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网格模型高级技术(18)


cSkinMesh类的设计与实现

cSkinMesh类的实现与cAnimMesh的实现基本相同,区别在以下几点。

 

首先是在load_from_xfile()中增加了对网格模型骨骼矩阵的保存:

HRESULT cSkinMesh::setup_bone_matrix_pointers(D3DXFRAME* frame)
{    
    HRESULT hr;

    
if(frame == NULL)
        
return S_OK;

    
if(frame->pMeshContainer != NULL)
    {
        hr 
= setup_bone_matrix_pointers_on_mesh(frame->pMeshContainer);

        
if(FAILED(hr))
            
return hr;
    }

    
if(frame->pFrameSibling != NULL)
    {
        hr 
= setup_bone_matrix_pointers(frame->pFrameSibling);

        
if(FAILED(hr))
            
return hr;
    }

    
if(frame->pFrameFirstChild != NULL)
    {
        hr 
= setup_bone_matrix_pointers(frame->pFrameFirstChild);

        
if(FAILED(hr))
            
return hr;
    }
    
    
return S_OK;    
}


HRESULT cSkinMesh::setup_bone_matrix_pointers_on_mesh(D3DXMESHCONTAINER
* base_mesh_container)
{
    
if(base_mesh_container == NULL)
        
return S_OK;

    D3DXMESHCONTAINER_DERIVED
* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;

    
if(mesh_container->pSkinInfo != NULL)
    {
        UINT num_bones 
= mesh_container->pSkinInfo->GetNumBones();
        mesh_container
->ppBoneMatrices = new D3DXMATRIX*[num_bones];

        
if(mesh_container->ppBoneMatrices == NULL)
            
return E_OUTOFMEMORY;

        
for(UINT i = 0; i < num_bones; i++)
        {
            LPCSTR bone_name 
= mesh_container->pSkinInfo->GetBoneName(i);
            D3DXFRAME_DERIVED
* frame = (D3DXFRAME_DERIVED*) D3DXFrameFind(m_root_frame, bone_name);

            
if(frame == NULL)
                
return E_FAIL;

            mesh_container
->ppBoneMatrices[i] = &frame->CombinedTransformMatrix;
        }
    }

    
return S_OK;
}


HRESULT cSkinMesh::load_from_xfile(CONST WCHAR
* wfilename)
{
    HRESULT hr;

    WCHAR wpath[MAX_PATH];
    DXUTFindDXSDKMediaFileCch(wpath, 
sizeof(wpath) / sizeof(WCHAR), wfilename);

    V_RETURN(D3DXLoadMeshHierarchyFromXW(wpath, D3DXMESH_MANAGED, m_device, m_alloc_hierarchy, NULL, 
&m_root_frame,
                                         
&m_anim_controller));

    V_RETURN(setup_bone_matrix_pointers(m_root_frame));

    V_RETURN(D3DXFrameCalculateBoundingSphere(m_root_frame, 
&m_object_center, &m_object_radius));

    
return S_OK;
}

 

 

接下来是DrawMeshContainer()的实现,该函数负责当前网格容器中具体网格模型的渲染,其实现大致可以分为以下几个步骤:

【1】如果当前网格模型是蒙皮网格模型

(1)根据当前硬件设备的性能决定是否采用软件顶点处理模式。

(2)激活索引顶点混合。

(3)设置顶点混合所需要的矩阵索引数量。

(4)渲染索引蒙皮网格模型,在具体渲染时,需要逐个属性组进行渲染,在渲染每个子网格时,首先需要设置骨骼混合矩阵、材质和数组。

(5)恢复相关渲染状态。

【2】如果当前网格模型不是蒙皮网格模型,则直接设置组合变换矩阵、材质和纹理,然后进行渲染。

 HRESULT cSkinMesh::draw_mesh_container(CONST D3DXMESHCONTAINER* base_mesh_container, CONST D3DXFRAME* base_frame)
{
    HRESULT hr;

