void draw_object_ex(IDirect3DDevice9 *device, object *obj, BOOL trans){ unsigned int mesh; if(!device) return; if(!obj) return; if(obj->update){ vertex *dest; generate_normals(obj); IDirect3DVertexBuffer9_Lock(obj->vertexbuffer, 0, 0, (BYTE**)&dest, 0 ); memcpy(dest,obj->vertices,sizeof(vertex)*obj->vertex_count); IDirect3DVertexBuffer9_Unlock(obj->vertexbuffer); obj->update = FALSE; } IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&obj->mat ); IDirect3DDevice9_SetStreamSource(device, 0, obj->vertexbuffer, 0, sizeof(vertex)); IDirect3DDevice9_SetFVF(device, OBJECT_VERTEX_TYPE); for(mesh=0;mesh<obj->submesh_count;mesh++){ if(obj->submeshes[mesh].mat){ if(obj->submeshes[mesh].mat->additive==trans){ set_material(device,obj->submeshes[mesh].mat); IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } }else{ if(!trans){ IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer); IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count); } } } }
static int Direct3DRenderRegion(vout_display_t *vd, d3d_region_t *region) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = vd->sys->d3ddev; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; LPDIRECT3DTEXTURE9 d3dtex = region->texture; HRESULT hr; /* Import vertices */ void *vertex; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, &vertex, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } memcpy(vertex, region->vertex, sizeof(region->vertex)); hr = IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return -1; } return 0; }
void D3DCacheLock(d3d_render_cache *pCache) { int i; IDirect3DVertexBuffer9_Lock((pCache)->xyzBuffer.pVBuffer, 0, TEMP_CACHE_MAX * sizeof(custom_xyz), (void **)&(pCache)->xyzBuffer.u.pXYZ, D3DLOCK_DISCARD); for (i = 0; i < TEMP_NUM_STAGES; i++) IDirect3DVertexBuffer9_Lock((pCache)->stBuffer[i].pVBuffer, 0, TEMP_CACHE_MAX * sizeof(custom_st), (void **)&(pCache)->stBuffer[i].u.pST, D3DLOCK_DISCARD); IDirect3DVertexBuffer9_Lock((pCache)->bgraBuffer.pVBuffer, 0, TEMP_CACHE_MAX * sizeof(custom_bgra), (void **)&(pCache)->bgraBuffer.u.pBGRA, D3DLOCK_DISCARD); IDirect3DVertexBuffer9_Lock((pCache)->indexBuffer.pIBuffer, 0, TEMP_CACHE_MAX * sizeof(custom_index), (void **)&(pCache)->indexBuffer.pIndex, D3DLOCK_DISCARD); }
static void createVertexBuffersD3D9() { HRESULT hr; LPVOID ptr = NULL; int sizeInBytes = sizeof(float)*3*NUM_VERTICES; D3DVERTEXELEMENT9 decl[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END(), }; hr = IDirect3DDevice9_CreateVertexBuffer(gDevicePtr, sizeInBytes, D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &gVertexBufferPtr, NULL); if(FAILED(hr) || !gVertexBufferPtr) { fprintf(stderr, "Failed to create vertex buffer\n"); return; } hr = IDirect3DVertexBuffer9_Lock(gVertexBufferPtr, 0, 0, &ptr, D3DLOCK_DISCARD); if (FAILED(hr) || !ptr) { fprintf(stderr, "Failed to lock vertex buffer\n"); return; } memcpy(ptr, icosahedronVertices, sizeInBytes); hr = IDirect3DVertexBuffer9_Unlock(gVertexBufferPtr); if (FAILED(hr)) { fprintf(stderr, "Failed to unlock vertex buffer\n"); return; } sizeInBytes = sizeof(unsigned short)*3*NUM_INDICES; hr = IDirect3DDevice9_CreateIndexBuffer(gDevicePtr, sizeInBytes, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &gIndexBufferPtr, NULL); if(FAILED(hr) || !gIndexBufferPtr) { fprintf(stderr, "Failed to create index buffer\n"); return; } hr = IDirect3DIndexBuffer9_Lock(gIndexBufferPtr, 0, 0, &ptr, D3DLOCK_DISCARD); if (FAILED(hr) || !ptr) { fprintf(stderr, "Failed to lock index buffer\n"); return; } memcpy(ptr, icosahedronIndices, sizeInBytes); hr = IDirect3DIndexBuffer9_Unlock(gIndexBufferPtr); if (FAILED(hr)) { fprintf(stderr, "Failed to unlock index buffer\n"); return; } hr = IDirect3DDevice9_CreateVertexDeclaration(gDevicePtr, decl, &gVertexDeclPtr); if(FAILED(hr) || !gVertexDeclPtr) { fprintf(stderr, "Failed to create vertex declaration\n"); return; } }
