Loading Meshes with Your .X Parser
Just as I promised, it's time to check out how to merge the mesh−loading
functions into your .X parser class. Since you're going to be accessing the mesh
data objects directly, you need to use the D3DXLoadMeshFromXof function to load
mesh data. That means you need to parse each data object, and look for Mesh
objects as you go. Start by deriving a parser class with which to work.
class cXMeshParser : public cXParser
{
public:
ID3DXMesh *m_Mesh;
public:
cXMeshParser() { m_Mesh = NULL; }
~cXMeshParser() { if(m_Mesh) m_Mesh−>Release(); }
BOOL ParseObject(IDirectXFileData *pDataObj,
IDirectXFileData *pParentDataObj,
DWORD Depth,
void **Data,
BOOL Reference);
};
As you can see from the class declaration, I'm only declaring one mesh
object. If you want more, you need to create a linked list (or another type of
list) to contain the mesh objects. I'll leave that up to you because for now I
just want to demonstrate using the D3DXLoadMeshFromXof function.
Override the ParseObject function, allowing it to scan for Mesh objects.
BOOL cXMeshParser::ParseObject(
IDirectXFileData *pDataObj,
IDirectXFileData *pParentDataObj,
DWORD Depth,
void **Data,
BOOL Reference)
{
// Skip reference objects
if(Reference == TRUE)
return TRUE;
// Make sure object being parsed is Mesh
if(*GetObjectGUID(pDataObj) == D3DRM_TIDMesh)
{
// It's a mesh, use D3DXLoadMeshFromXof to load it
ID3DXBuffer *Materials;
DWORD NumMaterials;
D3DXLoadMeshFromXof(pDataObj, 0, pDevice, NULL, &Materials, NULL, &NumMaterials, &m_Mesh);
// Finish by processing material information
// return FALSE to stop parsing
return FALSE;
}
// Parse child objects
return ParseChildObjects(pDataObj,Depth,Data,Reference);
}
There you have it! With one quick call, you've loaded a mesh from a Mesh data
object! If you think that's cool, I've got something new for you−skinned meshes.
Read on to see how to load skinned mesh data from .X files.
Loading Skinned Meshes
A skinned mesh contains a hierarchy of bones (a skeletal structure) that you
can use to deform the mesh to which the bones are attached.
Loading skinned meshes from .X files is just like loading regular meshes. By
enumerating the data objects, you can determine which ones to load skinned mesh
data from and put the data into an ID3DXSkinMesh object.
The surprising thing here is that a skinned mesh's data is contained in the
same Mesh objects as a regular mesh! If it's the same data object, how could you
possibly know the difference between a skinned mesh and a regular mesh?
The only way to determine whether a Mesh data object
contains skinned mesh data is to use the D3DXLoadSkinMeshFromXof function to
load the mesh into an ID3DXSkinMesh object. After the mesh data is loaded, you
can query the newly created skinned mesh object to see whether it contains bone
information (which is contained in special data objects embedded within the Mesh
object). If bone
information exists, the mesh is skinned. If no bones exist, the mesh is regular
and can be converted to an ID3DXMesh object.
I'm starting to get ahead of myself, so jump back to the whole ID3DXSkinMesh
and D3DXLoadSkinMeshFromXof thing.Much like regular meshes, you must instance an
ID3DXSkinMesh object.
ID3DXSkinMesh *SkinMesh = NULL;
Inside your ParseObject function, you need to change the
D3DXLoadSkinMeshFromXof call. Instead of calling D3DXLoadMeshFromXof this time,
use D3DXLoadSkinMeshFromXof.
Loads a skin mesh from a DirectX .x file data object.
HRESULT D3DXLoadSkinMeshFromXof(
LPD3DXFILEDATA pxofMesh,
DWORD Options,
LPDIRECT3DDEVICE9 pD3DDevice,
LPD3DXBUFFER * ppAdjacency,
LPD3DXBUFFER * ppMaterials,
LPD3DXBUFFER * ppEffectInstances,
DWORD * pMatOut,
LPD3DXSKININFO * ppSkinInfo,
LPD3DXMESH * ppMesh
);
Parameters
- pxofMesh
- [in] Pointer to an ID3DXFileData interface,
representing the file data object to load.
