使用cAnimMesh类包含3个步骤,首先在回调函数OnCreateDevice()中创建cAnimMesh类的实例:
g_anim_mesh = new cAnimMesh();
V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.x"));
接着在回调函数OnFrameRender()中渲染网格模型:
g_anim_mesh->render(&g_mat_world, fElapsedTime *
0.001);
最后在回调函数OnDestroy()中释放网格模型:
g_anim_mesh->destroy();
运行截图:
主程序:
#include "dxstdafx.h"
#include "resource.h"
#include "AnimMesh.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;
cAnimMesh* g_anim_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 vertex processing, then uses sofaware vertex processing.
if
((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_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, 18, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_font);
g_anim_mesh =
new
cAnimMesh();
V_RETURN(g_anim_mesh->create(pd3dDevice, L"emr.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 - 170, 0);
g_button_dlg.SetSize(170, 170);
// setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye(0.0f, 0.0f, -50.0f);
D3DXVECTOR3 at(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
pd3dDevice->SetTransform(D3DTS_VIEW, &mat_view);
// set projection matrix
D3DXMATRIX mat_proj;
D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
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, -1.0f, 1.0f);
D3DXVec3Normalize((D3DXVECTOR3*) &light.Direction, &light_dir);
pd3dDevice->SetLight(0, &light);
pd3dDevice->LightEnable(0, TRUE);
pd3dDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0x00FFFFFF);
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_anim_mesh->destroy();
}
//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void
CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice,
double
fTime,
float
fElapsedTime,
void
* pUserContext )
{
D3DXMATRIX mat_trans, mat_rot_x, mat_rot_y;
D3DXMatrixRotationX(&mat_rot_x, -D3DX_PI / 2);
D3DXMatrixRotationY(&mat_rot_y, timeGetTime() / 1000.0f);
D3DXMatrixTranslation(&mat_trans, 0.0f, -8.0f, 0.0f);
g_mat_world = mat_rot_x * mat_rot_y * mat_trans;
}
//--------------------------------------------------------------------------------------
// 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(5, 5);
text_helper.SetForegroundColor( D3DXCOLOR(1.0f, 0.475f, 0.0f, 1.0f) );
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(1.0f, 0.475f, 0.0f, 1.0f) );
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(1.0f, 1.0f, 1.0f, 1.0f) );
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(0, 64, 16, 16), 1.0f, 0) );
// Render the scene
if
( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
g_anim_mesh->render(&g_mat_world, fElapsedTime * 0.001);
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
event
,
int
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(
true
,
true
,
true
);
// Parse the command line, handle the default hotkeys, and show msgboxes
DXUTSetCursorSettings(
true
,
true
);
// Show the cursor and clip it when in full screen
DXUTCreateWindow( L"Use DXUT Mesh File Class" );
DXUTCreateDevice( D3DADAPTER_DEFAULT,
true
, 640, 480, IsDeviceAcceptable, ModifyDeviceSettings );
// Start the render loop
DXUTMainLoop();
// TODO: Perform any application-level cleanup here
return
DXUTGetExitCode();
}
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