertex.vXIndex = 3 * idx.vertex_index + 0;
                temp_vertex.vYIndex = 3 * idx.vertex_index + 1;
                temp_vertex.vZIndex = 3 * idx.vertex_index + 2;
                temp_vertex.nXIndex = 3 * idx.normal_index + 0;
                temp_vertex.nYIndex = 3 * idx.normal_index + 1;
                temp_vertex.nZIndex = 3 * idx.normal_index + 2;
                temp_vertex.tXIndex = 3 * idx.texcoord_index + 0;
                temp_vertex.tYIndex = 3 * idx.texcoord_index + 1;
                temp_vertices.push_back(temp_vertex);
            }
            index_offset += fv;
        }
    
        std::vector<float> vertex_buffer;
        std::vector<UINT> index_buffer;
    
        for (auto& temp_vertex : temp_vertices)
        {
            vertex_buffer.push_back(temp_vertex.vX);
            vertex_buffer.push_back(temp_vertex.vY);
            vertex_buffer.push_back(temp_vertex.vZ);
            vertex_buffer.push_back(temp_vertex.nX);
            vertex_buffer.push_back(temp_vertex.nY);
            vertex_buffer.push_back(temp_vertex.nZ);
            vertex_buffer.push_back(temp_vertex.tX);
            vertex_buffer.push_back(temp_vertex.tY);
            vertex_buffer.push_back(0);
    
            index_buffer.push_back(temp_vertex.vXIndex);
            index_buffer.push_back(temp_vertex.vYIndex);
            index_buffer.push_back(temp_vertex.vZIndex);
            index_buffer.push_back(temp_vertex.nXIndex);
            index_buffer.push_back(temp_vertex.nYIndex);
            index_buffer.push_back(temp_vertex.nZIndex);
            index_buffer.push_back(0);
            index_buffer.push_back(0);
            index_buffer.push_back(0);
        }
    
        int num_vertices = vertex_buffer.size();
        int num_indices = index_buffer.size();
    
        g_Mesh11.m_ppVertices = (BYTE**)&vertex_buffer;
        g_Mesh11.m_ppIndices = (BYTE**)&index_buffer;
    
        int vertexes_size = vertex_buffer.size() * sizeof(float);       int indexes_size = index_buffer.size() * sizeof(UINT);  
        //Set Vertex Buffer Array
        g_Mesh11.m_pMeshArray = new SDKMESH_MESH;
        g_Mesh11.m_pVertexBufferArray = new SDKMESH_VERTEX_BUFFER_HEADER;
        int t = g_Mesh11.m_pMeshArray[0].VertexBuffers[0];
        g_Mesh11.m_pMeshArray[0].VertexBuffers[0] = 0;
        D3D11_BUFFER_DESC bufferDesc;
        bufferDesc.ByteWidth = (UINT)(vertexes_size);
        bufferDesc.Usage = D3D11_USAGE_DEFAULT;
        bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        bufferDesc.CPUAccessFlags = 0;
        bufferDesc.MiscFlags = 0;
        D3D11_SUBRESOURCE_DATA InitData;
        InitData.pSysMem = &vertex_buffer[0];
        dxCtr->m_pDevice->CreateBuffer(&bufferDesc, &InitData, &g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].pVB11);
        g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].StrideBytes = 36;// 12;
        g_Mesh11.m_pVertexBufferArray[g_Mesh11.m_pMeshArray[0].VertexBuffers[0]].SizeBytes = vertexes_size;
    
        //Set Index Buffer array
        g_Mesh11.m_pMeshArray[0].IndexBuffer = 0;
        g_Mesh11.m_pIndexBufferArray = new SDKMESH_INDEX_BUFFER_HEADER;
        g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].IndexType = IT_32BIT;
        D3D11_BUFFER_DESC bufferDesc2;
        bufferDesc2.ByteWidth = (UINT)(indexes_size);
        bufferDesc2.Usage = D3D11_USAGE_DEFAULT;
        bufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
        bufferDesc2.CPUAccessFlags = 0;
        bufferDesc2.MiscFlags = 0;
        D3D11_SUBRESOURCE_DATA InitData2;
        InitData2.pSysMem = &index_buffer[0];
        dxCtr->m_pDevice->CreateBuffer(&bufferDesc2, &InitData2, &g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].pIB11);
        g_Mesh11.m_pIndexBufferArray[g_Mesh11.m_pMeshArray[0].IndexBuffer].SizeBytes = indexes_size;
    
        //Set subset
        SDKMESH_SUBSET v_subset;
        v_subset.MaterialID = 0;
        v_subset.PrimitiveType = PT_TRIANGLE_LIST;
        v_subset.IndexCount = num_indices;
        v_subset.VertexCount = num_vertices;
        v_subset.VertexStart = 0;
        v_subset.IndexStart = 0;
        g_Mesh11.m_pMeshArray[0].pSubsets = new UINT;
        g_Mesh11.m_pMeshArray[0].pSubsets[0] = 0;
        g_Mesh11.m_pMeshArray[0].NumSubsets = 1;
        g_Mesh11.m_pSubsetArray = new SDKMESH_SUBSET;
        g_Mesh11.m_pSubsetArray[g_Mesh11.m_pMeshArray[0].pSubsets[0]] = v_subset;
    
        return true;
    }