- Options
- [in] Combination of one or more flags, from the
D3DXMESH enumeration, specifying creation options for the mesh.
- pD3DDevice
- [in] Pointer to an IDirect3DDevice9 interface, the
device object associated with the mesh.
- ppAdjacency
- [out] Address of a pointer to an ID3DXBuffer
interface. When this method returns, this parameter is filled with an array
of three DWORDs per face that specify the three neighbors for each face in
the mesh.
- ppMaterials
- [out] Address of a pointer to an ID3DXBuffer
interface. When the method returns, this parameter is filled with an array
of D3DXMATERIAL structures.
- ppEffectInstances
- [out] Pointer to a buffer containing an array of
effect instances, one per attribute group in the returned mesh. An effect
instance is a particular instance of state information used to initialize an
effect. See D3DXEFFECTINSTANCE. For more information about accessing the
buffer, see ID3DXBuffer.
- pMatOut
- [out] Pointer to the number of D3DXMATERIAL
structures in the ppMaterials array, when the method returns.
- ppSkinInfo
- [out] Address of a pointer to an ID3DXSkinInfo
interface, which represents the skinning information.
- ppMesh
- [out] Address of a pointer to an ID3DXMesh
interface, which represents the loaded mesh.
Return Values
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be one of the following:
D3DERR_INVALIDCALL.
D3DXERR_INVALIDDATA E_OUTOFMEMORY
Remarks
This method takes a pointer to an internal object in
the .x file, enabling you to load the frame hierarchy.
For mesh files that do not contain effect instance
information, default effect instances will be generated from the material
information in the .x file. A default effect instance will have default values
that correspond to the members of the D3DMATERIAL9 structure.
The default texture name is also filled in, but is
handled differently. The name will be Texture0@Name, which corresponds to an
effect variable by the name of "Texture0" with an annotation called "Name." This
will contain the string file name for the texture.
I know you've got to be saying that D3DXLoadSkinMeshFromXof looks almost
exactly like D3DXLoadMeshFromXof, and you're right! Loading the skinned mesh
using D3DXLoadSkinMeshFromXof looks something like this:
D3DXLoadSkinMeshFromXof(pDataObj, 0, pDevice, NULL,
&Materials, NULL, &NumMaterials, &SkinMesh);
Once you have called D3DXLoadSkinMeshFromXof using a valid Mesh object,
you'll have a cool new ID3DXSkinMesh object at your disposal.
ParseMesh Demo
ParseMesh contains a button (shown in Figure 3.3) that you click to locate
and open an .X file.
Figure 3.3: After locating and opening an .X file, you are shown some vital
data on each mesh contained in that file.
The ParseMesh demo lists information about the meshes it finds in the .X file
you opened. This data includes the type of mesh (standard or skinned), the
number of vertices, the number of faces, and (when applicable) the number of
bones. You can use this handy demo program as an example for your own .X file,
to make sure all the meshes contain the proper information.
Because IDirectXFile interface has been deprecated, I
translate this interface into ID3DXFile.
XParser.h:
#ifndef X_PARSER_H
#define X_PARSER_H
#include <windows.h>
#include <dxfile.h>
#pragma warning(disable : 4100)
class cXParser
{
protected:
// functions called when parsing begins and ends
virtual bool begin_parse(void* data) { return true; }
virtual bool end_parse(void* data) { return true; }
// function called for every template found
virtual bool parse_objects(ID3DXFileData* xfile_data,
ID3DXFileData* parent_xfile_data,
DWORD depth,
void** data,
bool force_ref)
{
return parse_child_objects(xfile_data, depth, data, force_ref);
}
// function called to enumerate child objects
bool parse_child_objects(ID3DXFileData* xfile_data,
DWORD depth,
void** data,
bool force_ref);
public:
// function to start parsing an .X file
bool parse(const char* filename, void** data);
// functions to help retrieve object information
void get_object_guid(ID3DXFileData* xfile_data, GUID* type);
char* get_object_name(ID3DXFileData* xfile_data);
};
#endif
XParser.cpp:
#include <d3dx9xof.h>
#include <rmxfguid.h>
#include <rmxftmpl.h>
#include "XParser.h"
#define release_com(x) { if(x) { (x)->Release(); (x) = NULL; } }
bool cXParser::parse(const char* filename, void** data)
{
if(filename == NULL)
return false;
ID3DXFile* xfile;
if(FAILED(D3DXFileCreate(&xfile)))
return false;
// register standard templates
if(FAILED(xfile->RegisterTemplates((LPVOID) D3DRM_XTEMPLATES, D3DRM_XTEMPLATE_BYTES)))
{
xfile->Release();
return false;
}
ID3DXFileEnumObject* xfile_enum;
if(FAILED(xfile->CreateEnumObject((LPVOID) filename, DXFILELOAD_FROMFILE, &xfile_enum)))
{
xfile->Release();
return false;
}
if(begin_parse(data))
{
SIZE_T num_child;
xfile_enum->GetChildren(&num_child);
// Loop through all top-level objects, breaking on errors.
