[ Dx11 ] (solution) Texture 다중 사용
문제
현재 framework는 하나의 모델에 하나의 texture를 적용, 렌더링한다. 그러나 대부분의 3D 모델은 여러 texture로 이루어져 있어, 여러 texture 모델을 불러오기 위해 코드를 변경하였다.
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void LoadModels(ID3D11Device* pd3dDevice)
{
g_pModel_1 = new Animation();
g_pModel_1->LoadMesh("./models/Sphere/sphere.x", pd3dDevice);
}
HRESULT LoadTextures(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext)
{
HRESULT hr = S_OK;
V_RETURN(DXUTCreateShaderResourceViewFromFile(pd3dDevice, L"./models/Sphere/billiard13.jpg", &g_pTextures_1));
}
void RenderObject(ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, ID3DX11EffectTechnique* pTech)
{
// Prepare for Motion of object
const XMMATRIX mView = g_Camera.GetViewMatrix();
const XMMATRIX mProj = g_Camera.GetProjMatrix();
const XMMATRIX scale = XMMatrixScaling(3.5f, 3.0f, 3.0f);
const XMMATRIX translation1 = XMMatrixTranslation(movePos_1.x, movePos_1.y, movePos_1.z);
const XMMATRIX mWorld1 = scale * translation1;
g_WVP_1b = mWorld1 * mView * mProj;
SetEffect(g_WVP_1b, g_pTextures_1, g_mPreProjectionMatrix1);
RenderObject(g_pModel_1, pd3dImmediateContext, g_pLayout, pTech);
}
void SetEffect(XMMATRIX WorldViewProjection, ID3D11ShaderResourceView* Textures, XMMATRIX previousWorldViewProjection)
{
XMFLOAT4X4 tmp4x4;
XMStoreFloat4x4(&tmp4x4, WorldViewProjection);
g_WVP->SetMatrix(reinterpret_cast<float*>(&tmp4x4));
XMStoreFloat4x4(&tmp4x4, previousWorldViewProjection);
g_PreWVP->SetMatrix(reinterpret_cast<float*>(&tmp4x4));
g_Texture->SetResource(Textures);
}
void RenderObject(Animation* Model, ID3D11DeviceContext* pd3dImmediateContext, ID3D11InputLayout* Layout, ID3DX11EffectTechnique* pTech)
{
constexpr UINT stride = sizeof(MyVertex);
constexpr UINT offset = NULL;
ID3D11Buffer* pVertexBuffer = Model->GetVB();
ID3D11Buffer* pIndexBuffer = Model->GetIB();
ID3D11Buffer* pBuffer[1] = { pVertexBuffer };
pd3dImmediateContext->IASetVertexBuffers(0, 1, pBuffer, &stride, &offset);
pd3dImmediateContext->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pd3dImmediateContext->IASetInputLayout(Layout);
pTech->GetDesc(&techDesc);
for (UINT p = 0; p < techDesc.Passes; p++)
{
pTech->GetPassByIndex(0)->Apply(0, pd3dImmediateContext);
vector<MeshEntry> Mesh = Model->GetMesh();
const UINT MeshCount = Mesh.size();
for (UINT index = 0; index < MeshCount; index++)
{
pd3dImmediateContext->DrawIndexed(Mesh[index].NumIndices, Mesh[index].BaseIndex, Mesh[index].BaseVertex);
}
}
}
해결
모델을 불러올 때, 각 텍스처 정보를 읽어 저장, 이를 모델에 적용하고 셰이더에 정보를 전달한다.
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bool Model::MakeLoadModel(const string& Filename, ID3D11Device* pDevice, ID3D11DeviceContext* deviceContext)
{
this->device = pDevice;
this->deviceContext = deviceContext;
this->directory = StringHelper::GetDirectoryFromPath(Filename);
Assimp::Importer importer;
const aiScene* pScene = importer.ReadFile(Filename,
aiProcess_Triangulate |
aiProcess_ConvertToLeftHanded);
if (pScene == nullptr)
return false;
this->ProcessNode(pScene->mRootNode, pScene);
return true;
}
void Model::ProcessNode(aiNode* node, const aiScene* scene)
{
for (UINT i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
aiVector3D aiVertex = node->mTransformation * scene->mMeshes[node->mMeshes[i]]->mVertices[i];
scene->mMeshes[node->mMeshes[i]]->mVertices[i] = aiVertex;
meshes.push_back(this->ProcessMesh(mesh, scene));
}
for (UINT i = 0; i < node->mNumChildren; i++)
{
this->ProcessNode(node->mChildren[i], scene);
}
}
Mesh Model::ProcessMesh(aiMesh* mesh, const aiScene* scene)
{
// Data to fill
std::vector<MakeVertex> vertices;
std::vector<DWORD> indices;
//Get vertices
for (UINT i = 0; i < mesh->mNumVertices; i++)
{
MakeVertex vertex;
vertex.pos.x = mesh->mVertices[i].x;
vertex.pos.y = mesh->mVertices[i].y;
vertex.pos.z = mesh->mVertices[i].z;
vertex.normal.x = mesh->mNormals[i].x;
vertex.normal.y = mesh->mNormals[i].y;
vertex.normal.z = mesh->mNormals[i].z;
if (mesh->mTextureCoords[0])
{
vertex.texCoord.x = (float)mesh->mTextureCoords[0][i].x;
vertex.texCoord.y = (float)mesh->mTextureCoords[0][i].y;
}
vertices.push_back(vertex);
}
//Get indices
for (UINT i = 0; i < mesh->mNumFaces; i++)
{
aiFace face = mesh->mFaces[i];
for (UINT j = 0; j < face.mNumIndices; j++)
indices.push_back(face.mIndices[j]);
}
std::vector<Texture> textures;
