//=============================================================================
// Desc: 主程序源文件
//=============================================================================
#include "dxstdafx.h"
#pragma warning(disable: 4995)
#include "resource.h"
#include "meshloader.h"
#pragma warning(default: 4995)
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
ID3DXFont* g_pFont = NULL; //ID3DXFont字体对象
ID3DXSprite* g_pTextSprite = NULL; //ID3DXSprite文本精灵对象
bool g_bShowHelp = true; //标识是否显示简单说明文本
CDXUTDialogResourceManager g_DialogResourceManager; //对话框资源管理器
CD3DSettingsDlg g_SettingsDlg; //Direct3D设备设置对话框
CDXUTDialog g_HUD; //对话框
CDXUTDialog g_SampleUI; //对话框
CModelViewerCamera g_Camera; //摄影机对象
CMeshLoader g_MeshLoader; //
WCHAR g_strFileSaveMessage[MAX_PATH] = {0};
//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_STATIC -1
#define IDC_TOGGLEFULLSCREEN 1
#define IDC_TOGGLEREF 3
#define IDC_CHANGEDEVICE 4
#define IDC_SUBSET 5
#define IDC_SAVETOX 6
//-----------------------------------------------------------------------------
// Desc: 函数声明
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext );
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
void CALLBACK OnLostDevice( void* pUserContext );
void CALLBACK OnDestroyDevice( void* pUserContext );
void InitApp();
void RenderText();
void RenderSubset( UINT iSubset, IDirect3DDevice9* pd3dDevice);
void SaveMeshToXFile();
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
//为Debug配置启用运行时内存检查功能
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
//设置回调函数
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackKeyboard( KeyboardProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
//全屏幕时显示鼠标
DXUTSetCursorSettings( true, true );
//应用程序相关的初始化
InitApp();
//初始化DXUT, 创建窗口, 创建Direct3D设备对象
DXUTInit( true, true, true );
DXUTCreateWindow( L"MeshFromOBJ" );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true, 640, 480,
IsDeviceAcceptable, ModifyDeviceSettings );
//进入消息循环和场景渲染
DXUTMainLoop();
//在此进行应用程序相关的清除工作
return DXUTGetExitCode();
}
//-----------------------------------------------------------------------------
// Desc: 应用程序相关初始化
//-----------------------------------------------------------------------------
void InitApp()
{
//初始化对话框
g_SettingsDlg.Init( &g_DialogResourceManager );
g_HUD.Init( &g_DialogResourceManager );
g_SampleUI.Init( &g_DialogResourceManager );
//为g_HUD对话框设置消息处理函数,添加控件
g_HUD.SetCallback( OnGUIEvent ); int iY = 10;
g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 );
g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22 );
g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 );
//为g_SampleUI对话框设置消息处理函数,添加控件
g_SampleUI.SetCallback( OnGUIEvent ); iY = 10;
g_SampleUI.SetFont( 1, L"Arial", 14, FW_BOLD );
CDXUTElement* pElement = g_SampleUI.GetDefaultElement( DXUT_CONTROL_STATIC, 0 );
if( pElement )
{
pElement->iFont = 1;
pElement->dwTextFormat = DT_LEFT | DT_BOTTOM;
}
g_SampleUI.AddStatic( IDC_STATIC, L"(S)ubset", 20, 0, 105, 25 );
g_SampleUI.AddComboBox( IDC_SUBSET, 20, 25, 140, 24, 'S' );
g_SampleUI.AddButton(IDC_SAVETOX, L"Save Mesh To X file", 20, 50, 140, 24, 'X');
}
//-----------------------------------------------------------------------------
// Desc: 设备能力检查
//-----------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed,
void* pUserContext )
{
//检查后台缓冲区格式是否支持Alpha混合等操作(post pixel blending operations)
IDirect3D9* pD3D = DXUTGetD3DObject();
