【问题标题】:Porting DXUT SDKMesh to import OBJ files, where to add texture coordinates and indices?移植DXUT SDKMesh导入OBJ文件,在哪里添加纹理坐标和索引?
【发布时间】:2018-07-10 00:34:48
【问题描述】:

下午好,

我已成功移植 DXUT SDKMesh 以通过 TinyOBJ 加载程序 https://github.com/syoyo/tinyobjloader 加载导入的 obj 文件,以使用正确的索引值绘制 Mesh。

我还添加了一个作为 DDS 材质加载的纹理

它当前绘制网格,但整个纹理被拉伸到每个三角形上

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。

代码由 DXUT SDKMesh CDXUTSDKMesh::CreateFromMemory 函数重构而来。 SDKMesh代码文件比较大,可以参考http://freesourcecode.net/cprojects/92957/sourcecode/SDKmesh.cpp

如您所见,我正在使用 InitData.pSysMem = &vertex_buffer[0]; 加载顶点列表

以及使用InitData2.pSysMem = &index_buffer[0];的索引列表

DXUT SDKMesh 对二进制 .sdkmesh 文件执行相同的操作 我正在同时加载 DXUT 示例模型 tiny.sdkmesh。它们都使用相同的着色器和渲染函数进行渲染。所以我知道问题不在于渲染函数,而在于我构造顶点和索引缓冲区的方式。

我需要知道的是这些顶点和索引缓冲区是如何构造的。和 我知道这是由顶点着色器决定的,尽管我不完全知道如何。

顶点着色器有这些输入和输出:

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;
};

如果我将值保留为现在的注释,它会起作用。如果我添加它们,它会破坏模型。

我不明白的是如何将顶点和 texcoords 分组到一个缓冲区中,并将 vertex_index 和 texcoord_index 分组到另一个缓冲区中。以及如何将其分解并加载为顶点着色器输入。 (如果它甚至以这种方式使用)。

我尝试按顺序添加它们,一个接一个,等等,在每种情况下都破坏了模型。

如果您对如何正确地将它们组合在一起有任何建议或教育,我们非常感谢您的帮助。谢谢,

//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;

【问题讨论】:

    标签: c++ visual-studio winapi directx-11 direct3d


    【解决方案1】:

    解决方案是将数据交错到一个 Vertex Buffer 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);
    

    有关完整实现,请参阅 DirectXMesh 库随附的 WaveFrontReader.hmeshconvert

    【讨论】:

    • 这在我的情况下似乎不起作用,我尝试使用 3 个坐标、3 个法线和 2 个 texcoords 构建顶点缓冲区,然后让索引缓冲区将每个顶点作为一个整体引用。但它似乎希望每个值都有一个索引,比如 X 坐标的索引 0,Y 坐标的索引 1,Z 坐标的索引。但我 tinyobjloader 似乎每个顶点有 3 个坐标、3 个法线和 3 个 texcoords,而不是 2 个。所以我试图弄清楚如何正确读取数据
    • 另外,这真的很愚蠢,但是 tinyobj 具有不同数量的顶点、法线和 texcoords。按此顺序 texcoords
    • 您必须复制顶点数据以获得每个顶点的单个索引缓冲区索引。您也不能按组件拆分语义:您可以拥有多个 VB,其中一个具有 POSITION,另一个具有 TEXCOORD,等等,但您不能将 POSITION 的 x 组件放在一个 VB 中并且另一个VB中的y分量。在进行多 VB 读取时,每个 VB 也不能有不同的索引
    • 是不是因为vertex buffer被stride分割成chunk,每个chunk都发给vertex shader?
    • 没有。来自所有顶点缓冲区的所有数据都被一次收集并提供给 VS 的一个实例。步幅只是确定给定 VB 中每个顶点条目被跳过的字节数。
    【解决方案2】:

    好的,我修好了,我不知道为什么会这样,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;
    }
    

    【讨论】:

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