static void d3d9_init( sgui_context* context ) { float m[16], f, iNF, fov_deg = 60.0f, Near = 0.1f, Far = 100.0f; CUSTOMVERTEX vdat[ sizeof(indices)/sizeof(indices[0]) ]; sgui_d3d9_context* ctx = (sgui_d3d9_context*)context; float aspectratio = (float)WIDTH / (float)HEIGHT; unsigned int i, idx, r, g, b; for( i=0; i<sizeof(indices)/sizeof(indices[0]); ++i ) { idx = indices[ i ]; r = vertices[ idx*6+3 ] * 255.0f; g = vertices[ idx*6+4 ] * 255.0f; b = vertices[ idx*6+5 ] * 255.0f; vdat[ i ].x = vertices[ idx*6 ]; vdat[ i ].y = vertices[ idx*6+1 ]; vdat[ i ].z = vertices[ idx*6+2 ]; vdat[ i ].color = D3DCOLOR_ARGB(0xFF,r,g,b); } IDirect3DDevice9_Reset( ctx->device, &ctx->present ); IDirect3DDevice9_CreateVertexBuffer( ctx->device, sizeof(vdat), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL ); /* load vertex data */ IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 ); memcpy( pVoid, vdat, sizeof(vdat) ); IDirect3DVertexBuffer9_Unlock( v_buffer ); /* setup renderer state */ IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_CULLMODE,D3DCULL_NONE); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_LIGHTING,FALSE ); IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE, TRUE ); /* set up perspective projection matrix */ f = 1.0 / tan( fov_deg * DEGTORAD * 0.5 ); iNF = 1.0 / ( Near - Far ); m[0]=f/aspectratio; m[4]=0; m[ 8]=0; m[12]=0; m[1]=0; m[5]=f; m[ 9]=0; m[13]=0; m[2]=0; m[6]=0; m[10]=(Far+Near)*iNF; m[14]=2*Far*Near*iNF; m[3]=0; m[7]=0; m[11]=-1; m[15]=0; IDirect3DDevice9_SetTransform(ctx->device,D3DTS_PROJECTION,(D3DMATRIX*)m); drawgui = 0; }
/** * It copies picture surface into a texture and renders into a scene. * * This function is intented for higher end 3D cards, with pixel shader support * and at least 64 MiB of video RAM. */ static void Direct3DRenderScene(vout_display_t *vd, LPDIRECT3DSURFACE9 surface) { vout_display_sys_t *sys = vd->sys; LPDIRECT3DDEVICE9 d3ddev = sys->d3ddev; HRESULT hr; // check if device is still available hr = IDirect3DDevice9_TestCooperativeLevel(d3ddev); if (FAILED(hr)) { if (hr == D3DERR_DEVICENOTRESET && !sys->reset_device) { vout_display_SendEventPicturesInvalid(vd); sys->reset_device = true; } return; } /* */ LPDIRECT3DTEXTURE9 d3dtex = sys->d3dtex; LPDIRECT3DVERTEXBUFFER9 d3dvtc = sys->d3dvtc; /* Clear the backbuffer and the zbuffer */ hr = IDirect3DDevice9_Clear(d3ddev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* retrieve picture surface */ LPDIRECT3DSURFACE9 d3dsrc = surface; if (!d3dsrc) { msg_Dbg(vd, "no surface to render ?"); return; } /* retrieve texture top-level surface */ LPDIRECT3DSURFACE9 d3ddest; hr = IDirect3DTexture9_GetSurfaceLevel(d3dtex, 0, &d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Copy picture surface into texture surface * color space conversion and scaling happen here */ RECT src = vd->sys->rect_src_clipped; RECT dst = vd->sys->rect_dest_clipped; hr = IDirect3DDevice9_StretchRect(d3ddev, d3dsrc, &src, d3ddest, &dst, D3DTEXF_LINEAR); IDirect3DSurface9_Release(d3ddest); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Update the vertex buffer */ CUSTOMVERTEX *vertices; hr = IDirect3DVertexBuffer9_Lock(d3dvtc, 0, 0, (void **)&vertices, D3DLOCK_DISCARD); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } /* Setup vertices */ const float f_width = vd->sys->d3dpp.BackBufferWidth; const float f_height = vd->sys->d3dpp.BackBufferHeight; /* -0.5f is a "feature" of DirectX and it seems to apply to Direct3d also */ /* http://www.sjbrown.co.uk/2003/05/01/fix-directx-rasterisation/ */ vertices[0].x = -0.5f; // left vertices[0].y = -0.5f; // top vertices[0].z = 0.0f; vertices[0].