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Desc: 修改Direct3D渲染设备设置
//-----------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings,
const D3DCAPS9* pCaps, void* pUserContext )
{
//如果不支持硬件顶点处理则使用软件顶点处理
if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
{
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
//如果HAL设备支持反走样,则启用反走样
CD3DEnumeration* pEnum = DXUTGetEnumeration();
CD3DEnumDeviceSettingsCombo* pCombo = pEnum->GetDeviceSettingsCombo( pDeviceSettings );
if( pDeviceSettings->DeviceType == D3DDEVTYPE_HAL &&
pCombo->multiSampleTypeList.Contains( D3DMULTISAMPLE_4_SAMPLES ) )
{
pDeviceSettings->pp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;
pDeviceSettings->pp.MultiSampleQuality = 0;
}
//如果使用参考设备,则弹出警告对话框
static bool s_bFirstTime = true;
if( s_bFirstTime )
{
s_bFirstTime = false;
if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
DXUTDisplaySwitchingToREFWarning();
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建管理内存资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
//创建字体
V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
L"Arial", &g_pFont ) );
//加载并创建网格模型
V_RETURN( g_MeshLoader.Create( pd3dDevice, L"cup.obj" ) );
//添加材质子块
CDXUTComboBox* pComboBox = g_SampleUI.GetComboBox( IDC_SUBSET );
pComboBox->RemoveAllItems();
pComboBox->AddItem( L"All", (void*)(INT_PTR) -1 );
for( UINT i=0; i < g_MeshLoader.GetNumMaterials(); i++ )
{
Material* pMaterial = g_MeshLoader.GetMaterial( i );
pComboBox->AddItem( pMaterial->strName, (void*)(INT_PTR) i );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
{
HRESULT hr;
V_RETURN( g_DialogResourceManager.OnResetDevice() );
V_RETURN( g_SettingsDlg.OnResetDevice() );
//设置对框框初始位置和尺寸
g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-170, 0 );
g_HUD.SetSize( 170, 170 );
g_HUD.Refresh();
g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width-170, pBackBufferSurfaceDesc->Height-350 );
g_SampleUI.SetSize( 170, 300 );
g_SampleUI.Refresh();
//恢复字体
if( g_pFont )
V_RETURN( g_pFont->OnResetDevice() );
//创建ID3DXSprite接口对象
V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
//设置摄影机观察参数
D3DXVECTOR3 vecEye(2.0f, 1.0f, 0.0f);
D3DXVECTOR3 vecAt (0.0f, 0.0f, -0.0f);
g_Camera.SetViewParams( &vecEye, &vecAt );
//设置摄影机投影参数
float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
//设置灯光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Diffuse.a = 1.0f;
light.Specular.r = 1.0f;
light.Specular.g = 1.0f;
light.Specular.b = 1.0f;
light.Specular.a = 1.0f;
vecDir = D3DXVECTOR3(-1.0f, 0.0f, -1.0f);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
pd3dDevice->SetLight( 0, &light );
pd3dDevice->LightEnable( 0, true );
pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
//设置环境光
pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//根据用户输入, 更新摄影机位置
g_Camera.FrameMove( fElapsedTime );
//设置世界矩阵
D3DXMATRIXA16 mWorld;
mWorld = *g_Camera.GetWorldMatrix();
pd3dDevice->SetTransform( D3DTS_WORLD, &mWorld );
//设置观察矩阵
D3DXMATRIXA16 mView;
mView = *g_Camera.GetViewMatrix();
pd3dDevice->SetTransform( D3DTS_VIEW, &mView );
//设置投影矩阵
D3DXMATRIXA16 mProj;
mProj = *g_Camera.GetProjMatrix();
pd3dDevice->SetTransform( D3DTS_PROJECTION, &mProj );
}
//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime,
float fElapsedTime, void* pUserContext )
{
//如果正在利用Direct3D设备设置对话框进行设置, 则不渲染场景
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.OnRender( fElapsedTime );
return;
}
HRESULT hr;
//清除后台颜色缓冲区和深度缓冲区
