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//=============================================================================
// Desc: 主程序源文件
//=============================================================================

#include 
"dxstdafx.h"
#pragma warning(disable: 
4995)
#include 
"resource.h"
#include 
"meshloader.h"
#pragma warning(
default4995)


//-----------------------------------------------------------------------------
// 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( truetrue );

    
//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( truetruetrue );
    DXUTCreateWindow( L
"MeshFromOBJ" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480
                      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, 12522 );
    g_HUD.AddButton( IDC_TOGGLEREF, L
"Toggle REF (F3)"35, iY += 2412522 );
    g_HUD.AddButton( IDC_CHANGEDEVICE, L
"Change device (F2)"35, iY += 2412522, 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"20010525 );
    g_SampleUI.AddComboBox( IDC_SUBSET, 
202514024'S' );
    g_SampleUI.AddButton(IDC_SAVETOX, L
"Save Mesh To X file",  2050,  14024'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, 150, 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-1700 );
    g_HUD.SetSize( 
170170 );
    g_HUD.Refresh();

    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170, pBackBufferSurfaceDesc->Height-350 );
    g_SampleUI.SetSize( 
170300 );
    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(2.0f1.0f0.0f);
    D3DXVECTOR3 vecAt (
0.0f0.0f-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, 0.1f1000.0f );
    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(-1.0f0.0f-1.0f);
    D3DXVec3Normalize( (D3DXVECTOR3
*)&light.Direction, &vecDir );
    light.Range       
= 1000.0f;
    pd3dDevice
->SetLight( 0&light );
    pd3dDevice
->LightEnable( 0true );
    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(
0141153191), 1.0f0) );

    
//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( 
55 );
    txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f1.0f0.0f1.0f ) );
    txtHelper.DrawTextLine( DXUTGetFrameStats(
true) );
    txtHelper.DrawTextLine( DXUTGetDeviceStats() );

    
//显示其他简要信息
    txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
    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( 
200505050 ) );
        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( 
1.0f1.0f1.0f1.0f ) );
        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) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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