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[0].rhw = 1.0f; vertices[0].tu = 0.0f; vertices[0].tv = 0.0f; vertices[1].x = f_width - 0.5f; // right vertices[1].y = -0.5f; // top vertices[1].z = 0.0f; vertices[1].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[1].rhw = 1.0f; vertices[1].tu = 1.0f; vertices[1].tv = 0.0f; vertices[2].x = f_width - 0.5f; // right vertices[2].y = f_height - 0.5f; // bottom vertices[2].z = 0.0f; vertices[2].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[2].rhw = 1.0f; vertices[2].tu = 1.0f; vertices[2].tv = 1.0f; vertices[3].x = -0.5f; // left vertices[3].y = f_height - 0.5f; // bottom vertices[3].z = 0.0f; vertices[3].diffuse = D3DCOLOR_ARGB(255, 255, 255, 255); vertices[3].rhw = 1.0f; vertices[3].tu = 0.0f; vertices[3].tv = 1.0f; hr= IDirect3DVertexBuffer9_Unlock(d3dvtc); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Begin the scene hr = IDirect3DDevice9_BeginScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } // Setup our texture. Using textures introduces the texture stage states, // which govern how textures get blended together (in the case of multiple // textures) and lighting information. In this case, we are modulating // (blending) our texture with the diffuse color of the vertices. hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // Render the vertex buffer contents hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // we use FVF instead of vertex shader hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // draw rectangle hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); IDirect3DDevice9_EndScene(d3ddev); return; } // End the scene hr = IDirect3DDevice9_EndScene(d3ddev); if (FAILED(hr)) { msg_Dbg(vd, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr); return; } }
void* JBKRender_LockVertexBuffer(JBKVertexBuffer buffer, uint32_t offset, uint32_t size) { void* data; DXCall( IDirect3DVertexBuffer9_Lock((IDirect3DVertexBuffer9*)buffer, offset, size, &data, 0) ); return data; }
int main( void ) { LPDIRECT3DVERTEXBUFFER9 v_buffer; sgui_window_description desc; IDirect3DTexture9* texture; sgui_d3d9_context* ctx; sgui_canvas* texcanvas; IDirect3DDevice9* dev; sgui_widget* check2; sgui_widget* check; sgui_widget* butt; sgui_window* wnd; float a=0.0f; VOID* pVoid; float m[16]; sgui_init( ); /*************************** create a window **************************/ desc.parent = NULL; desc.share = NULL; desc.width = 640; desc.height = 480; desc.flags = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED; desc.backend = SGUI_DIRECT3D_9; desc.bits_per_pixel = 32; desc.depth_bits = 16; desc.stencil_bits = 0; desc.samples = 0; wnd = sgui_window_create_desc( &desc ); sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" ); sgui_window_move_center( wnd ); sgui_window_set_visible( wnd, SGUI_VISIBLE ); sgui_window_set_vsync( wnd, 1 ); /************************ createtexture canvas ************************/ texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ), 128, 128 ); butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 ); check = sgui_checkbox_create( 10, 40, "Direct3D" ); check2 = sgui_checkbox_create( 10, 65, "Texture" ); sgui_button_set_state( check, 1 ); sgui_button_set_state( check2, 1 ); sgui_widget_add_child( &texcanvas->root, butt ); sgui_widget_add_child( &texcanvas->root, check ); sgui_widget_add_child( &texcanvas->root, check2 ); /************** connect keyboard input to texture canvas **************/ sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); sgui_event_connect( wnd, SGUI_CHAR_EVENT, sgui_canvas_send_window_event, texcanvas, SGUI_FROM_EVENT, SGUI_EVENT ); /*************************** Direct3D setup ***************************/ /* get the device context, set new present parameters */ ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd ); dev = ctx->device; IDirect3DDevice9_Reset( dev, &ctx->present ); /* create a vertex buffer */ IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0, CUSTOMFVF, D3DPOOL_MANAGED, &v_buffer, NULL ); /* load vertex data */ IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 ); memcpy( pVoid, vertices, sizeof(vertices) ); IDirect3DVertexBuffer9_Unlock( v_buffer ); /* setup renderer state */ IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE ); IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE ); /* set up perspective projection matrix */ perspective( m, 45.0f, (float)desc.width/(float)desc.height, 0.1f, 100.0f ); IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m ); /* set up texturing, bind canvas texture to stage 0 */ texture = sgui_tex_canvas_get_texture( texcanvas ); IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ); IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE ); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR); IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR); /****************************** main loop *****************************/ while( sgui_main_loop_step( ) ) { /* redraw widgets in dirty areas */ sgui_canvas_redraw_widgets( texcanvas, 1 ); /* draw scene */ IDirect3DDevice9_Clear( dev, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 ); IDirect3DDevice9_BeginScene( dev ); transform( m, a ); IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m ); a += 0.01f; IDirect3DDevice9_SetFVF( dev, CUSTOMFVF ); IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0, sizeof(CUSTOMVERTEX) ); IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 ); IDirect3DDevice9_EndScene( dev ); /* swap front and back buffer */ sgui_window_swap_buffers( wnd ); } /****************************** clean up ******************************/ sgui_canvas_destroy( texcanvas ); sgui_widget_destroy( check2 ); sgui_widget_destroy( check ); sgui_widget_destroy( butt ); IDirect3DVertexBuffer9_Release( v_buffer ); sgui_window_destroy( wnd ); sgui_deinit( ); return 0; }
object *load_object(IDirect3DDevice9 *device, char *filename){ matrix position, rotation, scale; vector position_vector, scale_vector; quat rotation_quat; unsigned int submesh_counter; char test[4]; object *temp; file *fp; vertex *dest; if(!filename) return NULL; fp = file_open(filename); if(!fp) return NULL; file_read(test,1,4,fp); if(memcmp(test,"KRO0",4)!