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseTextures = LoadMaterialTextures(material, aiTextureType::aiTextureType_DIFFUSE, scene);
textures.insert(textures.end(), diffuseTextures.begin(), diffuseTextures.end());
return Mesh(this->device, this->deviceContext, vertices, indices, textures);
}
TextureStorageType Model::DetermineTextureStorageType(const aiScene* pScene, aiMaterial* pMat, unsigned int index, aiTextureType textureType)
{
if (pMat->GetTextureCount(textureType) == 0)
return TextureStorageType::None;
aiString path;
pMat->GetTexture(textureType, index, &path);
std::string texturePath = path.C_Str();
//Check if texture is an embedded indexed texture by seeing if the file path is an index #
if (texturePath[0] == '*')
{
if (pScene->mTextures[0]->mHeight == 0)
{
return TextureStorageType::EmbeddedIndexCompressed;
}
else
{
assert("SUPPORT DOES NOT EXIST YET FOR INDEXED NON COMPRESSED TEXTURES!" && 0);
return TextureStorageType::EmbeddedIndexNonCompressed;
}
}
//Check if texture is an embedded texture but not indexed (path will be the texture's name instead of #)
if (auto pTex = pScene->GetEmbeddedTexture(texturePath.c_str()))
{
if (pTex->mHeight == 0)
{
return TextureStorageType::EmbeddedCompressed;
}
else
{
assert("SUPPORT DOES NOT EXIST YET FOR EMBEDDED NON COMPRESSED TEXTURES!" && 0);
return TextureStorageType::EmbeddedNonCompressed;
}
}
//Lastly check if texture is a filepath by checking for period before extension name
if (texturePath.find('.') != std::string::npos)
{
return TextureStorageType::Disk;
}
return TextureStorageType::None; // No texture exists
}
std::vector<Texture> Model::LoadMaterialTextures(aiMaterial* pMaterial, aiTextureType textureType, const aiScene* pScene)
{
std::vector<Texture> materialTextures;
TextureStorageType storetype = TextureStorageType::Invalid;
unsigned int textureCount = pMaterial->GetTextureCount(textureType);
if (textureCount == 0) //If there are no textures
{
storetype = TextureStorageType::None;
aiColor3D aiColor(0.0f, 0.0f, 0.0f);
switch (textureType)
{
case aiTextureType_DIFFUSE:
pMaterial->Get(AI_MATKEY_COLOR_DIFFUSE, aiColor);
if (aiColor.IsBlack()) //If color = black, just use grey
{
materialTextures.push_back(Texture(this->device, N_Color::UnloadedTextureColor, textureType));
return materialTextures;
}
materialTextures.push_back(Texture(this->device, Color(aiColor.r * 255, aiColor.g * 255, aiColor.b * 255), textureType));
return materialTextures;
}
}
else
{
for (UINT i = 0; i < textureCount; i++)
{
aiString path;
pMaterial->GetTexture(textureType, i, &path);
//std::string texturePath = path.C_Str();
//std::string filename = this->directory;
string tempDirectory = this->directory;
string tempTextureName = path.C_Str();
tempDirectory.erase(0, 1);
for (int i = 0; i < tempTextureName.size(); i++)
{
if (tempTextureName[i] == '\\')
{
tempTextureName.erase(tempTextureName.begin() + i);
tempTextureName.insert(i, "/");
}
}
if (tempTextureName.find(tempDirectory) != string::npos)
{
int index = tempTextureName.find(tempDirectory);
tempTextureName.erase(tempTextureName.begin(), tempTextureName.begin() + index + tempDirectory.size());
}
TextureStorageType storetype = DetermineTextureStorageType(pScene, pMaterial, i, textureType);
switch (storetype)
{
case TextureStorageType::Disk:
{
std::string textureName = this->directory + '/' + tempTextureName;
//texturePath.find(filename);
//std::string filename = this->directory + '\\' + path.C_Str();
//Texture diskTexture(this->device, filename, textureType);
Texture diskTexture(this->device, this->deviceContext, textureName, textureType);
materialTextures.push_back(diskTexture);
break;
}
}
}
}
if (materialTextures.size() == 0)
{
materialTextures.push_back(Texture(this->device, N_Color::UnhandledTextureColor, aiTextureType::aiTextureType_DIFFUSE));
}
return materialTextures;
}
void Model::Draw(ID3DX11EffectShaderResourceVariable* m_effect_texture, ID3DX11EffectTechnique* g_pTech, D3DX11_TECHNIQUE_DESC techDesc , ID3D11DeviceContext* pd3dImmediateContext, ID3D11InputLayout* g_pLayout)
{
for (int i = 0; i < meshes.size(); i++)
{
meshes[i].Draw(m_effect_texture, g_pTech, techDesc, pd3dImmediateContext, g_pLayout);
}
}
여러 텍스처로 이루어진 Sponza 맵이 올바르게 렌더링된 것을 확인할 수 있었다.
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