• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            D3D Animation Basis(5)

            Loading Meshes

            The first of the mesh−related helper functions is load_mesh. Actually there are three versions of the load_mesh function. The first version is used to load a mesh from an .X file using the D3DXLoadMeshFromX function. That means all meshes contained within the .X file are compressed into a single mesh object, which is subsequently stored in a D3DXMESHCONTAINER_EX object.

            All iterations of the load_mesh function contain pointers to a valid 3D device object, the directory path to where your meshes' textures are stored, and the mesh loading flags and optional flexible vertex format that the load_mesh functions use to clone the meshes after loading. That means you can force your loaded meshes to use specific vertex formats!

            Here's the prototype of the first load_mesh function:

            HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
              IDirect3DDevice9* device,
              const char* filename,
              const char* texture_path,
              DWORD new_fvf,
              DWORD load_flags);

            The first load_mesh function takes a pointer to a D3DXMESHCONTAINER_EX object pointer that you want to use for storing the loaded mesh data. Notice I said pointer to a pointer. The load_mesh function will allocate the appropriate objects for you and store the pointers in the pointer you pass to load_mesh. This is similar to the way the InitD3D function stores the Direct3D and 3D device object pointers.

            Also, you must pass a valid 3D device object to the load_mesh function (as the device pointer)−you use this device object to create the mesh container and texture buffers. The mesh that you want to load is specified as filename, and the directory in which your textures are located is specified in texture_path. This texture directory path is prefixed to any texture file names as they are loaded.

            Finally, there are new_fvf and load_flags. You use the new_fvf parameter to force the mesh being loaded to use a specific FVF. For instance, if you only wanted to use 3D coordinates and normals, then you would set new_fvf to (D3DFVF_XYZ|D3DFVF_NORMAL). The load_mesh function will use CloneMeshFVF to clone the mesh using the specific FVF you specified.

            The load_flags parameter is used to set the mesh loading flags as specified by the D3DXLoadMeshFromX function in the DX SDK documents. The default value for this parameter is D3DXMESH_SYSTEMMEM, meaning that the mesh is loaded into system memory (as opposed to hardware memory).

            Here is implement of load_mesh function:

            HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
                              IDirect3DDevice9
            * device,
                              
            const char* filename,
                              
            const char* texture_path,
                              DWORD new_fvf,
                              DWORD load_flags)
            {
                
            // error checking
                if(ret_mesh_container == NULL || device == NULL || filename == NULL || texture_path == NULL)
                    
            return E_FAIL;

                
            // use system memory if converting FVF
                if(new_fvf)
                    load_flags 
            = D3DXMESH_SYSTEMMEM;

                
            // load the mesh using D3DX routines

                ID3DXBuffer
            *    material_buffer;
                ID3DXBuffer
            *    adj_buffer;
                DWORD            num_materials;
                ID3DXMesh
            *        mesh;

                HRESULT hr 
            = D3DXLoadMeshFromX(filename, load_flags, device, &adj_buffer, &material_buffer, NULL,
                                               
            &num_materials, &mesh);

                
            if(FAILED(hr))
                    
            return hr;

                
            // convert to new FVF first as needed
                if(new_fvf)
                {
                    ID3DXMesh
            * clone_mesh;
                    hr 
            = mesh->CloneMeshFVF(load_flags, new_fvf, device, &clone_mesh);

                    
            if(FAILED(hr))
                    {
                        release_com(adj_buffer);
                        release_com(material_buffer);
                        release_com(mesh);

                        
            return hr;
                    }

                    
            // free prior mesh and store new pointer
                    release_com(mesh);
                    mesh 
            = clone_mesh; clone_mesh = NULL;
                }

                D3DXMESHCONTAINER_EX
            * mesh_container = new D3DXMESHCONTAINER_EX;
                
            *ret_mesh_container = mesh_container;

                
            // store mesh name (filename), type, and mesh pointer.
                mesh_container->Name           = strdup(filename);
                mesh_container
            ->MeshData.Type  = D3DXMESHTYPE_MESH;
                mesh_container
            ->MeshData.pMesh = mesh;

                mesh 
            = NULL;

                
            // store adjacency information

                DWORD adj_buffer_size 
            = adj_buffer->GetBufferSize();

                
            if(adj_buffer_size)
                {
                    mesh_container
            ->pAdjacency = new DWORD[adj_buffer_size];
                    memcpy(mesh_container
            ->pAdjacency, adj_buffer->GetBufferPointer(), adj_buffer_size);
                }

                release_com(adj_buffer);

                
            // build material list

                mesh_container
            ->NumMaterials = num_materials;

                
            if(num_materials == 0)
                {
                    
            // create a default material
                    mesh_container->NumMaterials = 1;
                    mesh_container
            ->pMaterials     = new D3DXMATERIAL[1];
                    mesh_container
            ->textures     = new IDirect3DTexture9*[1];