V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(0, 141, 153, 191), 1.0f, 0) );
//渲染场景
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
//渲染网格模型
UINT iCurSubset = (UINT)(INT_PTR) g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();
if( iCurSubset == -1 ) //-1表示渲染全部子模型
{
for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
{
RenderSubset( iSubset, pd3dDevice);
}
}
else
{
RenderSubset( iCurSubset, pd3dDevice);
}
//渲染文本和控件
RenderText();
V( g_HUD.OnRender( fElapsedTime ) );
V( g_SampleUI.OnRender( fElapsedTime ) );
V( pd3dDevice->EndScene() );
}
}
//-----------------------------------------------------------------------------
// Desc: 辅助函数, 渲染指定的子网格模型
//-----------------------------------------------------------------------------
void RenderSubset( UINT iSubset, IDirect3DDevice9* pd3dDevice)
{
//获取当前子网格模型的材质和纹理
ID3DXMesh* pMesh = g_MeshLoader.GetMesh();
Material* pMaterial = g_MeshLoader.GetMaterial( iSubset );
//为当前子网格模型设置材质
static D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Ambient.r = pMaterial->vAmbient.x;
mtrl.Ambient.g = pMaterial->vAmbient.x;
mtrl.Ambient.b = pMaterial->vAmbient.x;
mtrl.Ambient.a = pMaterial->fAlpha;
mtrl.Diffuse.r = pMaterial->vDiffuse.x;
mtrl.Diffuse.g = pMaterial->vDiffuse.y;
mtrl.Diffuse.b = pMaterial->vDiffuse.z;
mtrl.Diffuse.a = pMaterial->fAlpha;
mtrl.Specular.r = pMaterial->vSpecular.x;
mtrl.Specular.g = pMaterial->vSpecular.y;
mtrl.Specular.b = pMaterial->vSpecular.z;
mtrl.Specular.a = pMaterial->fAlpha;
pd3dDevice->SetMaterial( &mtrl );
//为当前子网格模型设置纹理
pd3dDevice->SetTexture( 0, pMaterial->pTexture );
//渲染当前子网格模型
pMesh->DrawSubset( iSubset );
}
//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );
//显示当前Direct3D设备状态和渲染帧速率
txtHelper.Begin();
txtHelper.SetInsertionPos( 5, 5 );
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
txtHelper.DrawTextLine( DXUTGetDeviceStats() );
//显示其他简要信息
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"从.OBJ格式文件加载网格模型" );
txtHelper.DrawTextLine( g_strFileSaveMessage );
//显示简单帮助文本
if( g_bShowHelp )
{
const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
txtHelper.SetInsertionPos( 10, pd3dsdBackBuffer->Height-15*5 );
txtHelper.SetForegroundColor( D3DCOLOR_ARGB( 200, 50, 50, 50 ) );
txtHelper.DrawTextLine( L"Controls (F1 to hide):" );
txtHelper.SetInsertionPos( 20, pd3dsdBackBuffer->Height-15*4 );
txtHelper.DrawTextLine( L"Rotate model: Left mouse button\n"
L"Rotate camera: Right mouse button\n"
L"Zoom camera: Mouse wheel scroll\n" );
txtHelper.SetInsertionPos( 250, pd3dsdBackBuffer->Height-15*4 );
txtHelper.DrawTextLine( L"Hide help: F1\n");
txtHelper.DrawTextLine( L"Quit: ESC\n" );
}
else
{
txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
txtHelper.DrawTextLine( L"Press F1 for help" );
}
txtHelper.End();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext )
{
*pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
if( g_SettingsDlg.IsActive() )
{
g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
return 0;
}
*pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
*pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
if( *pbNoFurtherProcessing )
return 0;
g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
return 0;
}
//-----------------------------------------------------------------------------
// Desc: 键盘消息处理
//-----------------------------------------------------------------------------
void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
{
if( bKeyDown )
