//-------------------------------------------------------------------------------------- // File: ModelLoadSDKMESH.cpp // // 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 //-------------------------------------------------------------------------------------- #include "pch.h" #include "Model.h" #include "Effects.h" #include "VertexTypes.h" #include "DirectXHelpers.h" #include "PlatformHelpers.h" #include "BinaryReader.h" #include "SDKMesh.h" using namespace DirectX; using Microsoft::WRL::ComPtr; namespace { enum { PER_VERTEX_COLOR = 0x1, SKINNING = 0x2, DUAL_TEXTURE = 0x4, NORMAL_MAPS = 0x8, BIASED_VERTEX_NORMALS = 0x10, }; struct MaterialRecordSDKMESH { std::shared_ptr effect; bool alpha; }; void LoadMaterial(const DXUT::SDKMESH_MATERIAL& mh, unsigned int flags, IEffectFactory& fxFactory, MaterialRecordSDKMESH& m) { wchar_t matName[DXUT::MAX_MATERIAL_NAME]; MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.Name, -1, matName, DXUT::MAX_MATERIAL_NAME); wchar_t diffuseName[DXUT::MAX_TEXTURE_NAME]; MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.DiffuseTexture, -1, diffuseName, DXUT::MAX_TEXTURE_NAME); wchar_t specularName[DXUT::MAX_TEXTURE_NAME]; MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.SpecularTexture, -1, specularName, DXUT::MAX_TEXTURE_NAME); wchar_t normalName[DXUT::MAX_TEXTURE_NAME]; MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, mh.NormalTexture, -1, normalName, DXUT::MAX_TEXTURE_NAME); if (flags & DUAL_TEXTURE && !mh.SpecularTexture[0]) { DebugTrace("WARNING: Material '%s' has multiple texture coords but not multiple textures\n", mh.Name); flags &= ~DUAL_TEXTURE; } if (flags & NORMAL_MAPS) { if (!mh.NormalTexture[0]) { flags &= ~NORMAL_MAPS; *normalName = 0; } } else if (mh.NormalTexture[0]) { DebugTrace("WARNING: Material '%s' has a normal map, but vertex buffer is missing tangents\n", mh.Name); *normalName = 0; } EffectFactory::EffectInfo info; info.name = matName; info.perVertexColor = (flags & PER_VERTEX_COLOR) != 0; info.enableSkinning = (flags & SKINNING) != 0; info.enableDualTexture = (flags & DUAL_TEXTURE) != 0; info.enableNormalMaps = (flags & NORMAL_MAPS) != 0; info.biasedVertexNormals = (flags & BIASED_VERTEX_NORMALS) != 0; if (mh.Ambient.x == 0 && mh.Ambient.y == 0 && mh.Ambient.z == 0 && mh.Ambient.w == 0 && mh.Diffuse.x == 0 && mh.Diffuse.y == 0 && mh.Diffuse.z == 0 && mh.Diffuse.w == 0) { // SDKMESH material color block is uninitalized; assume defaults info.diffuseColor = XMFLOAT3(1.f, 1.f, 1.f); info.alpha = 1.f; } else { info.ambientColor = XMFLOAT3(mh.Ambient.x, mh.Ambient.y, mh.Ambient.z); info.diffuseColor = XMFLOAT3(mh.Diffuse.x, mh.Diffuse.y, mh.Diffuse.z); info.emissiveColor = XMFLOAT3(mh.Emissive.x, mh.Emissive.y, mh.Emissive.z); if (mh.Diffuse.w != 1.f && mh.Diffuse.w != 0.f) { info.alpha = mh.Diffuse.w; } else info.alpha = 1.f; if (mh.Power) { info.specularPower = mh.Power; info.specularColor = XMFLOAT3(mh.Specular.x, mh.Specular.y, mh.Specular.z); } } info.diffuseTexture = diffuseName; info.specularTexture = specularName; info.normalTexture = normalName; m.effect = fxFactory.CreateEffect(info, nullptr); m.alpha = (info.alpha < 1.f); } //-------------------------------------------------------------------------------------- // Direct3D 9 Vertex Declaration to Direct3D 11 Input Layout mapping unsigned int GetInputLayoutDesc( _In_reads_(32) const DXUT::D3DVERTEXELEMENT9 decl[], std::vector& inputDesc) { static const D3D11_INPUT_ELEMENT_DESC s_elements[] = { { "SV_Position", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BLENDINDICES", 0, DXGI_FORMAT_R8G8B8A8_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BLENDWEIGHT", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; using