锘??xml version="1.0" encoding="utf-8" standalone="yes"?> 1. 瀹夎鎻掍歡錛圥andaDirectXMaxExporter_x86.dle錛夆斺?/strong>瀹夎鏂規硶銆?/strong> 2. 鍦?dmax涓緩妯°?/strong> 3. 鎶婃ā鍨嬪鍑轟負.x 鏂囦歡銆?/strong> 瀵煎嚭鏃?dmax鍙傛暟璁劇疆錛?/p> 4. 鍦―X涓疄鐜?X鏂囦歡鐨勫鍏ュ茍鏄劇ず鍑烘潵銆?/strong> 5. 鏁堟灉錛?/strong> 6. 澶囨敞錛?/strong> 浠?dmax2010涓鍑?x鏂囦歡鏃訛紝鎶樿吘浜嗚涔呰涔咃紝鏈鍚庡彂鐜版槸鎻掍歡鐨勭増鏈笉瀵癸紝搴斾嬌鐢?010鐗堟湰鐨刾anda鎻掍歡錛岃屽紑濮嬩嬌鐢ㄧ殑鏄?9鐗堛?/p>
7. 闄勪歡錛?/strong> 1: #include <windows.h> 2: #include <d3dx9.h> 3: #include <vector> 4: using namespace std;
5: HINSTANCE hInstance; 6: IDirect3DDevice9 *Device = 0; 7: const D3DXCOLOR WHITE( D3DCOLOR_XRGB(255, 255, 255) );
8: //璁劇疆鍏ㄥ眬鍙橀噺錛屼竴涓狪D3DXMesh瀵硅薄瀛樺偍浠嶺File涓姞杞界殑緗戞牸鏁版嵁錛屽彟澶栦袱涓彉閲忓垎鍒瓨鍌ㄨ緗戞牸鐨勬潗璐ㄥ拰綰圭悊鏁版嵁
9: ID3DXMesh *Mesh = 0; 10: vector<D3DMATERIAL9>Mtrls(0); 11: vector<IDirect3DTexture9*>Textures(0); 12: bool Setup()
13: { 14: //瀵煎叆XFile鏁版嵁
15: ID3DXBuffer* adjBuffer = 0; 16: ID3DXBuffer* mtrlBuffer = 0; 17: DWORD numMtrls = 0; 18: D3DXLoadMeshFromX("bigship1.x", D3DXMESH_MANAGED, Device, &adjBuffer, &mtrlBuffer, 0, &numMtrls, &Mesh);
19: //鍔犺澆XFile鏂囦歡鍚庯紝鎴戜滑蹇呴』閬嶅巻D3DXMATRIAL鏁扮粍涓殑鍏冪礌錛屽茍鍔犺澆璇ョ綉鏍兼墍寮曠敤鐨勭汗鐞嗘暟鎹?
20: if(mtrlBuffer!=0 && numMtrls!=0)
21: { 22: D3DXMATERIAL *mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer(); 23: for(int i=0; i<numMtrls; i++)
24: { 25: //璁劇疆MatD3D鐨勫睘鎬?
26: mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse; 27: //淇濆瓨絎琲涓潗璐?
28: Mtrls.push_back(mtrls[i].MatD3D); 29: //媯鏌ョi涓潗璐ㄦ槸鍚︽湁綰圭悊
30: if(mtrls[i].pTextureFilename != 0)
31: { 32: //鏄殑璇濆鍏ョ汗鐞嗕俊鎭?
33: IDirect3DTexture9* tex = 0; 34: D3DXCreateTextureFromFile(Device, mtrls[i].pTextureFilename, &tex); 35: //淇濆瓨瀵煎叆鐨勭汗鐞?
36: Textures.push_back(tex); 37: } 38: else
39: { 40: //涓嶆槸鐨勮瘽
41: Textures.push_back(0); 42: } 43: } 44: } 45: Mesh->OptimizeInplace( 46: D3DXMESHOPT_ATTRSORT | 47: D3DXMESHOPT_COMPACT | 48: D3DXMESHOPT_VERTEXCACHE, 49: (DWORD*)adjBuffer->GetBufferPointer(), 50: 0, 0, 0); 51: //
52: // Set texture filters.
53: //
54: Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); 55: Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); 56: Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT); 57: //
58: // Set Lights.
59: //
60: D3DLIGHT9 dir; 61: ZeroMemory(&dir, sizeof(dir));
62: dir.Type = D3DLIGHT_DIRECTIONAL; 63: dir.Diffuse = WHITE; 64: dir.Specular = WHITE * 0.3f; 65: dir.Ambient = WHITE * 0.6f; 66: dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f); 67: //
68: // Set and Enable the light.
