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            天行健 君子當自強而不息

            D3D Animation Basis(6)

            The second load_mesh function  is much like the first, except that instead of loading an entire .X file into one D3DXMESHCONTAINER_EX object, you are able to load a single mesh object (using the D3DXLoadSkinMeshFromXof function) as pointed to by a ID3DXFileData object (used while parsing an .X file). Here's the prototype:

            HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
              IDirect3DDevice9* device,
              ID3DXFileData* xfile_data,
              const char* texture_path,
              DWORD new_fvf,
              DWORD load_flags);

            You'll notice that the xfile_data parameter is here instead of the filename parameter used by the first LoadMesh function. The xfile_data parameter is of the type ID3DXFileData, which is an object that represents the currently enumerated data object inside an .X file.

            Calling the second load_mesh function is the same as calling the first (with the exception of providing a pointer to the enumerated data object).

            HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
                              IDirect3DDevice9
            * device,
                              ID3DXFileData
            * xfile_data,                  
                              
            const char* texture_path,
                              DWORD new_fvf,
                              DWORD load_flags)
            {
                
            // error checking
                if(ret_mesh_container == NULL || device == NULL || xfile_data == 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

                ID3DXMesh
            *        mesh;
                ID3DXSkinInfo
            *  skin_info;
                ID3DXBuffer
            *    material_buffer;
                ID3DXBuffer
            *    adj_buffer;
                DWORD            num_materials;    

                HRESULT hr 
            = D3DXLoadSkinMeshFromXof(xfile_data, load_flags, device, &adj_buffer, &material_buffer, NULL,
                                                     
            &num_materials, &skin_info, &mesh);

                
            if(FAILED(hr))
                    
            return hr;

                
            // free skin info if no bones
                if(skin_info && skin_info->GetNumBones() == 0)
                    release_com(skin_info);

                
            // convert to new FVF first as needed (not with skinned models)
                if(new_fvf)
                {
                    ID3DXMesh
            * clone_mesh;
                    hr 
            = mesh->CloneMeshFVF(load_flags, new_fvf, device, &clone_mesh);

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

                        
            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.

                DWORD size;
                xfile_data
            ->GetName(NULL, &size);

                
            if(size)
                {
                    mesh_container
            ->Name = new char[size];
                    xfile_data
            ->GetName(mesh_container->Name, &size);
                }
                
                mesh_container
            ->MeshData.Type  = D3DXMESHTYPE_MESH;
                mesh_container
            ->MeshData.pMesh = mesh;
                mesh_container
            ->pSkinInfo       = skin_info;

                mesh      
            = NULL;
                skin_info 
            = NULL;

                
            // store adjacency information

                DWORD adj_buffer_size 
            = adj_buffer->GetBufferSize();

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

                release_com(adj_buffer);

                
            // create a duplicate mesh in case skinning is used
                if(mesh_container->pSkinInfo)
                {
                    mesh_container
            ->MeshData.pMesh->CloneMeshFVF(0, mesh_container->MeshData.pMesh->GetFVF(), device,
                                                                 
            &mesh_container->skin_mesh);
                }

                
            // 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;
            }
             

             

            posted on 2008-04-14 17:11 lovedday 閱讀(298) 評論(0)  編輯 收藏 引用

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