    D3DXMESHCONTAINER_DERIVED
* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;
    D3DXFRAME_DERIVED
* frame = (D3DXFRAME_DERIVED*) base_frame;

    
if(mesh_container->pSkinInfo != NULL)
    {
        
if(mesh_container->UseSoftwareVP)
        {
            V_RETURN(m_device
->SetSoftwareVertexProcessing(TRUE));
        }
        
        
if(mesh_container->MaxBonesInflPerVertex)
            m_device
->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);

        
if(mesh_container->MaxBonesInflPerVertex == 1)
            m_device
->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
        
else if(mesh_container->MaxBonesInflPerVertex == 2)
            m_device
->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
        
else if(mesh_container->MaxBonesInflPerVertex == 3)
            m_device
->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
        
else
            m_device
->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);

        D3DXBONECOMBINATION
* bone_comb = (D3DXBONECOMBINATION*) mesh_container->pBoneCombBuffer->GetBufferPointer();

        
for(UINT attr_index = 0; attr_index < mesh_container->NumAttrGroups; attr_index++)
        {
            
// setup vertex index blending world matrix for every mesh group
            for(UINT palette_index = 0; palette_index < mesh_container->NumMatrixPalettes; palette_index++)
            {
                UINT matrix_index 
= bone_comb[attr_index].BoneId[palette_index];

                
if(matrix_index != UINT_MAX)
                {
                    D3DXMATRIX mat_palette;

                    D3DXMatrixMultiply(
&mat_palette,
                                       mesh_container
->ppBoneOffsetMatrices[matrix_index],
                                       mesh_container
->ppBoneMatrices[matrix_index]);

                    m_device
->SetTransform(D3DTS_WORLDMATRIX(palette_index), &mat_palette);
                }
            }

            DWORD attr_id 
= bone_comb[attr_index].AttribId;

            m_device
->SetMaterial(&mesh_container->pMaterials[attr_id].MatD3D);
            m_device
->SetTexture(0, mesh_container->ppTextures[attr_id]);

            mesh_container
->MeshData.pMesh->DrawSubset(attr_index);
        }

        
// restore render state

        m_device
->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
        m_device
->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);

        
if(mesh_container->UseSoftwareVP)
        {
            V_RETURN(m_device
->SetSoftwareVertexProcessing(FALSE));
        }
    }
    
else
    {
        m_device
->SetTransform(D3DTS_WORLD, &frame->CombinedTransformMatrix);

        
for(UINT i = 0; i < mesh_container->NumMaterials; i++)
        {
            m_device
->SetMaterial(&mesh_container->pMaterials[i].MatD3D);
            m_device
->SetTexture(0, mesh_container->ppTextures[i]);

            mesh_container
->MeshData.pMesh->DrawSubset(i);
        }
    }

    
return S_OK;
}

 

 

蒙皮骨骼动画网格模型类的使用

首先需要修改顶点处理模式,如果当前Direct3D设备使用纯硬件顶点处理模式,则改为混合顶点处理模式:

// If video card does not support hardware transform and light, then uses sofaware mode.
if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// !!important, change vertex processing to mixed mode.
if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
pDeviceSettings->BehaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;

因为硬件可能不支持索引顶点混合,这时就需要使用软件顶点处理,所以在使用cSkinMesh类渲染蒙皮骨骼动画网格模型的程序中,如果Direct3D设备使用纯硬件顶点处理模式,则需要改为混合顶点处理模式,否则在调用IDirect3DDevice9::SetSoftwareProcessing()函数将顶点处理模式改为软件顶点处理模式时会出错。

接下来在回调函数OnCreateDevice()中创建cSkinMesh类的实例:

g_skin_mesh = new cSkinMesh();
V_RETURN(g_skin_mesh->create(pd3dDevice, L"tiny.x"));

再接下来在回调函数OnFrameRender()中渲染网格模型:

V(g_skin_mesh->render(&g_mat_world, fElapsedTime));

最后在回调函数OnDestroyDevice()中释放网格模型:

g_skin_mesh->destroy();

 

运行截图:

 

主程序:

#include "dxstdafx.h"
#include 
"resource.h"
#include 
"SkinMesh.h"

#pragma warning(disable : 
4127 4995)

#define IDC_TOGGLE_FULLSCREEN    1
#define IDC_TOGGLE_REF            2
#define IDC_CHANGE_DEVICE        3

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

ID3DXFont
*                    g_font;
ID3DXSprite
*                g_text_sprite;
bool                        g_show_help;

CDXUTDialogResourceManager    g_dlg_resource_manager;
CD3DSettingsDlg                g_settings_dlg;
CDXUTDialog                    g_button_dlg;

cSkinMesh
*                    g_skin_mesh;
D3DXMATRIX                    g_mat_world;

