溪风蝉月

heading to free
随笔 - 2, 文章 - 0, 评论 - 0, 引用 - 0
数据加载中……

2012年2月9日

一步一步从DX中导入并使用.X File

  我们看到3d世界的奇妙,丰富的场景,真实的物体… … 在DX中是如何实现这样丰富的场景的,一种方法是用DX绘制(用顶点缓存一个一个绘制,如DrawTrangle,DrawTube等),但这样会很麻烦,你要考虑无限物体的参数,考虑它们的位置等;另外一种方法就是在3d制作软件(如3dmax或者maya)中随心所欲地创作好你的3d世界,然后导出为DX可识别的格式(如3dmax导出为XFile),进而在DX中加载进去即可。下面就是整个从3dmax中建好模到用DX显示出来的过程。

 

1. 安装插件(PandaDirectXMaxExporter_x86.dle)——安装方法

2. 在3dmax中建模。

3. 把模型导出为.x 文件。

    导出时3dmax参数设置:

    3DS Max Object选项卡

 

    Mesh选项卡

 

    Animation选项卡

   

    Textures&.fx files选项卡

 

    X File Setting选项卡

 

4. 在DX中实现.X文件的导入并显示出来。

   

   1:  #include <windows.h> 
   2:  #include <d3dx9.h> 
   3:  #include <vector> 
   4:  using namespace std;   
   5:  HINSTANCE hInstance;   
   6:  IDirect3DDevice9 *Device = 0;   
   7:  const D3DXCOLOR      WHITE( D3DCOLOR_XRGB(255, 255, 255) );   
   8:  //设置全局变量,一个ID3DXMesh对象存储从XFile中加载的网格数据,另外两个变量分别存储该网格的材质和纹理数据 
   9:  ID3DXMesh *Mesh = 0;   
  10:  vector<D3DMATERIAL9>Mtrls(0);   
  11:  vector<IDirect3DTexture9*>Textures(0);   
  12:  bool Setup()   
  13:  {   
  14:  //导入XFile数据 
  15:      ID3DXBuffer* adjBuffer = 0;   
  16:      ID3DXBuffer* mtrlBuffer = 0;   
  17:  DWORD numMtrls = 0;   
  18:      D3DXLoadMeshFromX("bigship1.x", D3DXMESH_MANAGED, Device, &adjBuffer, &mtrlBuffer, 0, &numMtrls, &Mesh);   
  19:  //加载XFile文件后,我们必须遍历D3DXMATRIAL数组中的元素,并加载该网格所引用的纹理数据 
  20:  if(mtrlBuffer!=0 && numMtrls!=0)   
  21:      {   
  22:          D3DXMATERIAL *mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();   
  23:  for(int i=0; i<numMtrls; i++)   
  24:          {   
  25:  //设置MatD3D的属性 
  26:              mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse;   
  27:  //保存第i个材质 
  28:              Mtrls.push_back(mtrls[i].MatD3D);   
  29:  //检查第i个材质是否有纹理 
  30:  if(mtrls[i].pTextureFilename != 0)   
  31:              {   
  32:  //是的话导入纹理信息 
  33:                  IDirect3DTexture9* tex = 0;   
  34:                  D3DXCreateTextureFromFile(Device, mtrls[i].pTextureFilename, &tex);   
  35:  //保存导入的纹理 
  36:                  Textures.push_back(tex);   
  37:              }   
  38:  else 
  39:              {   
  40:  //不是的话 
  41:                  Textures.push_back(0);   
  42:              }   
  43:          }   
  44:      }   
  45:      Mesh->OptimizeInplace(          
  46:          D3DXMESHOPT_ATTRSORT |   
  47:          D3DXMESHOPT_COMPACT  |   
  48:          D3DXMESHOPT_VERTEXCACHE,   
  49:          (DWORD*)adjBuffer->GetBufferPointer(),   
  50:          0, 0, 0);   
  51:  // 
  52:  // Set texture filters. 
  53:  // 
  54:      Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);   
  55:      Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);   
  56:      Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);   
  57:  //  
  58:  // Set Lights. 
  59:  // 
  60:      D3DLIGHT9 dir;   
  61:      ZeroMemory(&dir, sizeof(dir));   
  62:      dir.Type      = D3DLIGHT_DIRECTIONAL;   
  63:      dir.Diffuse   = WHITE;   
  64:      dir.Specular  = WHITE * 0.3f;   
  65:      dir.Ambient   = WHITE * 0.6f;   
  66:      dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);   
  67:  // 
  68:  // Set and Enable the light. 
  69:  // 
  70:      Device->SetLight(0, &dir);   
  71:      Device->LightEnable(0, true);   
  72:  // 
  73:  // Set camera. 
  74:  // 
  75:      D3DXVECTOR3 pos(4.0f, 4.0f, -13.0f);   
  76:      D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);   
  77:      D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);   
  78:      D3DXMATRIX V;   
  79:      D3DXMatrixLookAtLH(   
  80:          &V,   
  81:          &pos,   
  82:          &target,   
  83:          &up);   
  84:      Device->SetTransform(D3DTS_VIEW, &V);   
  85:  // 
  86:  // Set projection matrix. 
  87:  // 
  88:      D3DXMATRIX proj;   
  89:      D3DXMatrixPerspectiveFovLH(   
  90:              &proj,   
  91:              D3DX_PI * 0.5f, // 90 - degree 
  92:              800.0f/600.0f,   
  93:              1.0f,   
  94:              1000.0f);   
  95:      Device->SetTransform(D3DTS_PROJECTION, &proj);   
  96:  return true;   
  97:  }   
  98:  void Cleanup()   
  99:  {   
 100:  }   
 101:  void Display(float time)   
 102:  {   
 103:  if(Device)   
 104:      {   
 105:  static float y = 0.0f;   
 106:          D3DXMATRIX yRot;   
 107:          D3DXMatrixRotationY(&yRot, y);   
