• <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(dāng)自強(qiáng)而不息

            網(wǎng)格模型高級(jí)技術(shù)(12)

            為了方便加載.x文件中的框架和網(wǎng)格模型數(shù)據(jù),Direct3D提供了一個(gè)ID3DXAllocateHierarchy接口,該接口中有4個(gè)純虛函數(shù):用來(lái)創(chuàng)建框架的CreateFrame(),創(chuàng)建網(wǎng)格容器的CreateMeshContainer(),銷毀框架的DestroyFrame(),銷毀網(wǎng)格容器的DestroyMeshContainer()。應(yīng)用程序會(huì)在相應(yīng)的時(shí)機(jī)自動(dòng)調(diào)用這些對(duì)應(yīng)的函數(shù),以構(gòu)建或者銷毀對(duì)應(yīng)的框架或網(wǎng)格模型。

            This interface is implemented by the application to allocate or free frame and mesh container objects. Methods on this are called during loading and destroying frame hierarchies.

            Method Description
            ID3DXAllocateHierarchy::CreateFrame Requests allocation of a frame object.
            ID3DXAllocateHierarchy::CreateMeshContainer Requests allocation of a mesh container object.
            ID3DXAllocateHierarchy::DestroyFrame Requests deallocation of a frame object.
            ID3DXAllocateHierarchy::DestroyMeshContainer Requests deallocation of a mesh container object.

             

            ID3DXAllocateHierarchy::CreateFrame

            Requests allocation of a frame object.

            HRESULT CreateFrame(
            LPCSTR Name,
            LPD3DXFRAME * ppNewFrame
            );

            Parameters

            Name
            [in] Name of the frame to be created.
            ppNewFrame
            [out, retval] Returns the created frame object.

            Return Values

            The return values of this method are implemented by an application programmer. In general, if no error occurs, program the method to return D3D_OK. Otherwise, program the method to return an appropriate error message from D3DERR or D3DXERR, as this will cause D3DXLoadMeshHierarchyFromX to fail also, and return the error.

             

            ID3DXAllocateHierarchy::CreateMeshContainer

            Requests allocation of a mesh container object.

            HRESULT CreateMeshContainer(
            LPCSTR Name,
            CONST D3DXMESHDATA * pMeshData,
            CONST D3DXMATERIAL * pMaterials,
            CONST D3DXEFFECTINSTANCE * pEffectInstances,
            DWORD NumMaterials,
            CONST DWORD * pAdjacency,
            LPD3DXSKININFO pSkinInfo,
            LPD3DXMESHCONTAINER * ppNewMeshContainer
            );

            Parameters

            Name
            [in] Name of the mesh.
            pMeshData
            [in] Pointer to the mesh data structure.
            pMaterials
            [in] Array of materials used in the mesh.
            pEffectInstances
            [in] Array of effect instances used in the mesh. 
            NumMaterials
            [in] Number of materials in the materials array.
            pAdjacency
            [in] Adjacency array for the mesh.
            pSkinInfo
            [in] Pointer to the skin mesh object if skin data is found.
            ppNewMeshContainer
            [out, retval] Returns the created mesh container.

            Return Values

            The return values of this method are implemented by an application programmer. In general, if no error occurs, program the method to return D3D_OK. Otherwise, program the method to return an appropriate error message from D3DERR or D3DXERR, as this will cause D3DXLoadMeshHierarchyFromX to fail also, and return the error.

             

            ID3DXAllocateHierarchy::DestroyFrame

            Requests deallocation of a frame object.

            HRESULT DestroyFrame(
            LPD3DXFRAME pFrameToFree
            );

            Parameters

            pFrameToFree
            [in] Pointer to the frame to be deallocated.

            Return Values

            The return values of this method are implemented by an application programmer. In general, if no error occurs, program the method to return D3D_OK. Otherwise, program the method to return an appropriate error message from D3DERR or D3DXERR, as this will cause D3DXLoadMeshHierarchyFromX to fail also, and return the error.

             

            ID3DXAllocateHierarchy::DestroyMeshContainer

            Requests deallocation of a mesh container object.

            HRESULT DestroyMeshContainer(
            LPD3DXMESHCONTAINER pMeshContainerToFree
            );

            Parameters

            pMeshContainerToFree
            [in] Pointer to the mesh container object to be deallocated.

