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//-----------------------------------------------------------------------------
// File: Meshes.cpp
//
// Desc: For advanced geometry, most apps will prefer to load pre-authored
//       meshes from a file. Fortunately, when using meshes, D3DX does most of
//       the work for this, parsing a geometry file and creating vertx buffers
//       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
//       object, including loading it from a file and rendering it. One thing
//       D3DX does not handle for us is the materials and textures for a mesh,
//       so note that we have to handle those manually.
//
//       Note: one advanced (but nice) feature that we don't show here is that
//       when cloning a mesh we can specify the FVF. So, regardless of how the
//       mesh was authored, we can add/remove normals, add more texture
//       coordinate sets (for multi-texturing), etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include 
<mmsystem.h>
#include 
<d3dx9.h>
#pragma warning( disable : 
4996 ) // disable deprecated warning 
#include <strsafe.h>
#pragma warning( 
default : 4996 ) 




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D           = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; // Our rendering device

LPD3DXMESH              g_pMesh          
= NULL; // Our mesh object in sysmem
D3DMATERIAL9*           g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; // Textures for our mesh
DWORD                   g_dwNumMaterials = 0L;   // Number of mesh materials




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
// Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
// Set up the structure used to create the D3DDevice. Since we are now
    
// using more complex geometry, we will create a device with a zbuffer.
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;
    d3dpp.EnableAutoDepthStencil 
= TRUE;
    d3dpp.AutoDepthStencilFormat 
= D3DFMT_D16;

    
// Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      
&d3dpp, &g_pd3dDevice ) ) )
    {
        
return E_FAIL;
    }

    
// Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    
// Turn on ambient lighting 
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

    
return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
    LPD3DXBUFFER pD3DXMtrlBuffer;

    
// Load the mesh from the specified file
    
// 从指定文件加载网格
    if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, 
                                   g_pd3dDevice, NULL, 
                                   
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   
&g_pMesh ) ) )
    {
        
// If model is not in current folder, try parent folder
        if( FAILED( D3DXLoadMeshFromX( "..\\Tiger.x", D3DXMESH_SYSTEMMEM, 
                                    g_pd3dDevice, NULL, 
                                    
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                    
&g_pMesh ) ) )
        {
            MessageBox(NULL, 
"Could not find tiger.x""Meshes.exe", MB_OK);
            
return E_FAIL;
        }
    }

    
// We need to extract the material properties and texture names from the 
    
// pD3DXMtrlBuffer
    
// 从pD3DXMtrlBuffer里面析取出材质属性和纹理名字
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials 
= new D3DMATERIAL9[g_dwNumMaterials]; // 放材质
    if( g_pMeshMaterials == NULL )
        
return E_OUTOFMEMORY;
    g_pMeshTextures  
= new LPDIRECT3DTEXTURE9[g_dwNumMaterials]; // 放纹理
    if( g_pMeshTextures == NULL )
        
return E_OUTOFMEMORY;

    
for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        
// Copy the material
        
// 拷贝材质
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

        
// Set the ambient color for the material (D3DX does not do this)
        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

        g_pMeshTextures[i] 
= NULL;
        
if( d3dxMaterials[i].pTextureFilename != NULL && 
            lstrlen(d3dxMaterials[i].pTextureFilename) 
> 0 )
        {
            
// Create the texture
            
// 创建纹理
            if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                d3dxMaterials[i].pTextureFilename, 
                                                
&g_pMeshTextures[i] ) ) )
            {
                
// If texture is not in current folder, try parent folder
                const TCHAR* strPrefix = TEXT("..\\");
                TCHAR strTexture[MAX_PATH];
                StringCchCopy( strTexture, MAX_PATH, strPrefix );
                StringCchCat( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                
// If texture is not in current folder, try parent folder
                if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                    strTexture, 
                                                    
&g_pMeshTextures[i] ) ) )
                {
                    MessageBox(NULL, 
"Could not find texture map""Meshes.exe", MB_OK);
                }
            }
        }
    }

    
// Done with the material buffer
    pD3DXMtrlBuffer->Release();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    
if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    
if( g_pMeshTextures )
    {
        
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            
if( g_pMeshTextures[i] )
                g_pMeshTextures[i]
->Release();
        }
        delete[] g_pMeshTextures;
    }
    
if( g_pMesh != NULL )
        g_pMesh
->Release();
    
    
if( g_pd3dDevice != NULL )
        g_pd3dDevice
->Release();

    
if( g_pD3D != NULL )
        g_pD3D
->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    
// Set up world matrix
    D3DXMATRIXA16 matWorld;
    D3DXMatrixRotationY( 
&matWorld, timeGetTime()/1000.0f );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );

    
// Set up our view matrix. A view matrix can be defined given an eye point,
    
// a point to lookat, and a direction for which way is up. Here, we set the
    
// eye five units back along the z-axis and up three units, look at the 
    
// origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
// For the projection matrix, we set up a perspective transform (which
    
// transforms geometry from 3D view space to 2D viewport space, with
    
// a perspective divide making objects smaller in the distance). To build
    
// a perpsective transform, we need the field of view (1/4 pi is common),
    
// the aspect ratio, and the near and far clipping planes (which define at
    
// what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/41.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    
// Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                         D3DCOLOR_XRGB(
0,0,255), 1.0f0 );
    
    
// Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        
// Setup the world, view, and projection matrices
        SetupMatrices();

        
// Meshes are divided into subsets, one for each material. Render them in
        
// a loop
        
// 网格被划分成子集,每个子集对应着一个材质
        for( DWORD i=0; i<g_dwNumMaterials; i++ )
        {
            
// Set the material and texture for this subset
            g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
            g_pd3dDevice
->SetTexture( 0, g_pMeshTextures[i] );
        
            
// Draw the mesh subset
            g_pMesh->DrawSubset( i );
        }

        
// End the scene
        g_pd3dDevice->EndScene();
    }

    
// Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
        
case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 
0 );
            
return 0;
    }

    
return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    
// Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      
"D3D Tutorial", NULL };
    RegisterClassEx( 
&wc );

    
// Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial""D3D Tutorial 06: Meshes"
                              WS_OVERLAPPEDWINDOW, 
100100300300,
                              NULL, NULL, wc.hInstance, NULL );

    
// Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        
// Create the scene geometry
        if( SUCCEEDED( InitGeometry() ) )
        {
            
// Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
// Enter the message loop
            MSG msg; 
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                    Render();
            }
        }
    }

    UnregisterClass( 
"D3D Tutorial", wc.hInstance );
    
return 0;
}

posted on 2007-02-16 18:28 七星重剑 阅读(804) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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