http://hi.baidu.com/zyb_debug/blog/item/d2ee04171d48ab5bf2de32d7.html
利用上篇文章的D3DXMESHCONTAINER_EX,LoadMesh和DrawMesh都是简单的基础类函数,
以后就不用每次载入的时候都写那一大堆平凡的代码。

HRESULT LoadMesh(
        D3DXMESHCONTAINER_EX 
**ppMesh, 
        IDirect3DDevice9 
*pDevice, 
        
char *Filename, char *TexturePath /* =  */,
        DWORD NewFVF 
/* = 0 */, DWORD LoadFlags /* = D3DXMESH_SYSTEMMEM */
        )
    {

        ID3DXMesh 
*pLoadMesh = NULL;
        HRESULT hr;

        
// Error checking
        if(!ppMesh || !pDevice || !Filename || !TexturePath)
            
return E_FAIL;

        
// Use system memory if converting FVF
        DWORD TempLoadFlags = LoadFlags;
        
if(NewFVF)
            TempLoadFlags 
= D3DXMESH_SYSTEMMEM;

        
// Load the mesh using D3DX routines
        ID3DXBuffer *MaterialBuffer = NULL, *AdjacencyBuffer = NULL;
        DWORD NumMaterials;
        
if(FAILED(hr=D3DXLoadMeshFromXA(Filename, TempLoadFlags,
            pDevice, 
&AdjacencyBuffer,
            
&MaterialBuffer, NULL,
            
&NumMaterials, &pLoadMesh)))
            
return hr;

        
// Convert to new FVF first as needed
        if(NewFVF) {
            ID3DXMesh 
*pTempMesh;

            
// Use CloneMeshFVF to convert mesh
            if(FAILED(hr=pLoadMesh->CloneMeshFVF(LoadFlags, NewFVF, pDevice, &pTempMesh))) {
                ReleaseCOM(AdjacencyBuffer);
                ReleaseCOM(MaterialBuffer);
                ReleaseCOM(pLoadMesh);
                
return hr;
            }

            
// Free prior mesh and store new pointer
            ReleaseCOM(pLoadMesh);
            pLoadMesh 
= pTempMesh; pTempMesh = NULL;
        }

        
// Allocate a D3DXMESHCONTAINER_EX structure
        D3DXMESHCONTAINER_EX *pMesh = new D3DXMESHCONTAINER_EX();
        
*ppMesh = pMesh;

        
// Store mesh name (filename), type, and mesh pointer
        pMesh->Name = _strdup(Filename);
        pMesh
->MeshData.Type = D3DXMESHTYPE_MESH;
        pMesh
->MeshData.pMesh = pLoadMesh; pLoadMesh = NULL;

        
// Store adjacency buffer
        DWORD AdjSize = AdjacencyBuffer->GetBufferSize();
        
if(AdjSize) {
            pMesh
->pAdjacency = new DWORD[AdjSize];
            memcpy(pMesh
->pAdjacency, AdjacencyBuffer->GetBufferPointer(), AdjSize);
        }
        ReleaseCOM(AdjacencyBuffer);

        
// Build material list
        if(!(pMesh->NumMaterials = NumMaterials)) {

            
// Create a default material
            pMesh->NumMaterials = 1;
            pMesh
->pMaterials   = new D3DXMATERIAL[1];
            pMesh
->pTextures    = new IDirect3DTexture9*[1];

            ZeroMemory(pMesh
->pMaterials, sizeof(D3DXMATERIAL));
            pMesh
->pMaterials[0].MatD3D.Diffuse.r = 1.0f;
            pMesh
->pMaterials[0].MatD3D.Diffuse.g = 1.0f;
            pMesh
->pMaterials[0].MatD3D.Diffuse.b = 1.0f;
            pMesh
->pMaterials[0].MatD3D.Diffuse.a = 1.0f;
            pMesh
->pMaterials[0].MatD3D.Ambient   = pMesh->pMaterials[0].MatD3D.Diffuse;
            pMesh
->pMaterials[0].MatD3D.Specular  = pMesh->pMaterials[0].MatD3D.Diffuse;
            pMesh
->pMaterials[0].pTextureFilename = NULL;
            pMesh
->pTextures[0]                   = NULL;