            Return Values

            The return values of this method are implemented by an application programmer. In general, if no error occurs, program the method to return D3D_OK. Otherwise, program the method to return an appropriate error message from D3DERR or D3DXERR, as this will cause D3DXLoadMeshHierarchyFromX to fail also, and return the error.

             

            cAllocateHierarchy類繼承自ID3DXAllocateHierarchy接口,在cAllocateHierarchy類需要重載這4個(gè)純虛函數(shù)以實(shí)現(xiàn)動(dòng)畫(huà)網(wǎng)格模型數(shù)據(jù)的加載和釋放。

            該類的定義如下:

            class cAllocateHierarchy : public ID3DXAllocateHierarchy
            {
            private:
            HRESULT AllocateName(LPCSTR name, LPSTR* ret_name);
            public:
            STDMETHOD(CreateFrame)(LPCSTR name, LPD3DXFRAME* ret_frame);
            	STDMETHOD(CreateMeshContainer)(LPCSTR name, 
            CONST D3DXMESHDATA* mesh_data,
            CONST D3DXMATERIAL* xmaterials,
            CONST D3DXEFFECTINSTANCE* effect_instances,
            DWORD num_materials,
            CONST DWORD* adjacency,
            LPD3DXSKININFO skin_info,
            LPD3DXMESHCONTAINER* ret_mesh_container);
                STDMETHOD(DestroyFrame)(THIS_ LPD3DXFRAME frame_to_free);
            STDMETHOD(DestroyMeshContainer)(THIS_ LPD3DXMESHCONTAINER base_mesh_container);
            };
             

            函數(shù)AllocateFrame()用來(lái)為框架生成一個(gè)名稱:

            HRESULT cAllocateHierarchy::AllocateName(LPCSTR name, LPSTR* ret_name)
            {
            if(name != NULL)
            {
            UINT length = (UINT)strlen(name) + 1;
            		*ret_name = new CHAR[length];
            		if(*ret_name == NULL)
            return E_OUTOFMEMORY;
            		memcpy(*ret_name, name, length * sizeof(CHAR));
            }
            else
            {
            *ret_name = NULL;
            }
            	return S_OK;
            }

             

            函數(shù)CreateFrame()的作用在于生成一個(gè)新的擴(kuò)展框架,并按照指定的參數(shù)為該框架命名:

            HRESULT cAllocateHierarchy::CreateFrame(LPCSTR name, LPD3DXFRAME* ret_frame)
            {
            *ret_frame = NULL;
            	D3DXFRAME_DERIVED* new_frame = new D3DXFRAME_DERIVED;
            	if(new_frame == NULL)
            return E_OUTOFMEMORY;
            	HRESULT hr = AllocateName(name, &new_frame->Name);
            	if(FAILED(hr))
            {
            delete new_frame;
            return hr;
            }
            	D3DXMatrixIdentity(&new_frame->TransformationMatrix);
            D3DXMatrixIdentity(&new_frame->CombinedTransformMatrix);
            	new_frame->pMeshContainer   = NULL;
            new_frame->pFrameSibling = NULL;
            new_frame->pFrameFirstChild = NULL;
            	*ret_frame = new_frame;
            	return S_OK;
            }

             

            在一個(gè)框架創(chuàng)建好后,需要?jiǎng)?chuàng)建該框架的網(wǎng)格容器,這通過(guò)函數(shù)CreateMeshContainer()來(lái)實(shí)現(xiàn):