for(SIZE_T i = 0; i < num_child; i++)
{
ID3DXFileData* xfile_data;
xfile_enum->GetChild(i, &xfile_data);
bool parse_result = parse_objects(xfile_data, NULL, 0, data, false);
release_com(xfile_data);
if(parse_result == false)
break;
}
end_parse(data);
}
release_com(xfile_enum);
release_com(xfile);
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
bool cXParser::parse_child_objects(ID3DXFileData* xfile_data, DWORD depth, void** data, bool force_ref)
{
SIZE_T num_child;
xfile_data->GetChildren(&num_child);
for(SIZE_T i = 0; i < num_child; i++)
{
ID3DXFileData* child_xfile_data;
xfile_data->GetChild(i, &child_xfile_data);
if(child_xfile_data->IsReference())
force_ref = true;
bool parse_result = parse_objects(child_xfile_data, xfile_data, depth+1, data, force_ref);
release_com(child_xfile_data);
if(parse_result == false) // parsing failure
return false;
}
return true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////
void cXParser::get_object_guid(ID3DXFileData* xfile_data, GUID* type)
{
if(xfile_data == NULL)
type = NULL;
else
xfile_data->GetType(type);
}
char* cXParser::get_object_name(ID3DXFileData* xfile_data)
{
if(xfile_data == NULL)
return NULL;
DWORD size = 0;
xfile_data->GetName(NULL, &size);
char* name = NULL;
if(size)
{
name = new char[size];
xfile_data->GetName(name, &size);
}
return name;
}
WinMain.cpp:
#include <stdio.h>
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <rmxfguid.h>
#include "Direct3D.h"
#include "XParser.h"
#include "resource.h"
#pragma warning(disable : 4996)
extern unsigned char D3DRM_XTEMPLATES[];
IDirect3D9* g_d3d;
IDirect3DDevice9* g_device;
D3DXMESHCONTAINER_EX* g_root_mesh_container;
const char g_class_name[] = "ParseMeshClass";
const char g_caption[] = ".X Mesh Parser Demo";
////////////////////////////////////////////////////////////////////////////////////////////////
LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
bool do_init(HWND hwnd);
void do_shutdown();
void do_frame();
void add_mesh_to_list(D3DXMESHCONTAINER_EX* mesh_container, HWND list_handle);
//////////////////////////////////////////////////////////////////////////////////////////////
class cXMeshParser : public cXParser
{
protected:
D3DXMESHCONTAINER_EX* m_root_mesh_container;
protected:
virtual bool parse_objects(ID3DXFileData* xfile_data,
ID3DXFileData* parent_xfile_data,
DWORD depth,
void** data,
bool force_ref)
{
GUID type;
get_object_guid(xfile_data, &type);
// make sure template being parsed is a mesh (non-referenced)
if(type == TID_D3DRMMesh && force_ref == false)
{
D3DXMESHCONTAINER_EX* mesh_container;
if(SUCCEEDED(load_mesh(&mesh_container, g_device, xfile_data, ".\\", 0, 0)))
{
if(mesh_container->Name == NULL)
mesh_container->Name = strdup("NoNameMesh");
mesh_container->pNextMeshContainer = m_root_mesh_container;
m_root_mesh_container = mesh_container;
mesh_container = NULL;
}
}
return parse_child_objects(xfile_data, depth, data, force_ref);
}
public:
bool load(const char* filename, D3DXMESHCONTAINER_EX** ret_mesh_container)
{
bool rv = false;
m_root_mesh_container = NULL;
if(parse(filename, NULL))
{
*ret_mesh_container = m_root_mesh_container;
rv = true;
}
else
{
*ret_mesh_container = NULL;
}
return rv;
}
};
//////////////////////////////////////////////////////////////////////////////////////////////