=0){ file_close(fp); return NULL; } temp = (object*)malloc(sizeof(object)); if(!temp) return NULL; file_read(&position_vector,sizeof(float),3,fp); file_read(&rotation_quat,sizeof(float),4,fp); file_read(&scale_vector,sizeof(float),3,fp); file_read(&temp->vertex_count,1,4,fp); if(temp->vertex_count==0){ /* dummy-object, skip loading */ file_close(fp); temp->update = FALSE; temp->vertexbuffer = NULL; temp->vertices = 0; temp->submesh_count = 0; temp->submeshes = NULL; /* save prs */ temp->prs.pos = position_vector; temp->prs.rot = rotation_quat; temp->prs.scale = scale_vector; /* build matrix */ matrix_identity(temp->mat); matrix_translate(position, position_vector); matrix_from_quat(rotation, rotation_quat); matrix_scale(scale, scale_vector); matrix_multiply(temp->mat, temp->mat, position); matrix_multiply(temp->mat, temp->mat, rotation); matrix_multiply(temp->mat, temp->mat, scale); return temp; } temp->vertices = (vertex*)malloc(sizeof(vertex)*temp->vertex_count); if(!temp->vertices) return FALSE; file_read(temp->vertices,sizeof(vertex),temp->vertex_count,fp); file_read(&temp->morphtarget_count,1,4,fp); temp->morphtarget_vertices = malloc(sizeof(vector)*temp->vertex_count*temp->morphtarget_count); if(!temp->morphtarget_vertices) return FALSE; file_read(temp->morphtarget_vertices,sizeof(vector),temp->vertex_count*temp->morphtarget_count,fp); file_read(&temp->submesh_count,1,4,fp); temp->submeshes = (submesh*)malloc(sizeof(submesh)*temp->submesh_count); if(!temp->submeshes) return FALSE; for(submesh_counter=0;submesh_counter<temp->submesh_count;submesh_counter++){ unsigned int* dest; char mat_name[256]; char *material_name = file_loadstring(fp); sprintf(mat_name,"%s%s",get_dirname(filename),material_name); temp->submeshes[submesh_counter].mat = material_load(device,mat_name); file_read(&temp->submeshes[submesh_counter].triangle_count,1,4,fp); temp->submeshes[submesh_counter].triangles = (unsigned short*)malloc(sizeof(unsigned short)*3*temp->submeshes[submesh_counter].triangle_count); if(!temp->submeshes[submesh_counter].triangles) return FALSE; file_read(temp->submeshes[submesh_counter].triangles,sizeof(unsigned short)*3,temp->submeshes[submesh_counter].triangle_count,fp); if(FAILED(IDirect3DDevice9_CreateIndexBuffer(device,sizeof(unsigned short)*3*temp->submeshes[submesh_counter].triangle_count,0,D3DFMT_INDEX16,D3DPOOL_MANAGED,&temp->submeshes[submesh_counter].indexbuffer,NULL))) return FALSE; if(IDirect3DIndexBuffer9_Lock(temp->submeshes[submesh_counter].indexbuffer,0,0,&dest,0)==D3D_OK){ memcpy(dest,temp->submeshes[submesh_counter].triangles,sizeof(unsigned short)*3*temp->submeshes[submesh_counter].triangle_count); IDirect3DIndexBuffer9_Unlock(temp->submeshes[submesh_counter].indexbuffer); }else return FALSE; } file_close(fp); if(temp->morphtarget_count > 0) { printf("something shall morph!"); if(FAILED(IDirect3DDevice9_CreateVertexBuffer(device,sizeof(vertex)*temp->vertex_count,D3DUSAGE_DYNAMIC|D3DUSAGE_WRITEONLY,OBJECT_VERTEX_TYPE,D3DPOOL_DEFAULT,&temp->vertexbuffer,NULL))) return FALSE; } else { if(FAILED(IDirect3DDevice9_CreateVertexBuffer(device,sizeof(vertex)*temp->vertex_count,0,OBJECT_VERTEX_TYPE,D3DPOOL_MANAGED,&temp->vertexbuffer,NULL))) return FALSE; } if(IDirect3DVertexBuffer9_Lock(temp->vertexbuffer, 0, 0, (BYTE**)&dest, 0)==D3D_OK){ memcpy(dest,temp->vertices,sizeof(vertex)*temp->vertex_count); IDirect3DVertexBuffer9_Unlock(temp->vertexbuffer); temp->update = FALSE; }else return FALSE; /* save prs */ temp->prs.pos = position_vector; temp->prs.rot = rotation_quat; temp->prs.scale = scale_vector; /* build matrix */ matrix_identity(temp->mat); matrix_translate(position, position_vector); matrix_from_quat(rotation, rotation_quat); matrix_scale(scale, scale_vector); matrix_multiply(temp->mat, temp->mat, position); matrix_multiply(temp->mat, temp->mat, rotation); matrix_multiply(temp->mat, temp->mat, scale); return temp; }