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D3D Animation Basis(6)

The second load_mesh function  is much like the first, except that instead of loading an entire .X file into one D3DXMESHCONTAINER_EX object, you are able to load a single mesh object (using the D3DXLoadSkinMeshFromXof function) as pointed to by a ID3DXFileData object (used while parsing an .X file). Here's the prototype:

HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
  IDirect3DDevice9* device,
  ID3DXFileData* xfile_data,
  const char* texture_path,
  DWORD new_fvf,
  DWORD load_flags);

You'll notice that the xfile_data parameter is here instead of the filename parameter used by the first LoadMesh function. The xfile_data parameter is of the type ID3DXFileData, which is an object that represents the currently enumerated data object inside an .X file.

Calling the second load_mesh function is the same as calling the first (with the exception of providing a pointer to the enumerated data object).

HRESULT load_mesh(D3DXMESHCONTAINER_EX** ret_mesh_container,
                  IDirect3DDevice9
* device,
                  ID3DXFileData
* xfile_data,                  
                  
const char* texture_path,
                  DWORD new_fvf,
                  DWORD load_flags)
{
    
// error checking
    if(ret_mesh_container == NULL || device == NULL || xfile_data == NULL || texture_path == NULL)
        
return E_FAIL;

    
// use system memory if converting FVF
    if(new_fvf)
        load_flags 
= D3DXMESH_SYSTEMMEM;

    
// load the mesh using D3DX routines

    ID3DXMesh
*        mesh;
    ID3DXSkinInfo
*  skin_info;
    ID3DXBuffer
*    material_buffer;
    ID3DXBuffer
*    adj_buffer;
    DWORD            num_materials;    

    HRESULT hr 
= D3DXLoadSkinMeshFromXof(xfile_data, load_flags, device, &adj_buffer, &material_buffer, NULL,
                                         
&num_materials, &skin_info, &mesh);

    
if(FAILED(hr))
        
return hr;

    
// free skin info if no bones
    if(skin_info && skin_info->GetNumBones() == 0)
        release_com(skin_info);

    
// convert to new FVF first as needed (not with skinned models)
    if(new_fvf)
    {
        ID3DXMesh
* clone_mesh;
        hr 
= mesh->CloneMeshFVF(load_flags, new_fvf, device, &clone_mesh);

        
if(FAILED(hr))
        {
            release_com(mesh);
            release_com(skin_info);
            release_com(adj_buffer);
            release_com(material_buffer);            

            
return hr;
        }

        
// free prior mesh and store new pointer
        release_com(mesh);
        mesh 
= clone_mesh; clone_mesh = NULL;
    }

    D3DXMESHCONTAINER_EX
* mesh_container = new D3DXMESHCONTAINER_EX;
    
*ret_mesh_container = mesh_container;

    
// store mesh name (filename), type, and mesh pointer.

    DWORD size;
    xfile_data
->GetName(NULL, &size);

    
if(size)
    {
        mesh_container
->Name = new char[size];
        xfile_data
->GetName(mesh_container->Name, &size);
    }
    
    mesh_container
->MeshData.Type  = D3DXMESHTYPE_MESH;
    mesh_container
->MeshData.pMesh = mesh;
    mesh_container
->pSkinInfo       = skin_info;

    mesh      
= NULL;
    skin_info 
= NULL;

    
// store adjacency information

    DWORD adj_buffer_size 
= adj_buffer->GetBufferSize();

    
if(adj_buffer_size)
    {
        mesh_container
->pAdjacency = (DWORD*new char[adj_buffer_size];
        memcpy(mesh_container
->pAdjacency, adj_buffer->GetBufferPointer(), adj_buffer_size);
    }

    release_com(adj_buffer);

    
// create a duplicate mesh in case skinning is used
    if(mesh_container->pSkinInfo)
    {
        mesh_container
->MeshData.pMesh->CloneMeshFVF(0, mesh_container->MeshData.pMesh->GetFVF(), device,
                                                     
&mesh_container->skin_mesh);
    }

    
// build material list

    mesh_container
->NumMaterials = num_materials;

    
if(num_materials == 0)
    {
        
// create a default material
        mesh_container->NumMaterials = 1;
        mesh_container
->pMaterials     = new D3DXMATERIAL[1];
        mesh_container
->textures     = new IDirect3DTexture9*[1];

        ZeroMemory(mesh_container
->pMaterials, sizeof(D3DXMATERIAL));

        mesh_container
->pMaterials[0].MatD3D.Diffuse.r = 1.0f;
        mesh_container
->pMaterials[0].MatD3D.Diffuse.g = 1.0f;
        mesh_container
->pMaterials[0].MatD3D.Diffuse.b = 1.0f;
        mesh_container
->pMaterials[0].MatD3D.Diffuse.a = 1.0f;
        mesh_container
->pMaterials[0].MatD3D.Ambient   = mesh_container->pMaterials[0].MatD3D.Diffuse;
        mesh_container
->pMaterials[0].MatD3D.Specular  = mesh_container->pMaterials[0].MatD3D.Diffuse;
        mesh_container
->pMaterials[0].pTextureFilename = NULL;

        mesh_container
->textures[0]                       = NULL;
    }
    
else
    {
        
// load the materials
        D3DXMATERIAL* xmaterials   = (D3DXMATERIAL*) material_buffer->GetBufferPointer();
        mesh_container
->pMaterials = new D3DXMATERIAL[mesh_container->NumMaterials];
        mesh_container
->textures   = new IDirect3DTexture9*[mesh_container->NumMaterials];

        
for(DWORD i = 0; i < mesh_container->NumMaterials; i++)
        {
            mesh_container
->pMaterials[i].MatD3D = xmaterials[i].MatD3D;
            mesh_container
->pMaterials[i].MatD3D.Ambient = mesh_container->pMaterials[i].MatD3D.Diffuse;

            mesh_container
->textures[i] = NULL;

            
// load the texture if one exists
            if(xmaterials[i].pTextureFilename)
            {
                
char texture_file[MAX_PATH];
                sprintf(texture_file, 
"%s%s", texture_path, xmaterials[i].pTextureFilename);
                D3DXCreateTextureFromFile(device, texture_file, 
&mesh_container->textures[i]);
            }
        }
    }

    release_com(material_buffer);

    mesh_container
->MeshData.pMesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL);
    mesh_container 
= NULL;

    
return S_OK;
}
 

 

posted on 2008-04-14 17:11 lovedday 阅读(284) 评论(0)  编辑 收藏 引用


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