int PASCAL WinMain(HINSTANCE inst, HINSTANCE, LPSTR, int cmd_show)
{
CoInitialize(NULL); // Initialize the COM system
// Create the window class here and register it
WNDCLASSEX win_class;
win_class.cbSize = sizeof(win_class);
win_class.style = CS_HREDRAW | CS_VREDRAW;
win_class.lpfnWndProc = window_proc;
win_class.cbClsExtra = 0;
win_class.cbWndExtra = DLGWINDOWEXTRA;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = (HBRUSH)(COLOR_BTNFACE + 1);
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&win_class))
return -1;
// create the dialog box window and show it
HWND hwnd = CreateDialog(inst, MAKEINTRESOURCE(IDD_MESHVIEW), 0, NULL);
ShowWindow(hwnd, cmd_show);
UpdateWindow(hwnd);
// Call init function and enter message pump
init_d3d(&g_d3d, &g_device, hwnd, true, false);
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
// Start message pump, waiting for user to exit
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
release_com(g_device);
release_com(g_d3d);
UnregisterClass(g_class_name, inst);
CoUninitialize();
return 0;
}
LRESULT FAR PASCAL window_proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
OPENFILENAME ofn;
char filename[MAX_PATH] = {0};
// Only handle window destruction messages
switch(msg)
{
case WM_COMMAND:
switch(LOWORD(wParam))
{
case IDC_SELECT:
ZeroMemory(&ofn, sizeof(OPENFILENAME));
ofn.lStructSize = sizeof(OPENFILENAME);
ofn.nMaxFile = MAX_PATH;
ofn.nMaxFileTitle = MAX_PATH;
ofn.Flags = OFN_HIDEREADONLY | OFN_CREATEPROMPT | OFN_OVERWRITEPROMPT;
ofn.hwndOwner = hwnd;
ofn.lpstrFile = filename;
ofn.lpstrTitle = "Load and Parse .x file";
ofn.lpstrFilter = ".X Files (*.x)\0*.x\0All Files (*.*)\0*.*\0\0";
ofn.lpstrDefExt = "x";
if(! GetOpenFileName(&ofn))
return 0;
// get rid of last loaded mesh list
delete g_root_mesh_container;
g_root_mesh_container = NULL;
// parse .x file and display hierarchy
cXMeshParser mesh_parser;
if(mesh_parser.load(filename, &g_root_mesh_container))
{
SendMessage(GetDlgItem(hwnd, IDC_MESHLIST), LB_RESETCONTENT, 0, 0);
add_mesh_to_list(g_root_mesh_container, GetDlgItem(hwnd, IDC_MESHLIST));
}
break;
}
break;
case WM_DESTROY:
delete g_root_mesh_container;
g_root_mesh_container = NULL;
PostQuitMessage(0);
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
DestroyWindow(hwnd);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
void add_mesh_to_list(D3DXMESHCONTAINER_EX* mesh_container, HWND list_handle)
{
if(mesh_container == NULL)
return;
// add siblings to list first
if(mesh_container->pNextMeshContainer)
add_mesh_to_list((D3DXMESHCONTAINER_EX*) mesh_container->pNextMeshContainer, list_handle);
// build text to add to list
char text[1024];
if(mesh_container->skin_mesh && mesh_container->pSkinInfo)
{
sprintf(text, "%s (SKINNED ) Verts: %lu, Faces: %lu, Bones: %lu",
mesh_container->Name, mesh_container->MeshData.pMesh->GetNumVertices(),
mesh_container->MeshData.pMesh->GetNumFaces(), mesh_container->pSkinInfo->GetNumBones());
}
else
{
sprintf(text, "%s (STANDARD) Verts: %lu, Faces: %lu",
mesh_container->Name, mesh_container->MeshData.pMesh->GetNumVertices(),
mesh_container->MeshData.pMesh->GetNumFaces());
}
SendMessage(list_handle, LB_ADDSTRING, 0, (LPARAM) text);
}
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