        } 
else {

            
// Load the materialsx

            D3DXMATERIAL 
*Materials = (D3DXMATERIAL*)MaterialBuffer->GetBufferPointer();
            pMesh
->pMaterials = new D3DXMATERIAL[pMesh->NumMaterials];
            pMesh
->pTextures  = new IDirect3DTexture9*[pMesh->NumMaterials];

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

                
// Load the texture if one exists
                pMesh->pTextures[i] = NULL;
                
if(Materials[i].pTextureFilename) {
                    
char TextureFile[MAX_PATH];
                    sprintf_s(TextureFile,MAX_PATH, 
"%s%s", TexturePath, 
                        Materials[i].pTextureFilename);
                    D3DXCreateTextureFromFileA(pDevice,
                        TextureFile,
                        
&pMesh->pTextures[i]);
                }
            }
        }
        ReleaseCOM(MaterialBuffer);

        
// Optimize the mesh for better attribute access
        pMesh->MeshData.pMesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT, NULL, NULL, NULL, NULL);

        
// Clear pMesh pointer just in case
        pMesh = NULL;

        
return S_OK;

    }

    
// Draw the first mesh in a linked list of objects
    HRESULT DrawMesh(D3DXMESHCONTAINER_EX *pMesh)
    {

        IDirect3DDevice9 
*pD3DDevice;
        DWORD LastState, OldAlphaState, OldSrcBlend, OldDestBlend;

        
// Error checking
        if(!pMesh)
            
return E_FAIL;
        
if(!pMesh->MeshData.pMesh)
            
return E_FAIL;
        
if(!pMesh->NumMaterials || !pMesh->pMaterials)
            
return E_FAIL;

        
// Get the device interface
        pMesh->MeshData.pMesh->GetDevice(&pD3DDevice);

        
// Release vertex shader if being used
        pD3DDevice->SetVertexShader(NULL);
        pD3DDevice
->SetVertexDeclaration(NULL);

        
// Save render states
        pD3DDevice->GetRenderState(D3DRS_ALPHABLENDENABLE, &OldAlphaState);
        pD3DDevice
->GetRenderState(D3DRS_SRCBLEND, &OldSrcBlend);
        pD3DDevice
->GetRenderState(D3DRS_DESTBLEND, &OldDestBlend);
        LastState 
= OldAlphaState;

        
// Setup pointer for mesh to draw, either regular or skinned
        ID3DXMesh *pDrawMesh = (!pMesh->pSkinMesh)?pMesh->MeshData.pMesh:pMesh->pSkinMesh;

        
// Look through all subsets
        for(DWORD i=0;i<pMesh->NumMaterials;i++) {

            
// Set material and texture
            pD3DDevice->SetMaterial(&pMesh->pMaterials[i].MatD3D);
            pD3DDevice
->SetTexture(0, pMesh->pTextures[i]);

            
// Enable or disable alpha blending per material
            if(pMesh->pMaterials[i].MatD3D.Diffuse.a != 1.0f) {
                
if(LastState != TRUE) {
                    LastState 
= TRUE;
                    pD3DDevice
->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
                    pD3DDevice
->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);//SRCCOLOR);
                    pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTCOLOR);
                }
            } 
else {
                
if(LastState != FALSE) {
                    LastState 
= FALSE;
                    pD3DDevice
->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
                }
            }

            
// Draw the mesh subset
            pDrawMesh->DrawSubset(i);
        }

        
// Restore alpha blending states
        if(LastState != OldAlphaState) {
            pD3DDevice
->SetRenderState(D3DRS_ALPHABLENDENABLE, OldAlphaState);
            pD3DDevice
->SetRenderState(D3DRS_SRCBLEND, OldSrcBlend);
            pD3DDevice
->SetRenderState(D3DRS_DESTBLEND, OldDestBlend);
        }

        
// Make sure to release the device object!
        pD3DDevice->Release();

        
// Return success
        return S_OK;

    }
Posted on 2009-09-12 16:04 zyb_debug 阅读(1199) 评论(1)  编辑 收藏 引用

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2009-09-13 11:37 by 99读书人
顶一下!!

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