{
switch( nChar )
{
case VK_F1: g_bShowHelp = !g_bShowHelp; break;
}
}
}
//-----------------------------------------------------------------------------
// Desc: 处理各种控件消息
//-----------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl,
void* pUserContext )
{
switch( nControlID )
{
case IDC_TOGGLEFULLSCREEN:
DXUTToggleFullScreen();
break;
case IDC_TOGGLEREF:
DXUTToggleREF();
break;
case IDC_CHANGEDEVICE:
g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
break;
case IDC_SAVETOX:
SaveMeshToXFile(); //将网格模型保存到.X文件
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 释放在OnResetDevice()中创建的资源
//-----------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
g_DialogResourceManager.OnLostDevice();
g_SettingsDlg.OnLostDevice();
if( g_pFont )
g_pFont->OnLostDevice();
SAFE_RELEASE(g_pTextSprite);
}
//------------------------------------------------------------------------------
// Desc: 释放在OnCreateDevice()中创建的资源
//------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
g_DialogResourceManager.OnDestroyDevice();
g_SettingsDlg.OnDestroyDevice();
SAFE_RELEASE( g_pFont );
g_MeshLoader.Destroy();
}
//------------------------------------------------------------------------------
// Desc: 辅助函数, 将网格模型保存到.X文件
//------------------------------------------------------------------------------
void SaveMeshToXFile()
{
HRESULT hr;
//填充材质结构
UINT numMaterials = g_MeshLoader.GetNumMaterials();
D3DXMATERIAL *pMaterials = new D3DXMATERIAL[numMaterials];
char *pStrTexture = new char[MAX_PATH * numMaterials];
if ((pMaterials != NULL) && (pStrTexture != NULL))
{
for( UINT i=0; i < g_MeshLoader.GetNumMaterials(); i++ )
{
Material* pMat = g_MeshLoader.GetMaterial( i );
if (pMat != NULL)
{
pMaterials[i].MatD3D.Ambient.r = pMat->vAmbient.x;
pMaterials[i].MatD3D.Ambient.g = pMat->vAmbient.y;
pMaterials[i].MatD3D.Ambient.b = pMat->vAmbient.z;
pMaterials[i].MatD3D.Ambient.a = pMat->fAlpha;
pMaterials[i].MatD3D.Diffuse.r = pMat->vDiffuse.x;
pMaterials[i].MatD3D.Diffuse.g = pMat->vDiffuse.y;
pMaterials[i].MatD3D.Diffuse.b = pMat->vDiffuse.z;
pMaterials[i].MatD3D.Diffuse.a = pMat->fAlpha;
pMaterials[i].MatD3D.Specular.r = pMat->vSpecular.x;
pMaterials[i].MatD3D.Specular.g = pMat->vSpecular.y;
pMaterials[i].MatD3D.Specular.b = pMat->vSpecular.z;
pMaterials[i].MatD3D.Specular.a = pMat->fAlpha;
pMaterials[i].MatD3D.Emissive.r = 0;
pMaterials[i].MatD3D.Emissive.g = 0;
pMaterials[i].MatD3D.Emissive.b = 0;
pMaterials[i].MatD3D.Emissive.a = 0;
pMaterials[i].MatD3D.Power = (float)pMat->nShininess;
WideCharToMultiByte( CP_ACP, 0, pMat->strTexture, -1, (pStrTexture + i*MAX_PATH), MAX_PATH, NULL, NULL );
pMaterials[i].pTextureFilename = (pStrTexture + i*MAX_PATH);
}
}
// Write to file in same directory where the .obj file was found
WCHAR strBuf[ MAX_PATH ];
StringCchPrintf( strBuf, MAX_PATH-1, L"%s\\%s", g_MeshLoader.GetMediaDirectory(), L"MeshFromOBJ.x" );
hr = D3DXSaveMeshToX( strBuf, g_MeshLoader.GetMesh(), NULL,
pMaterials, NULL, numMaterials,
D3DXF_FILEFORMAT_TEXT );
if( SUCCEEDED(hr) )
{
StringCchPrintf( g_strFileSaveMessage, MAX_PATH-1, L"Created %s", strBuf );
}
else
{
DXTRACE_ERR( L"SaveMeshToXFile()::D3DXSaveMeshToX", hr );
StringCchPrintf( g_strFileSaveMessage, MAX_PATH-1, L"Error creating %s, check debug output", strBuf );
}
}
SAFE_DELETE_ARRAY( pMaterials );
SAFE_DELETE_ARRAY( pStrTexture );
}
posted on 2008-04-04 22:49
七星重剑 阅读(1076)
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