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//=============================================================================
// Desc: 主程序源代码
//=============================================================================
#include "dxstdafx.h"
#include 
"resource.h"
#define MAX_INTERSECTIONS 16


//-----------------------------------------------------------------------------
// 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

CDXUTMesh                  g_pMesh;                   
//网格模型对象
LPD3DXMESH                 g_pPickMesh;               //用于计算拾取三角形的网格对象
DWORD                      g_dwNumIntersections = 0;  //拾取到的面的数量
LPDIRECT3DVERTEXBUFFER9    g_pVB = NULL;              //存放所拾取到的三角形的顶点缓冲区
DWORD                      g_IntersectionArray[MAX_INTERSECTIONS]; //存储拾取到三角形的索引


//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct D3DVERTEX
{
    D3DXVECTOR3 p;
    D3DXVECTOR3 n;
    
float       tu, tv;

    
static const DWORD FVF;
};
const DWORD D3DVERTEX::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;


//-----------------------------------------------------------------------------
// 控件ID
//-----------------------------------------------------------------------------
#define IDC_TOGGLEFULLSCREEN      1
#define IDC_TOGGLEREF             2
#define IDC_CHANGEDEVICE          3


//-----------------------------------------------------------------------------
// 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();
HRESULT Pick_Triangle(IDirect3DDevice9
* pd3dDevice, LPD3DXMESH pMesh);


//-----------------------------------------------------------------------------
// 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 );

    
//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 );
    DXUTSetCursorSettings( 
truetrue );
    DXUTCreateWindow( L
"Pick" );
    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 );
}


//-----------------------------------------------------------------------------
// 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 ) );

    
//创建老虎网格模型
    V_RETURN(g_pMesh.Create(pd3dDevice, L"Media\\tiger.x"));
    V_RETURN(g_pMesh.SetFVF(pd3dDevice, D3DVERTEX::FVF));

    g_pMesh.GetMesh()
->CloneMeshFVF(D3DXMESH_MANAGED, g_pMesh.GetMesh()->GetFVF(), pd3dDevice, &g_pPickMesh);

    
//创建存放所拾取到的三角形的顶点缓冲区
    DWORD dwNumVertices = MAX_INTERSECTIONS * 3;
    V_RETURN( pd3dDevice
->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
                                              D3DUSAGE_WRITEONLY, D3DVERTEX::FVF,
                                              D3DPOOL_MANAGED, 
&g_pVB, NULL ) );

    
return hr;
}


//-----------------------------------------------------------------------------
// Desc: 在此创建默认内存类型资源对象, 设置相关渲染状态
//-----------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnResetDevice() );
    V_RETURN( g_SettingsDlg.OnResetDevice() );

    
//设置对话框位置和尺寸
    g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
    g_HUD.SetSize( 
170170 );
    g_SampleUI.SetLocation( pBackBufferSurfaceDesc
->Width-170
                            pBackBufferSurfaceDesc
->Height-350 );
    g_SampleUI.SetSize( 
170300 );

    
//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 ) );

    
//设置观察矩阵
    D3DXMATRIXA16 matView;
    D3DXVECTOR3 vEyePt( 
0.0f2.0f,-4.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
//设置投影矩阵
    D3DXMATRIXA16 matProj;
    
float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/4, fAspectRatio, 1.0f1000.0f );
    pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );

    
//设置纹理渲染状态
    pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
    pd3dDevice
->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
    pd3dDevice
->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    pd3dDevice
->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

    
//关闭光照
    pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 更新场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                           
float fElapsedTime, void* pUserContext )
{
    
//世界变换
    D3DXMATRIXA16 matWorld;
    UINT  iTime  
= timeGetTime() % 10000;
    FLOAT fAngle 
= iTime * (2.0f * D3DX_PI) / 10000.0f;
    D3DXMatrixRotationY( 
&matWorld, fAngle );
    pd3dDevice
->SetTransform( D3DTS_WORLD,  &matWorld );

    
//拾取三角形
    Pick_Triangle(pd3dDevice, g_pPickMesh);    
}


//-----------------------------------------------------------------------------
// Desc: 渲染场景
//-----------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                            
float fElapsedTime, void* pUserContext )
{
    HRESULT hr;
  
    
//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;
    }

    
//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(
04550170), 1.0f0) );

    
//开始渲染场景
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {        
        
if( g_dwNumIntersections > 0 ) //有三角形被拾取到
        {
            
//绘制被拾取到的三角形
            pd3dDevice->SetFVF( D3DVERTEX::FVF );
            pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(D3DVERTEX) );
            pd3dDevice
->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
            pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLELIST, 0, g_dwNumIntersections );

            
//使用线填充模式
            pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
        }
        
else
        {
            
//使用面填充模式
            pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
        }

        
//渲染网格模型
        g_pMesh.Render( pd3dDevice );

        
//渲染文本和对话框
        DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );
        DXUT_EndPerfEvent();

        
//结束渲染场景
        V( pd3dDevice->EndScene() );
    }
}


//-----------------------------------------------------------------------------
// 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
"三角形拾取演示" );
    
    
//显示简单帮助文本
    const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
    
if( g_bShowHelp )
    {
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*6 );
        txtHelper.SetForegroundColor( D3DXCOLOR( 
1.0f0.75f0.0f1.0f ) );
        txtHelper.DrawTextLine( L
"Controls (F1 to hide):" );

        txtHelper.SetInsertionPos( 
40, pd3dsdBackBuffer->Height-15*5 );
        txtHelper.DrawTextLine( L
"Quit: ESC" );
    }
    
else
    {
        txtHelper.SetInsertionPos( 
10, pd3dsdBackBuffer->Height-15*2 );
        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;