//--------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                  D3DFORMAT BackBufferFormat, 
bool bWindowed, void* pUserContext )
{
    
// Typically want to skip backbuffer formats that don't support alpha blending

    IDirect3D9
* pD3D = DXUTGetD3DObject(); 

    
if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType, AdapterFormat, 
                    D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
        
return false;

    
return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext )
{
    
// If video card does not support hardware transform and light, then uses sofaware mode.
    if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

    
// !!important, change vertex processing to mixed mode.
    if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
        pDeviceSettings
->BehaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;

    
static bool is_first_time = true;

    
if(is_first_time)
    {
        is_first_time 
= false;

        
// if using reference device, then pop a warning message box.
        if(pDeviceSettings->DeviceType == D3DDEVTYPE_REF)
            DXUTDisplaySwitchingToREFWarning();
    }

    
return true;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                 
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                 
void* pUserContext )
{
    HRESULT    hr;

    V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
    V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));

    D3DXCreateFont(pd3dDevice, 
180, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
                   DEFAULT_PITCH 
| FF_DONTCARE, L"Arial"&g_font);
    
    g_skin_mesh 
= new cSkinMesh();
    V_RETURN(g_skin_mesh
->create(pd3dDevice, L"tiny.x"));

    
return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                
const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                
void* pUserContext )
{
    HRESULT hr;

    V_RETURN(g_dlg_resource_manager.OnResetDevice());
    V_RETURN(g_settings_dlg.OnResetDevice());
    V_RETURN(g_font
->OnResetDevice());
    V_RETURN(D3DXCreateSprite(pd3dDevice, 
&g_text_sprite));

    
// set dialog position and size

    g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->Width - 1700);
    g_button_dlg.SetSize(
170170);

    
// setup view matrix

    D3DXMATRIX mat_view;
    D3DXVECTOR3 eye(
0.0f0.0f-1000.0f);
    D3DXVECTOR3  at(
0.0f0.0f,  0.0f);
    D3DXVECTOR3  up(
0.0f1.0f,  0.0f);

    D3DXMatrixLookAtLH(
&mat_view, &eye, &at, &up);
    pd3dDevice
->SetTransform(D3DTS_VIEW, &mat_view);

    
// set projection matrix
    D3DXMATRIX mat_proj;    
    
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
    D3DXMatrixPerspectiveFovLH(
&mat_proj, D3DX_PI/4, aspect, 1.0f2000.0f);
    pd3dDevice
->SetTransform(D3DTS_PROJECTION, &mat_proj);

    
// setup light
    
    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.Range         
= 1000.0f;

    D3DXVECTOR3 light_dir(
0.0f-1.0f1.0f);    
    D3DXVec3Normalize((D3DXVECTOR3
*&light.Direction, &light_dir);
    pd3dDevice
->SetLight(0&light);
    pd3dDevice
->LightEnable(0, TRUE);
    pd3dDevice
->SetRenderState(D3DRS_LIGHTING, TRUE);

    pd3dDevice
->SetRenderState(D3DRS_AMBIENT, 0x00505050);

    
return S_OK;
}

//--------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here 
//--------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnLostDevice();
    g_settings_dlg.OnLostDevice();
    g_font
->OnLostDevice();

    release_com(g_text_sprite);
}


//--------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
//--------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void* pUserContext )
{
    g_dlg_resource_manager.OnDestroyDevice();
    g_settings_dlg.OnDestroyDevice();    

    release_com(g_font);

    g_skin_mesh
->destroy();
}

//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    D3DXMATRIX mat_trans, mat_rot;    
    
    D3DXMatrixTranslation(
&mat_trans, 0.0f30.0f-100.0f);
    D3DXMatrixRotationY(
&mat_rot, timeGetTime() / 1000.0f);
        
    g_mat_world 
= mat_trans * mat_rot;
}

//--------------------------------------------------------------------------------------
// Render the helper information
//--------------------------------------------------------------------------------------
void RenderText()
{
    CDXUTTextHelper text_helper(g_font, g_text_sprite, 
20);
    
    text_helper.Begin();