69: //
70: Device->SetLight(0, &dir); 71: Device->LightEnable(0, true);
72: //
73: // Set camera.
74: //
75: D3DXVECTOR3 pos(4.0f, 4.0f, -13.0f); 76: D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); 77: D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); 78: D3DXMATRIX V; 79: D3DXMatrixLookAtLH( 80: &V, 81: &pos, 82: &target, 83: &up); 84: Device->SetTransform(D3DTS_VIEW, &V); 85: //
86: // Set projection matrix.
87: //
88: D3DXMATRIX proj; 89: D3DXMatrixPerspectiveFovLH( 90: &proj, 91: D3DX_PI * 0.5f, // 90 - degree
92: 800.0f/600.0f, 93: 1.0f, 94: 1000.0f); 95: Device->SetTransform(D3DTS_PROJECTION, &proj); 96: return true;
97: } 98: void Cleanup()
99: { 100: } 101: void Display(float time)
102: { 103: if(Device)
104: { 105: static float y = 0.0f;
106: D3DXMATRIX yRot; 107: D3DXMatrixRotationY(&yRot, y); 108: y = y + time; 109: if(y>6.28f)
110: y = 0.0f; 111: D3DXMATRIX World = yRot; 112: Device ->SetTransform(D3DTS_WORLD, &World); 113: Device ->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x0000ffff, 1.0f, 0); 114: Device ->BeginScene(); 115: for(int i=0; i<Mtrls.size(); i++)
116: { 117: Device ->SetMaterial(&Mtrls[i]); 118: Device ->SetTexture(0, Textures[i]); 119: Mesh ->DrawSubset(i); 120: } 121: Device ->EndScene(); 122: Device ->Present(0, 0, 0, 0); 123: } 124: } 125: LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) 126: { 127: switch(uMsg)
128: { 129: case WM_DESTROY:
130: PostQuitMessage(0); 131: break;
132: case WM_KEYDOWN:
133: if( wParam == VK_ESCAPE )
134: DestroyWindow(hWnd); 135: break;
136: default:
137: return DefWindowProc(hWnd, uMsg, wParam, lParam);
138: } 139: return 0;
140: } 141: int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
142: { 143: MSG msg; 144: ZeroMemory(&msg, sizeof(msg));
145: WNDCLASSEX wc; 146: wc.cbClsExtra = NULL; 147: wc.cbSize = sizeof(wc);
148: wc.cbWndExtra = NULL; 149: wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); 150: wc.hCursor = LoadCursor(NULL, IDC_ARROW); 151: wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); 152: wc.hIconSm = NULL; 153: wc.hInstance = hInstance; 154: wc.lpfnWndProc = WndProc; 155: wc.lpszClassName = "draw";
156: wc.lpszMenuName = NULL; 157: wc.style = CS_DROPSHADOW; 158: RegisterClassEx(&wc); 159: HWND hWnd = CreateWindowEx(WS_EX_COMPOSITED, "draw", "draw", WS_HSCROLL, 100, 100, 800, 600, NULL, NULL, hInstance, NULL);
160: ShowWindow(hWnd, SW_NORMAL); 161: UpdateWindow(hWnd); 162: IDirect3D9 *D3D9 = 0; 163: D3D9 = Direct3DCreate9(D3D_SDK_VERSION); 164: D3DCAPS9 caps; 165: D3D9 ->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); 166: int vp = 0;
167: if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
168: vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; 169: else
170: vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; 171: D3DPRESENT_PARAMETERS d3dpp; 172: d3dpp.BackBufferWidth = 800; 173: d3dpp.BackBufferHeight = 600; 174: d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; 175: d3dpp.BackBufferCount = 1; 176: d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; 177: d3dpp.MultiSampleQuality = 0; 178: d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; 179: d3dpp.hDeviceWindow = hWnd; 180: d3dpp.Windowed = true;
181: d3dpp.EnableAutoDepthStencil = true;
182: d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; 183: d3dpp.Flags = 0; 184: d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; 185: d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; 186: HRESULT hr = D3D9-> CreateDevice( 187: D3DADAPTER_DEFAULT, 188: D3DDEVTYPE_HAL, 189: hWnd, 190: vp, 191: &d3dpp, 192: &Device); 193: while(msg.message != WM_QUIT)
194: { 195: if(PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
196: { 197: TranslateMessage(&msg); 198: DispatchMessage(&msg); 199: } 200: else
201: { 202: Setup(); 203: Display(0.016f); 204: } 205: } 206: return 0;
207: }
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浜虹敓鏄案榪滅殑绔炰簤錛?br /> 濂嬫枟鏄敮涓鍑鴻礬銆?
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