    
//消息循环
    switch( uMsg )
    {
    
case WM_LBUTTONDOWN:
        SetCapture( hWnd );   
//捕获
        break;

    
case WM_LBUTTONUP:
        ReleaseCapture();    
//释放
        break;
    }

    
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;
    }
}


//-----------------------------------------------------------------------------
// 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_pMesh.Destroy();
    SAFE_RELEASE(g_pPickMesh);
    SAFE_RELEASE(g_pVB);
}


//-----------------------------------------------------------------------------
// Desc: 拾取三角形
//-----------------------------------------------------------------------------
HRESULT Pick_Triangle(IDirect3DDevice9* pd3dDevice, LPD3DXMESH pMesh)
{
    HRESULT hr 
= S_OK;
    g_dwNumIntersections 
= 0L;

    
if!GetCapture() )
        
return hr;

    
//计算拾取射线相关变量声明
    POINT        ptCursor;  //鼠标位置
    D3DXMATRIX   matWorld, matView, pmatProj, m;
    D3DXVECTOR3  vPickRayOrig, vPickRayDir;
    
int          iWidth, iHeight;

    
//获取后台缓冲区的宽度和高度
    iWidth = DXUTGetBackBufferSurfaceDesc()->Width;
    iHeight 
= DXUTGetBackBufferSurfaceDesc()->Height;

    
//获取当前鼠标在窗口客户区中的位置
    GetCursorPos( &ptCursor );
    ScreenToClient( DXUTGetHWND(), 
&ptCursor );
    
    
//获取当前设备的变换矩阵
    pd3dDevice->GetTransform( D3DTS_WORLD, &matWorld );
    pd3dDevice
->GetTransform( D3DTS_VIEW, &matView );
    pd3dDevice
->GetTransform( D3DTS_PROJECTION, &pmatProj );

    
//计算世界观察矩阵的逆矩阵
    D3DXMATRIX mWorldView = matWorld * matView;
    D3DXMatrixInverse( 
&m, NULL, &mWorldView );
    
    
//计算拾取射线的方向与原点
    D3DXVECTOR3 vTemp;
    vTemp.x 
=  ((( 2.0f * ptCursor.x ) / iWidth  ) - 1 ) / pmatProj._11;
    vTemp.y 
= -((( 2.0f * ptCursor.y ) / iHeight ) - 1 ) / pmatProj._22;
    vTemp.z 
=  1.0f;

    vPickRayDir.x  
= vTemp.x*m._11 + vTemp.y*m._21 + vTemp.z*m._31;
    vPickRayDir.y  
= vTemp.x*m._12 + vTemp.y*m._22 + vTemp.z*m._32;
    vPickRayDir.z  
= vTemp.x*m._13 + vTemp.y*m._23 + vTemp.z*m._33;

    vPickRayOrig.x 
= m._41;
    vPickRayOrig.y 
= m._42;
    vPickRayOrig.z 
= m._43;

    
//计算被拾取到的三角形, 得到拾取到三角形的索引
    BOOL               bHit;
    LPD3DXBUFFER       pBuffer 
= NULL;
    D3DXINTERSECTINFO
* pIntersectInfoArray;
    
    V_RETURN( D3DXIntersect( pMesh, 
&vPickRayOrig, &vPickRayDir, &bHit, 
                             NULL, NULL, NULL, NULL, 
                            
&pBuffer, &g_dwNumIntersections ));

    
if( g_dwNumIntersections > 0 )
    {
        pIntersectInfoArray 
= (D3DXINTERSECTINFO*)pBuffer->GetBufferPointer();
        
if( g_dwNumIntersections > MAX_INTERSECTIONS )
            g_dwNumIntersections 
= MAX_INTERSECTIONS;
        
for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
        {
            g_IntersectionArray[iIntersection] 
= pIntersectInfoArray[iIntersection].FaceIndex;
        }
    }
    SAFE_RELEASE( pBuffer );

    
//根据拾取到三角形的索引, 将三角形顶点数据添加到g_pVB中
    LPDIRECT3DVERTEXBUFFER9  pVB;
    LPDIRECT3DINDEXBUFFER9   pIB;
    WORD
*                    pIndices;
    D3DVERTEX
*               pVertices;

    pMesh
->GetVertexBuffer( &pVB );
    pMesh
->GetIndexBuffer( &pIB );
    pIB
->Lock( 00, (void**)&pIndices, 0 );
    pVB
->Lock( 00, (void**)&pVertices, 0 );

    
if( g_dwNumIntersections > 0 )
    {
        D3DVERTEX
* v;
        D3DVERTEX
* vThisTri;
        WORD
*      iThisTri;
        DWORD
*     pIntersection;

        g_pVB
->Lock( 00, (void**)&v, 0 );

        
for( DWORD iIntersection = 0; iIntersection < g_dwNumIntersections; iIntersection++ )
        {
            pIntersection 
= &g_IntersectionArray[iIntersection];
            vThisTri      
= &v[iIntersection * 3];
            iThisTri      
= &pIndices[3*(*pIntersection)];  

            vThisTri[
0= pVertices[iThisTri[0]];
            vThisTri[
1= pVertices[iThisTri[1]];
            vThisTri[
2= pVertices[iThisTri[2]];
        }

        g_pVB
->Unlock();
    }

    pVB
->Unlock();
    pIB
->Unlock();
    SAFE_RELEASE(pVB);
    SAFE_RELEASE(pIB);
    
    
return S_OK;
}


















posted on 2008-04-17 17:48 七星重剑 阅读(1042) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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