                    ZeroMemory(mesh_container
            ->pMaterials, sizeof(D3DXMATERIAL));

                    mesh_container
            ->pMaterials[0].MatD3D.Diffuse.r = 1.0f;
                    mesh_container
            ->pMaterials[0].MatD3D.Diffuse.g = 1.0f;
                    mesh_container
            ->pMaterials[0].MatD3D.Diffuse.b = 1.0f;
                    mesh_container
            ->pMaterials[0].MatD3D.Diffuse.a = 1.0f;
                    mesh_container
            ->pMaterials[0].MatD3D.Ambient   = mesh_container->pMaterials[0].MatD3D.Diffuse;
                    mesh_container
            ->pMaterials[0].MatD3D.Specular  = mesh_container->pMaterials[0].MatD3D.Diffuse;
                    mesh_container
            ->pMaterials[0].pTextureFilename = NULL;
                    mesh_container
            ->textures[0]                       = NULL;
                }
                
            else
                {
                    
            // load the materials
                    D3DXMATERIAL* xmaterials   = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
                    mesh_container
            ->pMaterials = new D3DXMATERIAL[mesh_container->NumMaterials];
                    mesh_container
            ->textures   = new IDirect3DTexture9*[mesh_container->NumMaterials];

                    
            for(DWORD i = 0; i < mesh_container->NumMaterials; i++)
                    {
                        mesh_container
            ->pMaterials[i].MatD3D = xmaterials[i].MatD3D;
                        mesh_container
            ->pMaterials[i].MatD3D.Ambient = mesh_container->pMaterials[i].MatD3D.Diffuse;

                        mesh_container
            ->textures[i] = NULL;

                        
            // load the texture if one exists
                        if(xmaterials[i].pTextureFilename)
                        {
                            
            char texture_file[MAX_PATH];
                            sprintf(texture_file, 
            "%s%s", texture_path, xmaterials[i].pTextureFilename);
                            D3DXCreateTextureFromFile(device, texture_file, 
            &mesh_container->textures[i]);
                        }
                    }
                }

                release_com(material_buffer);

                mesh_container
            ->MeshData.pMesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL);
                mesh_container 
            = NULL;

                
            return S_OK;
            }

             

            And that's it for the first load_mesh function! Let's check out how to use it. Suppose you want to load a mesh (from a file called Mesh.x) using the load_mesh function just shown. To demonstrate the ability to specify a new FVF, specify that you want to use XYZ components, normals, and texture coordinates for your mesh. Also, suppose your textures are in a subdirectory called \textures. As for the mesh loading flags, leave those alone to allow the mesh to load into system memory (as per the default flag shown in the prototype). Here's the code:

            // Instance the mesh object
            D3DXMESHCONTAINER_EX *Mesh = NULL;

            // Load a mesh − notice the pointer to the mesh object
            load_mesh(&Mesh, pD3DDevice, "Mesh.x", "..\\Textures\\", (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1));

            Once the mesh has been loaded, you can access the mesh object via the Mesh−>MeshData.pMesh object pointer. Also, material data is stored in Mesh−>pMaterials, and texture data is stored in Mesh−>textures. The number of materials a mesh uses is stored in Mesh−>>NumMaterials. To render a loaded mesh, you can use the following code:

            // pMesh = pointer to D3DXMESHCONTAINER_EX object

            // Go through all material subsets
            for(DWORD i=0;i<pMesh−>NumMaterials;i++) {
              // Set material and texture
              pD3DDevice−>SetMaterial(&pMesh−>pMaterials[i].MatD3D);
              pD3DDevice−>SetTexture(0, pMesh−>pTextures[i]);

             // Draw the mesh subset
             pDrawMesh−>DrawSubset(i);
            }


            posted on 2008-04-14 15:52 lovedday 閱讀(349) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            国产福利电影一区二区三区久久老子无码午夜伦不 | 伊人情人综合成人久久网小说| 久久亚洲AV成人无码| 久久婷婷色综合一区二区| 亚洲人成无码网站久久99热国产| 人人狠狠综合久久亚洲婷婷| 69久久精品无码一区二区| av无码久久久久久不卡网站| 色偷偷888欧美精品久久久| 99久久国产综合精品麻豆| 久久久精品日本一区二区三区 | 亚洲AV伊人久久青青草原| 日本加勒比久久精品| 性做久久久久久久| 久久99国产精一区二区三区| 韩国三级中文字幕hd久久精品| 香蕉久久夜色精品国产2020| 久久精品国产亚洲综合色| 久久涩综合| 久久久中文字幕| 国产美女亚洲精品久久久综合| 国产精品一区二区久久不卡| 久久这里都是精品| 色综合久久久久久久久五月| 亚洲国产精品无码久久青草 | 欧美久久久久久午夜精品| 国内精品人妻无码久久久影院| 色妞色综合久久夜夜| 久久综合精品国产一区二区三区 | 久久久青草久久久青草| 久久亚洲国产成人精品性色| 国产成人综合久久精品红| 久久人人超碰精品CAOPOREN| 精品综合久久久久久88小说 | 久久九九兔免费精品6| 久久精品国产亚洲av麻豆图片| 欧美一区二区久久精品| 亚洲精品99久久久久中文字幕| 久久中文字幕视频、最近更新| 婷婷久久综合九色综合九七| 久久久久久久综合狠狠综合|