cSkinMesh类的设计与实现
cSkinMesh类的实现与cAnimMesh的实现基本相同,区别在以下几点。
首先是在load_from_xfile()中增加了对网格模型骨骼矩阵的保存:
HRESULT cSkinMesh::setup_bone_matrix_pointers(D3DXFRAME* frame)
{
HRESULT hr;
if(frame == NULL)
return S_OK;
if(frame->pMeshContainer != NULL)
{
hr = setup_bone_matrix_pointers_on_mesh(frame->pMeshContainer);
if(FAILED(hr))
return hr;
}
if(frame->pFrameSibling != NULL)
{
hr = setup_bone_matrix_pointers(frame->pFrameSibling);
if(FAILED(hr))
return hr;
}
if(frame->pFrameFirstChild != NULL)
{
hr = setup_bone_matrix_pointers(frame->pFrameFirstChild);
if(FAILED(hr))
return hr;
}
return S_OK;
}
HRESULT cSkinMesh::setup_bone_matrix_pointers_on_mesh(D3DXMESHCONTAINER* base_mesh_container)
{
if(base_mesh_container == NULL)
return S_OK;
D3DXMESHCONTAINER_DERIVED* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;
if(mesh_container->pSkinInfo != NULL)
{
UINT num_bones = mesh_container->pSkinInfo->GetNumBones();
mesh_container->ppBoneMatrices = new D3DXMATRIX*[num_bones];
if(mesh_container->ppBoneMatrices == NULL)
return E_OUTOFMEMORY;
for(UINT i = 0; i < num_bones; i++)
{
LPCSTR bone_name = mesh_container->pSkinInfo->GetBoneName(i);
D3DXFRAME_DERIVED* frame = (D3DXFRAME_DERIVED*) D3DXFrameFind(m_root_frame, bone_name);
if(frame == NULL)
return E_FAIL;
mesh_container->ppBoneMatrices[i] = &frame->CombinedTransformMatrix;
}
}
return S_OK;
}
HRESULT cSkinMesh::load_from_xfile(CONST WCHAR* wfilename)
{
HRESULT hr;
WCHAR wpath[MAX_PATH];
DXUTFindDXSDKMediaFileCch(wpath, sizeof(wpath) / sizeof(WCHAR), wfilename);
V_RETURN(D3DXLoadMeshHierarchyFromXW(wpath, D3DXMESH_MANAGED, m_device, m_alloc_hierarchy, NULL, &m_root_frame,
&m_anim_controller));
V_RETURN(setup_bone_matrix_pointers(m_root_frame));
V_RETURN(D3DXFrameCalculateBoundingSphere(m_root_frame, &m_object_center, &m_object_radius));
return S_OK;
}
接下来是DrawMeshContainer()的实现,该函数负责当前网格容器中具体网格模型的渲染,其实现大致可以分为以下几个步骤:
【1】如果当前网格模型是蒙皮网格模型
(1)根据当前硬件设备的性能决定是否采用软件顶点处理模式。
(2)激活索引顶点混合。
(3)设置顶点混合所需要的矩阵索引数量。
(4)渲染索引蒙皮网格模型,在具体渲染时,需要逐个属性组进行渲染,在渲染每个子网格时,首先需要设置骨骼混合矩阵、材质和数组。
(5)恢复相关渲染状态。
【2】如果当前网格模型不是蒙皮网格模型,则直接设置组合变换矩阵、材质和纹理,然后进行渲染。
HRESULT cSkinMesh::draw_mesh_container(CONST D3DXMESHCONTAINER* base_mesh_container, CONST D3DXFRAME* base_frame)
{
HRESULT hr;
D3DXMESHCONTAINER_DERIVED* mesh_container = (D3DXMESHCONTAINER_DERIVED*) base_mesh_container;
D3DXFRAME_DERIVED* frame = (D3DXFRAME_DERIVED*) base_frame;
if(mesh_container->pSkinInfo != NULL)
{
if(mesh_container->UseSoftwareVP)
{
V_RETURN(m_device->SetSoftwareVertexProcessing(TRUE));
}
if(mesh_container->MaxBonesInflPerVertex)
m_device->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, TRUE);
if(mesh_container->MaxBonesInflPerVertex == 1)
m_device->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_0WEIGHTS);
else if(mesh_container->MaxBonesInflPerVertex == 2)
m_device->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_1WEIGHTS);
else if(mesh_container->MaxBonesInflPerVertex == 3)
m_device->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_2WEIGHTS);
else
m_device->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
D3DXBONECOMBINATION* bone_comb = (D3DXBONECOMBINATION*) mesh_container->pBoneCombBuffer->GetBufferPointer();
for(UINT attr_index = 0; attr_index < mesh_container->NumAttrGroups; attr_index++)
{
// setup vertex index blending world matrix for every mesh group
for(UINT palette_index = 0; palette_index < mesh_container->NumMatrixPalettes; palette_index++)
{
UINT matrix_index = bone_comb[attr_index].BoneId[palette_index];
if(matrix_index != UINT_MAX)
{
D3DXMATRIX mat_palette;
D3DXMatrixMultiply(&mat_palette,
mesh_container->ppBoneOffsetMatrices[matrix_index],