            HRESULT cAllocateHierarchy::CreateMeshContainer(LPCSTR name, 
            CONST D3DXMESHDATA* mesh_data,
            CONST D3DXMATERIAL* xmaterials,
            CONST D3DXEFFECTINSTANCE* effect_instances,
            DWORD num_materials,
            CONST DWORD* adjacency,
            LPD3DXSKININFO skin_info,
            LPD3DXMESHCONTAINER* ret_mesh_container)
            {
            *ret_mesh_container = NULL;
            	if(mesh_data->Type != D3DXMESHTYPE_MESH)
            return E_FAIL;
            	ID3DXMesh* mesh_ptr = mesh_data->pMesh;
            DWORD fvf = mesh_ptr->GetFVF();
            	if(fvf == 0)
            return E_FAIL;
            	// create a mesh container and zero it
            	D3DXMESHCONTAINER_DERIVED* new_mesh_container = new D3DXMESHCONTAINER_DERIVED;
            	if(new_mesh_container == NULL)
            return E_OUTOFMEMORY;
            	memset(new_mesh_container, 0, sizeof(D3DXMESHCONTAINER_DERIVED));
            	// copy mesh name
            	HRESULT hr = AllocateName(name, &new_mesh_container->Name);
            	if(FAILED(hr))
            {
            DestroyMeshContainer(new_mesh_container);
            return hr;
            }
            	IDirect3DDevice9* device;
            mesh_ptr->GetDevice(&device);
            	new_mesh_container->MeshData.Type = D3DXMESHTYPE_MESH;
            	// be sure mesh contain normal
            if(!(fvf & D3DFVF_NORMAL))
            {
            hr = mesh_ptr->CloneMeshFVF(mesh_ptr->GetOptions(), fvf | D3DFVF_NORMAL, device,
            &new_mesh_container->MeshData.pMesh);
            		if(FAILED(hr))
            {
            release_com(device);
            DestroyMeshContainer(new_mesh_container);
            return hr;
            }
            		mesh_ptr = new_mesh_container->MeshData.pMesh;
            D3DXComputeNormals(mesh_ptr, NULL);
            }
            else
            {
            new_mesh_container->MeshData.pMesh = mesh_ptr;
            mesh_ptr->AddRef(); // !! important, so DestroyMeshContainer() will not crash.
            }
            	// load materials and textures
            	UINT num_faces = mesh_ptr->GetNumFaces();
            	new_mesh_container->NumMaterials = max(1, num_materials);
            new_mesh_container->pMaterials = new D3DXMATERIAL[new_mesh_container->NumMaterials];
            new_mesh_container->ppTextures = new LPDIRECT3DTEXTURE9[new_mesh_container->NumMaterials];
            new_mesh_container->pAdjacency = new DWORD[num_faces * 3];
            	if((new_mesh_container->pAdjacency == NULL) || (new_mesh_container->pMaterials == NULL) ||
            (new_mesh_container->ppTextures == NULL))
            {
            release_com(device);
            DestroyMeshContainer(new_mesh_container);
            return E_OUTOFMEMORY;
            }
            	memcpy(new_mesh_container->pAdjacency, adjacency, sizeof(DWORD) * num_faces * 3);
            memset(new_mesh_container->ppTextures, 0, sizeof(LPDIRECT3DTEXTURE9) * new_mesh_container->NumMaterials);
            	D3DXMATERIAL* xmaterials_ptr = new_mesh_container->pMaterials;
            	if(num_materials > 0)
            {
            memcpy(xmaterials_ptr, xmaterials, sizeof(D3DXMATERIAL) * num_materials);
            xmaterials_ptr->MatD3D.Ambient = xmaterials_ptr->MatD3D.Diffuse;
            		for(UINT i = 0; i < num_materials; i++)
            {
            if(xmaterials_ptr[i].pTextureFilename != NULL)
            {
            WCHAR w_texture_path[MAX_PATH];
            WCHAR w_filename[MAX_PATH];
            				RemovePathFromFileName(xmaterials_ptr[i].pTextureFilename, w_filename);
            DXUTFindDXSDKMediaFileCch(w_texture_path, MAX_PATH, w_filename);
            				if(FAILED( D3DXCreateTextureFromFileW(device, w_texture_path, &new_mesh_container->ppTextures[i]) ))
            new_mesh_container->ppTextures[i] = NULL;
            }
            }
            }
            else
            {
            xmaterials_ptr[0].pTextureFilename = NULL;
            memset(&xmaterials_ptr[0].MatD3D, 0, sizeof(D3DMATERIAL9));
            		xmaterials_ptr[0].MatD3D.Diffuse.r = 0.5f;
            xmaterials_ptr[0].MatD3D.Diffuse.r = 0.5f;
            xmaterials_ptr[0].MatD3D.Diffuse.b = 0.5f;
            xmaterials_ptr[0].MatD3D.Specular = xmaterials_ptr[0].MatD3D.Diffuse;
            xmaterials_ptr[0].MatD3D.Ambient = xmaterials_ptr[0].MatD3D.Diffuse;
            }
            	release_com(device);
            	*ret_mesh_container = new_mesh_container;
            	return S_OK;
            }

            在此實(shí)現(xiàn)的骨骼動(dòng)畫(huà)網(wǎng)格模型中沒(méi)有涉及到蒙皮信息,所以在CreateMeshContainer()函數(shù)中沒(méi)有處理參數(shù)skin_info指向的蒙皮信息。