namespace DXUT; uint32_t offset = 0; uint32_t texcoords = 0; unsigned int flags = 0; bool posfound = false; for (uint32_t index = 0; index < DXUT::MAX_VERTEX_ELEMENTS; ++index) { if (decl[index].Usage == 0xFF) break; if (decl[index].Type == D3DDECLTYPE_UNUSED) break; if (decl[index].Offset != offset) break; if (decl[index].Usage == D3DDECLUSAGE_POSITION) { if (decl[index].Type == D3DDECLTYPE_FLOAT3) { inputDesc.push_back(s_elements[0]); offset += 12; posfound = true; } else break; } else if (decl[index].Usage == D3DDECLUSAGE_NORMAL || decl[index].Usage == D3DDECLUSAGE_TANGENT || decl[index].Usage == D3DDECLUSAGE_BINORMAL) { size_t base = 1; if (decl[index].Usage == D3DDECLUSAGE_TANGENT) base = 3; else if (decl[index].Usage == D3DDECLUSAGE_BINORMAL) base = 4; D3D11_INPUT_ELEMENT_DESC desc = s_elements[base]; bool unk = false; switch (decl[index].Type) { case D3DDECLTYPE_FLOAT3: assert(desc.Format == DXGI_FORMAT_R32G32B32_FLOAT); offset += 12; break; case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break; case D3DDECLTYPE_SHORT4N: desc.Format = DXGI_FORMAT_R16G16B16A16_SNORM; offset += 8; break; case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break; case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; flags |= BIASED_VERTEX_NORMALS; offset += 4; break; case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; flags |= BIASED_VERTEX_NORMALS; offset += 4; break; case D3DDECLTYPE_DXGI_R8G8B8A8_SNORM: desc.Format = DXGI_FORMAT_R8G8B8A8_SNORM; offset += 4; break; #if defined(_XBOX_ONE) && defined(_TITLE) case (32 + DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM): desc.Format = DXGI_FORMAT_R10G10B10_SNORM_A2_UNORM; offset += 4; break; #endif default: unk = true; break; } if (unk) break; if (decl[index].Usage == D3DDECLUSAGE_TANGENT) { flags |= NORMAL_MAPS; } inputDesc.push_back(desc); } else if (decl[index].Usage == D3DDECLUSAGE_COLOR) { D3D11_INPUT_ELEMENT_DESC desc = s_elements[2]; bool unk = false; switch (decl[index].Type) { case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break; case D3DDECLTYPE_D3DCOLOR: assert(desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM); offset += 4; break; case D3DDECLTYPE_UBYTE4N: desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; offset += 4; break; case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break; case D3DDECLTYPE_DXGI_R10G10B10A2_UNORM: desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; offset += 4; break; case D3DDECLTYPE_DXGI_R11G11B10_FLOAT: desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; offset += 4; break; default: unk = true; break; } if (unk) break; flags |= PER_VERTEX_COLOR; inputDesc.push_back(desc); } else if (decl[index].Usage == D3DDECLUSAGE_TEXCOORD) { D3D11_INPUT_ELEMENT_DESC desc = s_elements[5]; desc.SemanticIndex = decl[index].UsageIndex; bool unk = false; switch (decl[index].Type) { case D3DDECLTYPE_FLOAT1: desc.Format = DXGI_FORMAT_R32_FLOAT; offset += 4; break; case D3DDECLTYPE_FLOAT2: assert(desc.Format == DXGI_FORMAT_R32G32_FLOAT); offset += 8; break; case D3DDECLTYPE_FLOAT3: desc.Format = DXGI_FORMAT_R32G32B32_FLOAT; offset += 12; break; case D3DDECLTYPE_FLOAT4: desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; offset += 16; break; case D3DDECLTYPE_FLOAT16_2: desc.Format = DXGI_FORMAT_R16G16_FLOAT; offset += 4; break; case D3DDECLTYPE_FLOAT16_4: desc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT; offset += 8; break; default: unk = true; break; } if (unk) break; ++texcoords; inputDesc.push_back(desc); } else if (decl[index].Usage == D3DDECLUSAGE_BLENDINDICES) { if (decl[index].Type == D3DDECLTYPE_UBYTE4) { flags |= SKINNING; inputDesc.push_back(s_elements[6]); offset += 4; } else break; } else if (decl[index].Usage == D3DDECLUSAGE_BLENDWEIGHT) { if (decl[index].Type == D3DDECLTYPE_UBYTE4N) { flags |= SKINNING; inputDesc.push_back(s_elements[7]); offset += 4; } else break; } else break; } if (!posfound) throw std::exception("SV_Position is required"); if (texcoords == 2) { flags |= DUAL_TEXTURE; } return flags; } // Helper for creating a D3D input layout. void CreateInputLayout(_In_ ID3D11Device* device, _In_ IEffect* effect, std::vector& inputDesc, _Out_ ID3D11InputLayout** pInputLayout) { void const* shaderByteCode; size_t byteCodeLength; effect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength); ThrowIfFailed( device->CreateInputLayout(inputDesc.data(), static_cast(inputDesc.size()), shaderByteCode, byteCodeLength, pInputLayout) ); _Analysis_assume_(*pInputLayout != 0); SetDebugObjectName(*pInputLayout, "ModelSDKMESH"); } } //====================================================================================== // Model Loader //====================================================================================== _Use_decl_annotations_ std::unique_ptr DirectX::Model::CreateFromSDKMESH( ID3D11Device* d3dDevice, const uint8_t* meshData, size_t dataSize, IEffectFactory& fxFactory, bool ccw, bool pmalpha ) { if ( !d3dDevice || !meshData ) throw std::exception("Device and meshData cannot be null"); // File Headers if ( dataSize < sizeof(DXUT::SDKMESH_HEADER) ) throw std::exception("End of file"); auto header = reinterpret_cast( meshData ); size_t headerSize = sizeof( DXUT::SDKMESH_HEADER ) + header->NumVertexBuffers * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER) + header->NumIndexBuffers * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER); if ( header->HeaderSize != headerSize ) throw std::exception("Not a valid SDKMESH file"); if ( dataSize < header->HeaderSize ) throw std::exception("End of file"); if( header->Version != DXUT::SDKMESH_FILE_VERSION ) throw std::exception("Not a supported SDKMESH version"); if ( header->IsBigEndian ) throw std::exception("Loading BigEndian SDKMESH files not supported"); if ( !header->NumMeshes ) throw std::exception("No meshes found"); if ( !header->NumVertexBuffers ) throw std::exception("No vertex buffers found"); if ( !header->NumIndexBuffers ) throw std::exception("No index buffers found"); if ( !header->NumTotalSubsets ) throw std::exception("No subsets found"); if ( !header->NumMaterials ) throw std::exception("No materials found"); // Sub-headers if ( dataSize < header->VertexStreamHeadersOffset || ( dataSize < (header->VertexStreamHeadersOffset + header->NumVertexBuffers * sizeof(DXUT::SDKMESH_VERTEX_BUFFER_HEADER) ) ) ) throw std::exception("End of file"); auto vbArray = reinterpret_cast( meshData + header->VertexStreamHeadersOffset ); if ( dataSize < header->IndexStreamHeadersOffset || ( dataSize < (header->IndexStreamHeadersOffset + header->NumIndexBuffers * sizeof(DXUT::SDKMESH_INDEX_BUFFER_HEADER) ) ) ) throw std::exception("End of file"); auto ibArray = reinterpret_cast( meshData + header->IndexStreamHeadersOffset ); if ( dataSize < header->MeshDataOffset || ( dataSize < (header->MeshDataOffset + header->NumMeshes * sizeof(DXUT::SDKMESH_MESH) ) ) ) throw std::exception("End of file"); auto meshArray = reinterpret_cast( meshData + header->MeshDataOffset ); if ( dataSize < header->SubsetDataOffset || ( dataSize < (header->SubsetDataOffset + header->NumTotalSubsets * sizeof(DXUT::SDKMESH_SUBSET) ) ) ) throw std::exception("End of file"); auto subsetArray = reinterpret_cast( meshData + header->SubsetDataOffset ); if ( dataSize < header->FrameDataOffset || (dataSize < (header->FrameDataOffset + header->NumFrames * sizeof(DXUT::SDKMESH_FRAME) ) ) ) throw std::exception("End of file"); // TODO - auto frameArray = reinterpret_cast( meshData + header->FrameDataOffset ); if ( dataSize < header->MaterialDataOffset || (dataSize < (header->MaterialDataOffset + header->NumMaterials * sizeof(DXUT::SDKMESH_MATERIAL) ) ) ) throw std::exception("End of file"); auto materialArray = reinterpret_cast( meshData + header->MaterialDataOffset ); // Buffer data uint64_t bufferDataOffset = header->HeaderSize + header->NonBufferDataSize; if ( ( dataSize < bufferDataOffset ) || ( dataSize < bufferDataOffset + header->BufferDataSize ) ) throw std::exception("End of file"); const uint8_t* bufferData = meshData + bufferDataOffset; // Create vertex buffers std::vector> vbs; vbs.resize( header->NumVertexBuffers ); std::vector>> vbDecls; vbDecls.resize( header->NumVertexBuffers ); std::vector materialFlags; materialFlags.resize( header->NumVertexBuffers ); for( UINT j=0; j < header->NumVertexBuffers; ++j ) { auto& vh = vbArray[j]; if ( dataSize < vh.DataOffset || ( dataSize < vh.DataOffset + vh.SizeBytes ) ) throw std::exception("End of file"); vbDecls[j] = std::make_shared>(); unsigned int flags = GetInputLayoutDesc(vh.Decl, *vbDecls[j].get()); if (flags & SKINNING) { flags &= ~(DUAL_TEXTURE | NORMAL_MAPS); } if (flags & DUAL_TEXTURE) { flags &= ~NORMAL_MAPS; } materialFlags[j] = flags; auto verts = reinterpret_cast( bufferData + (vh.DataOffset - bufferDataOffset) ); D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DEFAULT; desc.ByteWidth = static_cast( vh.SizeBytes ); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA initData = {}; initData.pSysMem = verts; ThrowIfFailed( d3dDevice->CreateBuffer( &desc, &initData, &vbs[j] ) ); SetDebugObjectName( vbs[j].Get(), "ModelSDKMESH" ); } // Create index buffers std::vector> ibs; ibs.resize( header->NumIndexBuffers ); for( UINT j=0; j < header->NumIndexBuffers; ++j ) { auto& ih = ibArray[j]; if ( dataSize < ih.DataOffset || ( dataSize < ih.DataOffset + ih.SizeBytes ) ) throw std::exception("End of file"); if ( ih.IndexType != DXUT::IT_16BIT && ih.IndexType != DXUT::IT_32BIT ) throw std::exception("Invalid index buffer type found"); auto indices = reinterpret_cast( bufferData + (ih.DataOffset - bufferDataOffset) ); D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DEFAULT; desc.ByteWidth = static_cast( ih.SizeBytes ); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; D3D11_SUBRESOURCE_DATA initData = {}; initData.pSysMem = indices; ThrowIfFailed( d3dDevice->CreateBuffer( &desc, &initData, &ibs[j] ) ); SetDebugObjectName( ibs[j].Get(), "ModelSDKMESH" ); } // Create meshes std::vector materials; materials.resize( header->NumMaterials ); std::unique_ptr model(new Model()); model->meshes.reserve( header->NumMeshes ); for( UINT meshIndex = 0; meshIndex < header->NumMeshes; ++meshIndex ) { auto& mh = meshArray[ meshIndex ]; if ( !mh.NumSubsets || !mh.NumVertexBuffers || mh.IndexBuffer >= header->NumIndexBuffers || mh.VertexBuffers[0] >= header->NumVertexBuffers ) throw std::exception("Invalid mesh found"); // mh.NumVertexBuffers is sometimes not what you'd expect, so we skip validating it if ( dataSize < mh.SubsetOffset || (dataSize < mh.SubsetOffset + mh.NumSubsets*sizeof(UINT) ) ) throw std::exception("End of file"); auto subsets = reinterpret_cast( meshData + mh.SubsetOffset ); if ( mh.NumFrameInfluences > 0 ) { if ( dataSize < mh.FrameInfluenceOffset || (dataSize < mh.FrameInfluenceOffset + mh.NumFrameInfluences*sizeof(UINT) ) ) throw