 108:          y = y + time;   
 109:  if(y>6.28f)   
 110:              y = 0.0f;   
 111:          D3DXMATRIX World = yRot;   
 112:          Device ->SetTransform(D3DTS_WORLD, &World);   
 113:          Device ->Clear(0, 0, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x0000ffff, 1.0f, 0);   
 114:          Device ->BeginScene();   
 115:  for(int i=0; i<Mtrls.size(); i++)   
 116:          {   
 117:              Device ->SetMaterial(&Mtrls[i]);   
 118:              Device ->SetTexture(0, Textures[i]);   
 119:              Mesh ->DrawSubset(i);   
 120:          }   
 121:          Device ->EndScene();   
 122:          Device ->Present(0, 0, 0, 0);   
 123:      }   
 124:  }   
 125:  LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)   
 126:  {   
 127:  switch(uMsg)   
 128:      {   
 129:  case WM_DESTROY:   
 130:          PostQuitMessage(0);   
 131:  break;   
 132:  case WM_KEYDOWN:   
 133:  if( wParam == VK_ESCAPE )   
 134:              DestroyWindow(hWnd);   
 135:  break;   
 136:  default:   
 137:  return DefWindowProc(hWnd, uMsg, wParam, lParam);   
 138:      }   
 139:  return 0;   
 140:  }   
 141:  int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)   
 142:  {   
 143:      MSG msg;   
 144:      ZeroMemory(&msg, sizeof(msg));   
 145:      WNDCLASSEX wc;   
 146:      wc.cbClsExtra = NULL;   
 147:      wc.cbSize = sizeof(wc);   
 148:      wc.cbWndExtra = NULL;   
 149:      wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);   
 150:      wc.hCursor = LoadCursor(NULL, IDC_ARROW);   
 151:      wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);   
 152:      wc.hIconSm = NULL;   
 153:      wc.hInstance = hInstance;   
 154:      wc.lpfnWndProc = WndProc;   
 155:      wc.lpszClassName = "draw";   
 156:      wc.lpszMenuName = NULL;   
 157:      wc.style = CS_DROPSHADOW;   
 158:      RegisterClassEx(&wc);   
 159:  HWND hWnd = CreateWindowEx(WS_EX_COMPOSITED, "draw", "draw", WS_HSCROLL, 100, 100, 800, 600, NULL, NULL, hInstance, NULL);   
 160:      ShowWindow(hWnd, SW_NORMAL);   
 161:      UpdateWindow(hWnd);   
 162:      IDirect3D9 *D3D9 = 0;   
 163:      D3D9 = Direct3DCreate9(D3D_SDK_VERSION);   
 164:      D3DCAPS9 caps;   
 165:      D3D9 ->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);   
 166:  int vp = 0;   
 167:  if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)   
 168:          vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;   
 169:  else 
 170:          vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;   
 171:      D3DPRESENT_PARAMETERS d3dpp;   
 172:      d3dpp.BackBufferWidth            = 800;   
 173:      d3dpp.BackBufferHeight           = 600;   
 174:      d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;   
 175:      d3dpp.BackBufferCount            = 1;   
 176:      d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;   
 177:      d3dpp.MultiSampleQuality         = 0;   
 178:      d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD;    
 179:      d3dpp.hDeviceWindow              = hWnd;   
 180:      d3dpp.Windowed                   = true;   
 181:      d3dpp.EnableAutoDepthStencil     = true;    
 182:      d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;   
 183:      d3dpp.Flags                      = 0;   
 184:      d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;   
 185:      d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;   
 186:  HRESULT hr = D3D9-> CreateDevice(   
 187:          D3DADAPTER_DEFAULT,   
 188:          D3DDEVTYPE_HAL,   
 189:          hWnd,   
 190:          vp,   
 191:          &d3dpp,   
 192:          &Device);   
 193:  while(msg.message != WM_QUIT)   
 194:      {   
 195:  if(PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))   
 196:          {   
 197:              TranslateMessage(&msg);   
 198:              DispatchMessage(&msg);   
 199:          }   
 200:  else 
 201:          {   
 202:              Setup();   
 203:              Display(0.016f);   
 204:          }   
 205:      }   
 206:  return 0;   
 207:  }  

 

5. 效果:

雪中酒家

 

6. 备注:

  从3dmax2010中导出.x文件时,折腾了许久许久,最后发现是插件的版本不对,应使用2010版本的panda插件,而开始使用的是09版。

 

7. 附件:

posted @ 2012-02-09 20:37 溪风蝉月 阅读(2009) | 评论 (0)编辑 收藏

2011年12月6日

浮生

  生命有多残酷,
  你就该有多坚强;
  人生是永远的竞争,
  奋斗是唯一出路。

posted @ 2011-12-06 12:57 溪风蝉月 阅读(174) | 评论 (0)编辑 收藏