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            天行健 君子當自強而不息

            D3D Animation Basis(9)

            As for the second draw_mesh function, it skips using the DrawSubset function and uses its own function to render subsets of polygon faces, using the vertex shader and vertex declaration you specify. This second function is extremely useful if you are using vertex shaders to render your meshes.

            First, let me show you some helper function usage information:


            D3DXATTRIBUTERANGE

            Stores an attribute table entry.

            typedef struct D3DXATTRIBUTERANGE {
            DWORD AttribId;
            DWORD FaceStart;
            DWORD FaceCount;
            DWORD VertexStart;
            DWORD VertexCount;
            } D3DXATTRIBUTERANGE, *LPD3DXATTRIBUTERANGE;

            Members

            AttribId
            Attribute table identifier.
            FaceStart
            Starting face.
            FaceCount
            Face count.
            VertexStart
            Starting vertex.
            VertexCount
            Vertex count.

            Remarks

            An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier (AttribId) when drawing the frame.

            The LPD3DXATTRIBUTERANGE type is defined as a pointer to the D3DXATTRIBUTERANGE structure.

            typedef D3DXATTRIBUTERANGE* LPD3DXATTRIBUTERANGE;
             

            ID3DXBaseMesh::GetAttributeTable

            Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.

            HRESULT GetAttributeTable(
            D3DXATTRIBUTERANGE * pAttribTable,
            DWORD * pAttribTableSize
            );

            Parameters

            pAttribTable
            [in, out] Pointer to an array of D3DXATTRIBUTERANGE structures, representing the entries in the mesh's attribute table. Specify NULL to retrieve the value for pAttribTableSize.
            pAttribTableSize
            [in, out] Pointer to either the number of entries stored in pAttribTable or a value to be filled in with the number of entries stored in the attribute table for the mesh.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

            Remarks

            An attribute table is created by ID3DXMesh::Optimize and passing D3DXMESHOPT_ATTRSORT for the Flags parameter.

            An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame.


            ID3DXSkinInfo::UpdateSkinnedMesh

            Applies software skinning to the target vertices based on the current matrices.

            HRESULT UpdateSkinnedMesh(
            CONST D3DXMATRIX * pBoneTransforms,
            CONST D3DXMATRIX * pBoneInvTransposeTransforms,
            LPCVOID pVerticesSrc,
            PVOID pVerticesDst
            );

            Parameters

            pBoneTransforms
            [in] Bone transform matrix.
            pBoneInvTransposeTransforms
            [in] Inverse transpose of the bone transform matrix.
            pVerticesSrc
            [in] Pointer to the buffer containing the source vertices.
            pVerticesDst
            [in] Pointer to the buffer containing the destination vertices.

            Return Values

            If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

            Remarks

            When used to skin vertices with two position elements, this method skins the second position element with the inverse of the bone instead of the bone itself.

            Now, it is implementation of function draw_mesh:

            HRESULT draw_mesh(D3DXMESHCONTAINER_EX* mesh_container,
                              IDirect3DVertexShader9
            * vertex_shader,
                              IDirect3DVertexDeclaration9
            * vertex_decl)
            {
                
            // error checking

                
            if(mesh_container == NULL || vertex_shader == NULL || vertex_decl == NULL)
                    
            return E_FAIL;

                ID3DXMesh
            * mesh = mesh_container->MeshData.pMesh;

                
            if(mesh == NULL)
                    
            return E_FAIL;

                
            if(mesh_container->NumMaterials == 0 || mesh_container->pMaterials == NULL)
                    
            return E_FAIL;

                
            // get the device interface
                IDirect3DDevice9* device;
                mesh
            ->GetDevice(&device);

                DWORD last_alpha_blend, old_alpha_blend, old_src_blend, old_dest_blend;

                
            // Save render states
                device->GetRenderState(D3DRS_ALPHABLENDENABLE,    &old_alpha_blend);
                device
            ->GetRenderState(D3DRS_SRCBLEND,            &old_src_blend);
                device
            ->GetRenderState(D3DRS_DESTBLEND,            &old_dest_blend);
                last_alpha_blend 
            = old_alpha_blend;  

                
            // get mesh buffer pointer
                IDirect3DVertexBuffer9* vertex_buffer;
                IDirect3DIndexBuffer9
            *  index_buffer;
                mesh
            ->GetVertexBuffer(&vertex_buffer);
                mesh
            ->GetIndexBuffer(&index_buffer);

                
            // get attribute table
                DWORD num_attr;
                mesh
            ->GetAttributeTable(NULL, &num_attr);
                D3DXATTRIBUTERANGE
            * attrs = new D3DXATTRIBUTERANGE[num_attr];
                mesh
            ->GetAttributeTable(attrs, &num_attr);

                
            // use the vertex shader interface passed
                device->SetFVF(0);
                device
            ->SetVertexShader(vertex_shader);
                device
            ->SetVertexDeclaration(vertex_decl);

                
            // set stream sources
                device->SetStreamSource(0, vertex_buffer, 0, D3DXGetFVFVertexSize(mesh->GetFVF()));
                device
            ->SetIndices(index_buffer);

                
            // go through each attribute group and render
                for(DWORD i = 0; i < num_attr; i++)
                {
                    
            if(attrs[i].FaceCount != 0)
                    {
                        DWORD mat_index 
            = attrs[i].AttribId;
                        device
            ->SetTexture(0, mesh_container->textures[mat_index]);

                        
            // enable or disable alpha blending per material
                        if(mesh_container->pMaterials[i].MatD3D.Diffuse.a != 1.0f)
                        {
                            
            if(last_alpha_blend != TRUE) 
                            {
                                last_alpha_blend 
            = TRUE;

                                device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
                                device
            ->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_ONE); // src color
                                device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTCOLOR);
                            }
                        }
                        
            else
                        {
                            
            if(last_alpha_blend != FALSE) 
                            {
                                last_alpha_blend 
            = FALSE;
                                device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                            }
                        }

                        device
            ->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, attrs[i].VertexStart, attrs[i].VertexCount,
                                                     attrs[i].FaceStart 
            * 3, attrs[i].FaceCount);
                    }
                }

                
            // clear stream uses
                device->SetStreamSource(0, NULL, 00);
                device
            ->SetIndices(NULL);

                
            // free resources
                release_com(vertex_buffer);
                release_com(index_buffer);
                delete[] attrs;

                
            // restore alpha blending states
                if(last_alpha_blend != old_alpha_blend) 
                {
                    device
            ->SetRenderState(D3DRS_ALPHABLENDENABLE, old_alpha_blend);
                    device
            ->SetRenderState(D3DRS_SRCBLEND,  old_src_blend);
                    device
            ->SetRenderState(D3DRS_DESTBLEND, old_dest_blend);
                }

                
            // make sure to release the device object!
                device->Release();

                
            // release vertex shader and declaration mapping
                device->SetVertexShader(NULL);
                device
            ->SetVertexDeclaration(NULL);

                
            return S_OK;
            }

             

            posted on 2008-04-15 13:06 lovedday 閱讀(454) 評論(0)  編輯 收藏 引用

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