    
// show frame and device states
    text_helper.SetInsertionPos(55);
    text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
    text_helper.DrawTextLine( DXUTGetFrameStats(
true) );
    text_helper.DrawTextLine( DXUTGetDeviceStats() );

    
// show helper information
    
    
const D3DSURFACE_DESC* surface_desc = DXUTGetBackBufferSurfaceDesc();

    
if(g_show_help)
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 6);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f0.475f0.0f1.0f) );
        text_helper.DrawTextLine(L
"Controls (F1 to hide):");
        
        text_helper.SetInsertionPos(
40, surface_desc->Height - 15 * 4);
        text_helper.DrawTextLine(L
"Quit: ESC");
    }
    
else
    {
        text_helper.SetInsertionPos(
10, surface_desc->Height - 15 * 4);
        text_helper.SetForegroundColor( D3DXCOLOR(
1.0f1.0f1.0f1.0f) );
        text_helper.DrawTextLine(L
"Press F1 for help");
    }

    text_helper.End();
}

//--------------------------------------------------------------------------------------
// Render the scene 
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.OnRender(fElapsedTime);
        
return;
    }

    
// Clear the render target and the zbuffer 
    V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0000), 1.0f0) );

    
// Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {                                    
        V(g_skin_mesh
->render(&g_mat_world, fElapsedTime));
        RenderText();
        V(g_button_dlg.OnRender(fElapsedTime));

        V( pd3dDevice
->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                          
bool* pbNoFurtherProcessing, void* pUserContext )
{
    
*pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
if(g_settings_dlg.IsActive())
    {
        g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
        
return 0;
    }

    
*pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
    
if(*pbNoFurtherProcessing)
        
return 0;

    
return 0;
}


//--------------------------------------------------------------------------------------
// Handle keybaord event
//--------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void* user_context)
{
    
if(is_key_down)
    {
        
switch(charater)
        {
        
case VK_F1:
            g_show_help 
= !g_show_help;
            
break;
        }
    }
}

//--------------------------------------------------------------------------------------
// Handle events for controls
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT eventint control_id, CDXUTControl* control, void* user_context)
{
    
switch(control_id)
    {
    
case IDC_TOGGLE_FULLSCREEN:
        DXUTToggleFullScreen();
        
break;

    
case IDC_TOGGLE_REF:
        DXUTToggleREF();
        
break;

    
case IDC_CHANGE_DEVICE:
        g_settings_dlg.SetActive(
true);
        
break;
    }
}

//--------------------------------------------------------------------------------------
// Initialize dialogs
//--------------------------------------------------------------------------------------
void InitDialogs()
{
    g_settings_dlg.Init(
&g_dlg_resource_manager);
    g_button_dlg.Init(
&g_dlg_resource_manager);

    g_button_dlg.SetCallback(OnGUIEvent);

    
int x = 35, y = 10, width = 125, height = 22;

    g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"Toggle full screen", x, y,         width, height);
    g_button_dlg.AddButton(IDC_TOGGLE_REF,          L
"Toggle REF (F3)",     x, y += 24, width, height);
    g_button_dlg.AddButton(IDC_CHANGE_DEVICE,      L
"Change device (F2)", x, y += 24, width, height, VK_F2);    
}

//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
    
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
| _CRTDBG_LEAK_CHECK_DF );
#endif

    
// Set the callback functions
    DXUTSetCallbackDeviceCreated( OnCreateDevice );
    DXUTSetCallbackDeviceReset( OnResetDevice );
    DXUTSetCallbackDeviceLost( OnLostDevice );
    DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameRender( OnFrameRender );
    DXUTSetCallbackFrameMove( OnFrameMove );
    DXUTSetCallbackKeyboard(OnKeyboardProc);
   
    
// TODO: Perform any application-level initialization here
    InitDialogs();

    
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( truetruetrue ); // Parse the command line, handle the default hotkeys, and show msgboxes
    DXUTSetCursorSettings( truetrue ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Use Skin Mesh" );
    DXUTCreateDevice( D3DADAPTER_DEFAULT, 
true640480, IsDeviceAcceptable, ModifyDeviceSettings );

    
// Start the render loop
    DXUTMainLoop();

    
// TODO: Perform any application-level cleanup here

    
return DXUTGetExitCode();
}

下载示例工程


posted on 2008-06-13 13:11 lovedday 阅读(2898) 评论(0)  编辑 收藏 引用


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