mesh_container->ppBoneMatrices[matrix_index]);
m_device->SetTransform(D3DTS_WORLDMATRIX(palette_index), &mat_palette);
}
}
DWORD attr_id = bone_comb[attr_index].AttribId;
m_device->SetMaterial(&mesh_container->pMaterials[attr_id].MatD3D);
m_device->SetTexture(0, mesh_container->ppTextures[attr_id]);
mesh_container->MeshData.pMesh->DrawSubset(attr_index);
}
// restore render state
m_device->SetRenderState(D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
m_device->SetRenderState(D3DRS_VERTEXBLEND, D3DVBF_DISABLE);
if(mesh_container->UseSoftwareVP)
{
V_RETURN(m_device->SetSoftwareVertexProcessing(FALSE));
}
}
else
{
m_device->SetTransform(D3DTS_WORLD, &frame->CombinedTransformMatrix);
for(UINT i = 0; i < mesh_container->NumMaterials; i++)
{
m_device->SetMaterial(&mesh_container->pMaterials[i].MatD3D);
m_device->SetTexture(0, mesh_container->ppTextures[i]);
mesh_container->MeshData.pMesh->DrawSubset(i);
}
}
return S_OK;
}
蒙皮骨骼动画网格模型类的使用
首先需要修改顶点处理模式,如果当前Direct3D设备使用纯硬件顶点处理模式,则改为混合顶点处理模式:
// If video card does not support hardware transform and light, then uses sofaware mode.
if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// !!important, change vertex processing to mixed mode.
if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
pDeviceSettings->BehaviorFlags = D3DCREATE_MIXED_VERTEXPROCESSING;
因为硬件可能不支持索引顶点混合,这时就需要使用软件顶点处理,所以在使用cSkinMesh类渲染蒙皮骨骼动画网格模型的程序中,如果Direct3D设备使用纯硬件顶点处理模式,则需要改为混合顶点处理模式,否则在调用IDirect3DDevice9::SetSoftwareProcessing()函数将顶点处理模式改为软件顶点处理模式时会出错。
接下来在回调函数OnCreateDevice()中创建cSkinMesh类的实例:
g_skin_mesh = new cSkinMesh();
V_RETURN(g_skin_mesh->create(pd3dDevice, L"tiny.x"));
再接下来在回调函数OnFrameRender()中渲染网格模型:
V(g_skin_mesh->render(&g_mat_world, fElapsedTime));
最后在回调函数OnDestroyDevice()中释放网格模型:
g_skin_mesh->destroy();
运行截图:
![](http://www.cppblog.com/images/cppblog_com/changingnow/7101/o_UseSkinMesh.jpg)
主程序:
#include "dxstdafx.h"
#include "resource.h"
#include "SkinMesh.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;
cSkinMesh* g_skin_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 transform and light, then uses sofaware mode.
if((pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// !!important, change vertex processing to mixed mode.
if(pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
pDeviceSettings->BehaviorFlags = D3DCREATE_MIXED_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_skin_mesh = new cSkinMesh();
V_RETURN(g_skin_mesh->create(pd3dDevice, L"tiny.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, -1000.0f);
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;
float aspect = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, aspect, 1.0f, 2000.0f);
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, 0x00505050);
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_skin_mesh->destroy();
}
//--------------------------------------------------------------------------------------
// Handle updates to the scene
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
D3DXMATRIX mat_trans, mat_rot;
D3DXMatrixTranslation(&mat_trans, 0.0f, 30.0f, -100.0f);
D3DXMatrixRotationY(&mat_rot, timeGetTime() / 1000.0f);
g_mat_world = mat_trans * mat_rot;
}
//--------------------------------------------------------------------------------------
// 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, 0, 0, 0), 1.0f, 0) );
// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{
V(g_skin_mesh->render(&g_mat_world, fElapsedTime));
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 Skin Mesh" );
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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