             

            函數(shù)DestroyFrame()只有一個(gè)參數(shù)指向準(zhǔn)備釋放的框架對(duì)象:

            HRESULT cAllocateHierarchy::DestroyFrame(LPD3DXFRAME frame_to_free) 
            {
            SAFE_DELETE_ARRAY(frame_to_free->Name);
            SAFE_DELETE(frame_to_free);
            	return S_OK;
            }

             

            函數(shù)DestroyMeshContainer()也只有一個(gè)參數(shù)指向?qū)⒁尫诺木W(wǎng)格容器對(duì)象:

            HRESULT cAllocateHierarchy::DestroyMeshContainer(LPD3DXMESHCONTAINER base_mesh_container)
            {
            if(base_mesh_container == NULL)
            return S_OK;
            	D3DXMESHCONTAINER_DERIVED* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;
            	SAFE_DELETE_ARRAY(mesh_container->Name);
            SAFE_DELETE_ARRAY(mesh_container->pAdjacency);
            SAFE_DELETE_ARRAY(mesh_container->pMaterials);
            	if(mesh_container->ppTextures != NULL)
            {
            for(UINT i = 0; i < mesh_container->NumMaterials; i++)
            release_com(mesh_container->ppTextures[i]);
            }
            	SAFE_DELETE_ARRAY(mesh_container->ppTextures);
            	SAFE_RELEASE(mesh_container->MeshData.pMesh);
            SAFE_RELEASE(mesh_container->pSkinInfo);
            	SAFE_DELETE(mesh_container);
            	return S_OK;
            }

            posted on 2008-06-11 14:56 lovedday 閱讀(2177) 評(píng)論(3)  編輯 收藏 引用

            評(píng)論

            # re: 網(wǎng)格模型高級(jí)技術(shù)(12) 2010-04-04 11:58 chuckey

            誰(shuí)寫(xiě)的這種文章,也太無(wú)聊了,全就抄了一下.  回復(fù)  更多評(píng)論   

            # re: 網(wǎng)格模型高級(jí)技術(shù)(12) 2010-07-14 14:52 騾子寶

            博主能出來(lái)解釋一下嗎?看得云里霧里的。
            FRAME是每個(gè)骨骼創(chuàng)建一個(gè)FRAME嗎?每個(gè)FRMAE都創(chuàng)建一個(gè)CONTAINER嗎?  回復(fù)  更多評(píng)論   

            # re: 網(wǎng)格模型高級(jí)技術(shù)(12) 2011-05-22 13:04

            看看  回復(fù)  更多評(píng)論   


            只有注冊(cè)用戶登錄后才能發(fā)表評(píng)論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問(wèn)   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計(jì)

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評(píng)論

            久久人爽人人爽人人片AV| 无码人妻久久一区二区三区 | 香蕉久久夜色精品国产2020| 国产巨作麻豆欧美亚洲综合久久| 精品视频久久久久| 久久久久亚洲国产| 久久国产精品成人免费| 国产L精品国产亚洲区久久| 亚洲精品国产自在久久| 久久精品国产亚洲AV麻豆网站| 99久久精品免费看国产免费| 尹人香蕉久久99天天拍| 欧美亚洲国产精品久久蜜芽| 欧美伊人久久大香线蕉综合| 国产成人久久精品二区三区| 99久久综合国产精品免费| 伊人久久大香线蕉影院95| 国产99久久久国产精品小说| 久久精品国产一区二区三区| 色婷婷综合久久久久中文一区二区 | www亚洲欲色成人久久精品| 老司机午夜网站国内精品久久久久久久久 | 蜜臀av性久久久久蜜臀aⅴ| 要久久爱在线免费观看| 蜜桃麻豆www久久| 久久国产精品无码一区二区三区 | 久久综合亚洲鲁鲁五月天| 999久久久免费国产精品播放| 久久久无码精品亚洲日韩蜜臀浪潮 | 久久精品无码一区二区三区日韩| 国产精品久久自在自线观看| 蜜臀av性久久久久蜜臀aⅴ麻豆 | 亚洲va国产va天堂va久久| 久久亚洲高清综合| 久久精品?ⅴ无码中文字幕| 国产精品一区二区久久精品| jizzjizz国产精品久久| 亚洲va久久久噜噜噜久久狠狠| 久久综合九色综合网站| 久久青青色综合| 国产色综合久久无码有码|