std::exception("End of file"); // TODO - auto influences = reinterpret_cast( meshData + mh.FrameInfluenceOffset ); } auto mesh = std::make_shared(); wchar_t meshName[ DXUT::MAX_MESH_NAME ]; MultiByteToWideChar( CP_ACP, MB_PRECOMPOSED, mh.Name, -1, meshName, DXUT::MAX_MESH_NAME ); mesh->name = meshName; mesh->ccw = ccw; mesh->pmalpha = pmalpha; // Extents mesh->boundingBox.Center = mh.BoundingBoxCenter; mesh->boundingBox.Extents = mh.BoundingBoxExtents; BoundingSphere::CreateFromBoundingBox( mesh->boundingSphere, mesh->boundingBox ); // Create subsets mesh->meshParts.reserve( mh.NumSubsets ); for( UINT j = 0; j < mh.NumSubsets; ++j ) { auto sIndex = subsets[ j ]; if ( sIndex >= header->NumTotalSubsets ) throw std::exception("Invalid mesh found"); auto& subset = subsetArray[ sIndex ]; D3D11_PRIMITIVE_TOPOLOGY primType; switch( subset.PrimitiveType ) { case DXUT::PT_TRIANGLE_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case DXUT::PT_TRIANGLE_STRIP: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; case DXUT::PT_LINE_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST; break; case DXUT::PT_LINE_STRIP: primType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case DXUT::PT_POINT_LIST: primType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; case DXUT::PT_TRIANGLE_LIST_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST_ADJ; break; case DXUT::PT_TRIANGLE_STRIP_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ; break; case DXUT::PT_LINE_LIST_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ; break; case DXUT::PT_LINE_STRIP_ADJ: primType = D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ; break; case DXUT::PT_QUAD_PATCH_LIST: case DXUT::PT_TRIANGLE_PATCH_LIST: throw std::exception("Direct3D9 era tessellation not supported"); default: throw std::exception("Unknown primitive type"); } if ( subset.MaterialID >= header->NumMaterials ) throw std::exception("Invalid mesh found"); auto& mat = materials[ subset.MaterialID ]; if ( !mat.effect ) { size_t vi = mh.VertexBuffers[0]; LoadMaterial( materialArray[ subset.MaterialID ], materialFlags[vi], fxFactory, mat ); } ComPtr il; CreateInputLayout( d3dDevice, mat.effect.get(), *vbDecls[ mh.VertexBuffers[0] ].get(), &il ); auto part = new ModelMeshPart(); part->isAlpha = mat.alpha; part->indexCount = static_cast( subset.IndexCount ); part->startIndex = static_cast( subset.IndexStart ); part->vertexOffset = static_cast( subset.VertexStart ); part->vertexStride = static_cast( vbArray[ mh.VertexBuffers[0] ].StrideBytes ); part->indexFormat = ( ibArray[ mh.IndexBuffer ].IndexType == DXUT::IT_32BIT ) ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT; part->primitiveType = primType; part->inputLayout = il; part->indexBuffer = ibs[ mh.IndexBuffer ]; part->vertexBuffer = vbs[ mh.VertexBuffers[0] ]; part->effect = mat.effect; part->vbDecl = vbDecls[ mh.VertexBuffers[0] ]; mesh->meshParts.emplace_back( part ); } model->meshes.emplace_back( mesh ); } return model; } //-------------------------------------------------------------------------------------- _Use_decl_annotations_ std::unique_ptr DirectX::Model::CreateFromSDKMESH( ID3D11Device* d3dDevice, const wchar_t* szFileName, IEffectFactory& fxFactory, bool ccw, bool pmalpha ) { size_t dataSize = 0; std::unique_ptr data; HRESULT hr = BinaryReader::ReadEntireFile( szFileName, data, &dataSize ); if ( FAILED(hr) ) { DebugTrace( "CreateFromSDKMESH failed (%08X) loading '%ls'\n", hr, szFileName ); throw std::exception( "CreateFromSDKMESH" ); } auto model = CreateFromSDKMESH( d3dDevice, data.get(), dataSize, fxFactory, ccw, pmalpha ); model->name = szFileName; return model; }